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DuckSauce
DuckSauce

Excellent!
Just want to get a bit into the way it works here.

Do you have a socket on the hilt of the blade and the tip and just trace between that? But how do you trace often enough to get that sweet of a result(that in between ticks thing?)

Well I'm not making anything with realistic sword tracing, just curious in how it works as a fellow developer :)

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mflux
mflux

I'm also curious as well. We (Blade Symphony) are also trying to solve the same issues.

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Mkilbride
Mkilbride

Yes, it's one problem in Age of Chivalry, and many games. You swing and go towards the player, but the attack starts when you click, it doesn't follow the animation. So even though you can see the axe slice a guy down his face, you missed.

When I use a two handed sword, I often click then run at the enemy, so the blade comes down on them as I reach them, so I can attack faster that way...but due to the system...I missed. It sucks.

SO far this makes me think first person Assassins Creed.

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Ekonk
Ekonk

The only thing this has in common with Assassin's Creed is that that knight looks just like one of AC's Templars.

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zackd
zackd

There is a socket on the tip and a socket on the hilt, basically we use the position of these two sockets to find 10 points along the sword and save them. The next tick we find another 10 points, then draw the trace lines in between the points from the current tick and the points from the previous tick. 10 is probably overkill but there's no major performance hit so may as well.

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mflux
mflux

I like the parallel lines technique. However, what if the animation is too fast (for ticks to capture) or if the player pivots too quickly? Are you doing anything to interpolate that?

BTW thanks for your explanation.

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DuckSauce
DuckSauce

Thanks for the explanation, that clears it up :)
As for the ticking, I'm pretty sure that even for a very past animation, it shouldn't give too much trouble, at least not for AoC.

Because the sword will still be going in one direction, so the line shouldn't be changing much, if the blade is making "really" fast sharp curves in it's trajectory, maybe it would be a problen... I don't know, I'll let Zack answer that.

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Tibberius Author
Tibberius

Thats correct, since we're drawing traces from one position to another it doesn't matter if the player pivots or the animation is fast. The line will be drawn from where the weapon was on the previous tick to where it is on the current tick everytime. This is much more accurate than a single positon per tick method as it eliminates the player pivoting issue.

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MatthewD
MatthewD

Wow, looks really promising.

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Newbez
Newbez

i can't wait! this is a good excuse for not getting an update on age of chivarly. definite purchase.

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John_Harrison
John_Harrison

This gonna be the best game I ever seen!

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.sverek
.sverek

Now that, what I call 'dynamic fight'.

Good luck on development : )

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Rukus_
Rukus_

Love how the combat is so different and so much more engaging!

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Mischa_Silden
Mischa_Silden

BLOODY SCREEN! so real.
Anyway, the new hit detection system is a huge leap forward from the AoC times.

Keep up the awesome work!

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Tyrell
Tyrell

Haha, Duty Calls jokes will never get old :P

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ExecutorTassadar
ExecutorTassadar

agreeeeed

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SinKing
SinKing

Can't believe what asspains you had to go through to make the mod work on Source. This brief comparison shows what a dated engine Source is and how since, the developer tools have been massively improved to streamline production.
I'm actually impressed by the graphics, too. UDK seems a much better choice for a game like Chivalry, even on the shader/visual side... on any side, infact.

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Betelgeuze
Betelgeuze

combat looks fantastic, it seems to have a nice "feel" to it!

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Torabi
Torabi

Oh wow. The early alpha combat alone convinced me that I have to buy this! Mount & Blade is so much fun online and this looks like it will be a lot of fun as well. Can't wait!

The only thing that I am begging you to do is to add proper mass to the ragdolls. I have yet to see an Unreal 3 game that has ragdolls that do not flop around like crazy. I have no idea why nobody bothers.
Seeing as there are knights with heavy armor, they should fall over very heavily.
Sure hope you guys fix that.

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Argoon
Argoon

Yes the ragdool is the only thing that i don't like on that video.

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Tibberius Author
Tibberius

New ragdolls coming up! Thanks for the tip guys love feedback to help us make the game better.

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Executor-64-
Executor-64-

that's some first-hand combat experience right there :D

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neckbear
neckbear

Will this game be modable?

It looks excellent by the way.

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Tibberius Author
Tibberius

We definitely plan to support modders and user-made content in the game.

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moci
moci

It might have been a short short but still very informative, tracking.

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dowdpride
dowdpride

that look amazing! will we be able to dismember our opponents after they are dead?

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Tibberius Author
Tibberius

Shhh... we're not at that dev blog yet!

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ANtY93
ANtY93

Amazing!

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emperor77
emperor77

i will buy this!

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xalener
xalener

everything looks ******* great except that vignetting.

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r3420083
r3420083

Apart from the sign when the player is hurt, it is perfect.

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Tibberius Author
Tibberius

What might you prefer for player hit indication?

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lethal_vortex
lethal_vortex

good stuff!

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galdor
galdor

wow at first i didn't care much for this but now i am excited

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Otreum
Otreum

I think mount and blade: warband is going to have to step up it's game now.

You guys are doing something with melee combat that should have been done a while ago. It's nice to see a system that actually works ...and look good at the same time :).
The problem with warband is players have no fatigue, and a player can be swinging with the biggest heaviest weapon in the game and be about 3/4 of the way through the swing and immediately, instantly block above their head or any other direction. This means players now exploit the crap out of the spazzo animation system in order to kill opponents, which requires nothing more than clicking left and right repeatedly like a moron before swinging.
At least in this game, Age of Chivalry, you guys are doing combat that is fair for new and veteran players and rewards good skill rather than good knowledge of gameplay exploits (warband).
I can't wait to see what else you have in store :)

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Jokerme
Jokerme

Now you got my attention. Go on please :>

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DillonBarba
DillonBarba

Holy crap, super ******* jelly of that combat video.
I've never had a video on here make me smile so damn much.
It's fluid, it's smooth, it's perfect.

one flaw which isn't even that big of a deal but the damage indicator on the hud looks a bit strange. (the one that looks like an arrow wound)

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HounderKnight
HounderKnight

That was quite gorgeous :o

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ChuckN0rr1st
ChuckN0rr1st

awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome!
not more to say!

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Silverfisk
Silverfisk

Epic! :D:D
This game will be amazing!

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Matt_Bak3r
Matt_Bak3r

hellllllllllllllllllllllll yeaaaaahh

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keatsy
keatsy

1 question what will the gibs be like will they be the same or will there be more limbs to be cut off ?

p.s good work im rly lookin forward to this game :)

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Splinesplitter
Splinesplitter

If this gets cancelled, I'm gonna jump off a skyscraper.

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