| Coding 1.33 |
| 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. ![]() 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. ![]() 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. ![]() 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 |





Excellent work gang!!
But... Alien invasion in 1940??? YIKE!!!
;)