Coding 1.33
(15 votes, average 4.60 out of 5)
Written by MOTORMOUTH   
Thursday, 17 February 2011 10:36

Just as important as making sure the new models were as accurate as possible and sexy as hell was making sure the darn things actually worked in the game. That's were the coders stepped in. Troy “RAMP” Lowe, was called on to apply his mad coding skillz to a wide range of tasks, from creating new tools for art to ensuring that animations and skeletons all worked as intended. Some of you might recall an early video showing what kinds of things can go horribly wrong when you're working on a game.


A big portion of the work was re-organizing the state handling. There are currently over 500 states with the new model that, when combined, create the animations you see on the battlefield. For instance, the default relaxed stance is made up of several states, including standing, relaxed legs, gun down. All the old code had to be modified to handle this new library of states in an efficient manner and a new animation blend tool was created to combine the states. Extra work was needed on some new custom poses as well to make the transitions as smooth as possible. Polish on the animations was  needed to find odd animations and swapping them out for better ones.

infanim


Another significant task was the rag doll animation system. The system needed to be modified and tweaked to function well with the new models. “It works so much better now”, RAMP is happy to announce. “The bones and joints react more realistically”. This fact was confirmed by frequent whoops of laughter drifting down the halls as RAMP and the other Rats would pose clones and blow them sky high with grenades or snipe them off the church tower, merrily watching the bodies slide and bounce to the ground.

deadinf

Other work that needed to be done included the new attachment system that has been introduced in 1.33. This required coders to create a way for the producers to define which class of infantry got specific kits and a means to manage it. LODs also needed to be modified, allowing for the new attachments and to improve performance whenever possible.

“The first iteration of the new infantry model performed about half as well as the old one”, explains Dana “GOPHUR” Baldwin. “The last pass improved that drastically, and they're now outperforming the old infantry by 30%”. The jumps in performance were due to many changes and updates in the code, including re-working how the granny files, our animation middleware, handled the textures. “And any time old code is turfed and replaced”, he says “it's a good thing for the whole game”.

ragdoll


In the end, all of it came together extremely well, exceeding even our expectations at nearly every turn. This big step in updating the look and feel of the game is just another on the road to continually improving the game you all love.

Stay tuned for Part 4: Bug crushing, Host and Core work
 

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Comments (7)
1 Friday, 25 February 2011 12:50
Ezrelay
Excellent stuff!! Its nice now and then to get a look from the inside out.
Excellent work gang!!
2 Friday, 25 February 2011 16:18
Crossfir
Cool!!!

But... Alien invasion in 1940??? YIKE!!!
3 Friday, 25 February 2011 18:03
Jason 'Krenn' Baker
Oh my, those wireframes are positively obscene.

;)
4 Saturday, 26 February 2011 08:36
Bubi
Great article, thanks for posting MM. This is great stuff, I'm not any kind of expert on technical matters so it's real nice to be able to see and understand how things are done. Keep up the good work team and "Salutes" to RAMP
5 Sunday, 27 February 2011 03:30
Decoy77
Awesome job!! Should look great and I am excited to try it all out eventually!
6 Sunday, 27 February 2011 17:52
Fxmkorp
Thank you for the update, There's nothing better for a community like knowing the devteam is working and improving the game. CRS track record of web updates is an example for MMO industry. Make sure to model the Mp40 magazine grip too.
7 Tuesday, 01 March 2011 14:24
Hans Ludwig
So does this mean that WWIIONLINE will finally feel more like a modern FPS instead of feeling as if I'm walking through syrup?
Administrator's reply:
Tuesday, 01 March 2011 16:12
MOTORMOUTH
Performance has increased in 1.33 over 1.32. Not knowing when you last played, I can't answer that question definitively - MM