Testing Boothand models

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Tr!Force
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Testing Boothand models

Post by Tr!Force » 13 Aug 2015, 05:29

yesterday we tested the Boothand's models, so they're nice, we want the complete farm!

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Daggolin
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Re: Testing Boothand models

Post by Daggolin » 13 Aug 2015, 06:18

We actually had some "Ducks vs. Horses" matches a while ago - about 58 of them.

The ducks enter the arena:
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The horses just can't stop smiling after killing some of the poor ducks (in the background):
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Both, ducks and horses suffered some losses during the intense battles (background):
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Some of the participants (there were more):
Boothoove,
You got Ducked,
Beethooven,
Kentucky Fried Duck,
cowduck,
Duckolin,
Horsemania,
Duckleon,
Duck my Sick,
Mace Duckson,
Mai (What an unusual name? Must be a foreign duck!)

Sorry for the fps, etc. (these screenshots were from the live-event, the upper screenshots were taken from the demos with jomme):
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ouned
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Re: Testing Boothand models

Post by ouned » 13 Aug 2015, 10:56

so beautiful. :D

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Re: Testing Boothand models

Post by Boothand » 13 Aug 2015, 11:42

HAHAA!! Your second screenshot, Triforce :D Priceless. Now we demand a mod where you can sit on the back of another player IF they're using the horse model.

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Re: Testing Boothand models

Post by Tr!Force » 13 Aug 2015, 11:56

Daggolin wrote:Some of the participants (there were more):
Boothoove,
You got Ducked,
Beethooven,
Kentucky Fried Duck,
cowduck,
Duckolin,
Horsemania,
Duckleon,
Duck my Sick,
Mace Duckson,
Mai (What an unusual name? Must be a foreign duck!)
LOOOOL that names so cool hahha :D

Boothand wrote:HAHAA!! Your second screenshot, Triforce :D Priceless. Now we demand a mod where you can sit on the back of another player IF they're using the horse model.
hahaha ive done, is /horse <player> so u get attached to the player model with that animation :D
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Re: Testing Boothand models

Post by Boothand » 13 Aug 2015, 12:10

Tr!Force wrote:hahaha ive done, is /horse <player> so u get attached to the player model with that animation :D
Really?... I... need this... .

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Re: Testing Boothand models

Post by Daggolin » 13 Aug 2015, 13:20

Boothand wrote:
Tr!Force wrote:hahaha ive done, is /horse <player> so u get attached to the player model with that animation :D
Really?... I... need this... .
Don't even think about it... We're not mounting people on dark, too... Or... Well... Maybe some day...

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Re: Testing Boothand models

Post by Tr!Force » 13 Aug 2015, 14:07

Daggolin wrote: Don't even think about it... We're not mounting people on dark, too... Or... Well... Maybe some day...
hahaha :D
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Re: Testing Boothand models

Post by Boothand » 14 Aug 2015, 01:23

[Moved topic to Community -> General]

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jozuf
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Re: Testing Boothand models

Post by jozuf » 14 Aug 2015, 10:34

This would actually make a great 2on2 gameplay mode. The one mounted has to attack and the mount has to move around. I need it! :)

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Re: Testing Boothand models

Post by Kameleon » 14 Aug 2015, 13:17

jozuf wrote:This would actually make a great 2on2 gameplay mode. The one mounted has to attack and the mount has to move around. I need it! :)
Sounds like it could be fun xD

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Re: Testing Boothand models

Post by Daggolin » 14 Aug 2015, 14:43

Kameleon wrote:
jozuf wrote:This would actually make a great 2on2 gameplay mode. The one mounted has to attack and the mount has to move around. I need it! :)
Sounds like it could be fun xD
Yes, after JoZuF wrote that my mind started working on it, but I didn't have the time to code anything. And I am not sure I will, but it is tempting.

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Re: Testing Boothand models

Post by Boothand » 14 Aug 2015, 16:46

jozuf wrote:This would actually make a great 2on2 gameplay mode. The one mounted has to attack and the mount has to move around. I need it! :)
I swear, I'm willing to put down serious team effort to make this happen.

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Re: Testing Boothand models

Post by Tr!Force » 14 Aug 2015, 16:49

Daggolin wrote: Yes, after JoZuF wrote that my mind started working on it, but I didn't have the time to code anything. And I am not sure I will, but it is tempting.
Haha is really funny, we use it for team ffa's 2nd2, so, basically i converted a copy of my grapple-hook code to this (the /horse cmd), i need fix somethings but is playable, if u want the code i can give u. But i need to make it standalone :)
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Re: Testing Boothand models

Post by Daggolin » 14 Aug 2015, 19:11

Tr!Force wrote:Haha is really funny, we use it for team ffa's 2nd2, so, basically i converted a copy of my grapple-hook code to this (the /horse cmd), i need fix somethings but is playable, if u want the code i can give u. But i need to make it standalone :)
I assume clientside prediction is an issue with the mount command, but I might try to code an own version sometime (except if you have a perfect serverside version without prediction-problems). Anyway I thought about actually making a "mount" dimension on dark with /request_mount and /accept_mount where both players share a set of 200hp, the upper one attacking, the lower one walking. Due to clientside prediction you would probably need to play with g_synchronous set to 1.

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Re: Testing Boothand models

Post by Lelouch » 16 Aug 2015, 15:16

how did I miss this LOL

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Re: Testing Boothand models

Post by Tom Arrow » 17 Jan 2017, 12:05

Holy shit, this acid is crazy ... or did I just really see this?

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