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Join the ongoing conversation on Discord: https://discord.gg/w6Tpkp2

Please read the current update for instructions on downloading the latest update. Players with Mac versions of the game will not be affected, but you will have a slightly longer wait for your version of the new maps. Please make a copy of your character folder before running the new update, just to make sure you don't lose any of your custom work.

It looks like we can give everyone a list of minimum specs for running City of Titans. Please keep in mind that this is 'for now' until we are able to add more graphics and other system refinements. Currently you will need :
Windows 10 or later required; no Intel integrated graphics like UHD, must have AMD or NVIDIA card or discrete chipset with 4Gb or more of VRAM
At least 16GB of main DRAM.
These stats may change as we continue to test.

To purchase your copy of the City of Titans Launcher, visit our store at https://store.missingworldsmedia.com/ A purchase of $50 or more will give you a link to download the Launcher for Windows or Mac based machines.

Unreal Engine 4 News

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Redlynne
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Unreal Engine 4 News

http://arstechnica.com/gaming/2015/03/ahead-of-gdc-epic-makes-unreal-engine-4-free-for-all-designers/

Quote:

On Monday, Epic Games announced that its Unreal Engine 4 solution for game and graphic creation, which had previously launched with a $19 per month subscription fee, would be free to download and use. Now, if you want to dabble in game creation with Epic's engine, you no longer need to pony up for a solo subscription, latch onto a company's subscription plan, or even fake that you're a student.

Epic CEO Tim Sweeney confirmed the details in a blog post in which he said that anyone can now freely access the engine's entire toolset—along with the Unreal Engine Marketplace, which allows users to buy and sell custom-made art and programming assets. "This is the complete technology we use at Epic when building our own games," Sweeney added. He confirmed that current subscribers will receive a pro-rated refund effective immediately and that anyone who has ever paid for the engine will receive a $30 credit at the Unreal Engine Marketplace. Yes, that's $30 for everyone, regardless of how many hundreds of dollars you may have pumped into subscription fees already.

What hasn't changed is the other, potentially more expensive aspect of building a game in Unreal—namely, that the creators of a finished UE4 game owe Epic five percent of a game's revenue after the first $3,000 they make each quarter. Those fees were in effect while Epic was also insisting on a monthly subscription fee that added up to $240 a year. For comparison, the industry's current leader in cross-platform development tools, Unity Pro, costs game makers $75 per month to use, but it has no follow-up payment requirements. (The lesser toolset, simply named Unity, is free to use with no strings attached.)

In September, Epic began to chip away at its subscription requirement by allowing students to freely access the toolset, but those students could only log in to UE4 by receiving credentials from an approved teacher or administrator. Now, any hopeful game maker can simply hop on to unrealengine.com, sign up, and download away. If Epic coughs up any further details at its Game Developers Conference keynote on Wednesday, we'll let you know.

http://youtu.be/Pt86Ab4_TnA

I'm thinking that this news may be of interest to Missing Worlds Media somehow ...

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We know about it. It's pretty

We know about it. It's pretty much the same deal they had with UE3. There are other things to discuss deal wise since we were an early adopter as well. I'm sure the Biz Dept. will probably say something about it later. At least it will allow anyone to work in the engine and possibly open up new modules/scripts that others can take advantage of.

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Unity 5 might be a viable

Unity 5 might be a viable treat down the road since they decided to rework the shaders, including the addition of a Physically Based Renderer.. which is something Unity was very much lacking. Plus other features like a very extensive audio mixer built right in, making it possible to have dynamically changing Module Tracker type 16 bit music that will push the limits of interactive mood music, which like. :D

Microsoft knew that dynamic mood music was important from their research way back when Direct(X)Music was envisioned, and did Allot of work to enable MIDI support to do the same thing... but... it was MIDI, so it never took off. :/ Lets hope Unity 5 can change that. ;)

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Lol. Unity is using the old

Lol. Unreal is using the old drug dealer trick! Give it for free, get 'em dependent, and then milk 'em.

But, in this context, what it seems to effectively do is give everyone an easier chance to try something and then Epic profits from those who succeed. And 5% isn't that bad. Sadly, it's a whole lot less than the government is going to take.

Sounds fairly win-winish.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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Both of them likely realize

Both of them likely realize they might make more money in the long run if more people use it, and then profit on it so they profit too. 5% of profits after 3000 doesn't sound to bad...I'm curious how they came to 3000 though...standard operating fund?

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Unity3Dv.5. Unreal4, Source2,

Unity3Dv.5. Unreal4, Source2, Fusion, all the best game engines are now free. 2016 is going to be a very interesting year.

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revolution
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Izzy wrote:
Izzy wrote:

Unity 5 might be a viable treat down the road since they decided to rework the shaders, including the addition of a Physically Based Renderer.. which is something Unity was very much lacking. Plus other features like a very extensive audio mixer built right in, making it possible to have dynamically changing Module Tracker type 16 bit music that will push the limits of interactive mood music, which like. :D
Microsoft knew that dynamic mood music was important from their research way back when Direct(X)Music was envisioned, and did Allot of work to enable MIDI support to do the same thing... but... it was MIDI, so it never took off. :/ Lets hope Unity 5 can change that. ;)

Unreal has a pretty good sound module built in, but we will be using Fmod Studio to interface the sound. It works in UE4 as a direct plug-in and is extremely flexible FX and mix wise.

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Revolution wrote:
Revolution wrote:

Unreal has a pretty good sound module built in, but we will be using Fmod Studio to interface the sound. It works in UE4 as a direct plug-in and is extremely flexible FX and mix wise.

Very good to hear. :)

It seems internally Unity3D, Unreal Engine 3+, etc.. use FMod. ;)

I just hope it allows for Queuing Tracker Module Patters from a dynamic Queue.
That way, you can have certain Patterns play that fit a certain atmosphere dynamically.

i always liked messing around with Tracker Modules in order to make something that wasnt just Trance like. ;D
Example mp3: [url=https://drive.google.com/open?id=0B-G-3jTfhPIaOTlmZDhlOTUtMjBlYS00OWNlLTliMzItNWFjZjcyYTRhODNh&authuser=0]Spooky Music made in Open MPT[/url]

Some many months ago, i tried to reproduce orchestral quality music from [url=https://drive.google.com/open?id=0B-G-3jTfhPIaOTlmZDhlOTUtMjBlYS00OWNlLTliMzItNWFjZjcyYTRhODNh&authuser=0]Guess the orchestral piece and movie its from.[/url] ;D
And it can be played/edited with [url=http://openmpt.org/]Open MPT[/url]. (its free)
Very rough, but still sounded ok, made by me. a n00b at music. :(

And of course, when you enter a cave or a room, the mood music changes, like it does in the movies. :o
ex: [url=https://drive.google.com/open?id=0B-G-3jTfhPIaZC02dUlrX0hPRGc&authuser=0]8 seconds mp3 loop[/url] i made in Open MTP. ;)

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Procedural music beds are

Procedural music beds are indeed possible (and not too hard to wrangle) using Fmod in UE. Since we only have one composer right now and procedural music needs tons of stems to work in any decent way...who knows if we will be able to do it at launch. It is possible, however.

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https://www.youtube.com/watch

https://www.youtube.com/watch?v=eMF1Th5HK9A

Sometimes, a preview of what is possible is worth more than a million posts.

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Does this mean that instead

Does this mean that instead of subscriptions, when we play CoT we will all have to give 5% of our fun back to MWM?

Spurn all ye kindle.

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Cinnder wrote:
Cinnder wrote:

Does this mean that instead of subscriptions, when we play CoT we will all have to give 5% of our fun back to MWM?

no we will all have to give 5% of our soul back to MWM?

whoever fights monsters should see to it that in the process he does not become a monster and when you look into the abyss, the abyss also look into you, -Friedrich
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Redlynne wrote:
Redlynne wrote:

https://www.youtube.com/watch?v=eMF1Th5HK9A
Sometimes, a preview of what is possible is worth more than a million posts.

LOL! I expected the kid to find a Datacron after climbing up those rocks =) You know what I've been playing now

Also, at the end, Bruce Lane has finally found the Kite Kave under stately Lane Manor!

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Hmm. I had always thought

Hmm. I had always thought that CoTs Odo was of their own creation.

Currently trapped inside the Speed Force...

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Zerohour wrote:
Zerohour wrote:

Hmm. I had always thought that CoTs Odo was of their own creation.

Don't know if he is or isn't, but I believe he has some reconstruction done under his blue skin. Place areas for costume parts and accessories for example.

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He's adopted :)

He's adopted :)

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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Empyrean wrote:
Empyrean wrote:

He's adopted :)

Heh, nice way to work a subtext superhero quote into the conversation. :-)

Spurn all ye kindle.

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Empyrean wrote:
Empyrean wrote:

Lol. Unity is using the old drug dealer trick! Give it for free, get 'em dependent, and then milk 'em.
But, in this context, what it seems to effectively do is give everyone an easier chance to try something and then Epic profits from those who succeed. And 5% isn't that bad. Sadly, it's a whole lot less than the government is going to take.
Sounds fairly win-winish.

'Milk them'...Huh? How does a one time license fee of $1500 per seat compare to a lifetime 5% unless you are planning for your game to do terribly in the market? Unless there is more to it and I'm unable to find it after looking at their options, it is $75/month or a one-time $1500 for a permanent license(per seat I assume and their mention of Team License is confusing as how it works). And lets not forget many of the restrictions have now been lifted on the free version letting a small indie company develop further before needing to shell out for a license. Disregarding the features of each engine, I would say without a doubt you will pay more for Unreal especially with an MMO. Straight from their website when choosing the permanent license option(even giving current subscribers a discount):

•Buy Unity and own it forever
•All updates in the 5.x product cycle included for free
•Upgrade starting from $750

That said, I'm glad MWM went with Unreal as it appears more feature-rich and has more potential to my untrained eye. It is also great they will now be saving money until the game goes live. Cost wise looks pretty straightforward though when looking at each payment model. If I were to believe the use of that term in regards to game engine payment models I would say it is Unreal that is doing the 'milking' but good thing I don't as they deserve payment for their R&D just as much as any company.

Sorry if this comes on strong but as a hobbyist I've downloaded both and looked at each payment model while your comment came off as misrepresentation of the facts.

[b][color=red]Reward tactics as well as damage dealing.[/color][/b]

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SavageFist wrote:
SavageFist wrote:

Sorry if this comes on strong but as a hobbyist I've downloaded both and looked at each payment model while your comment came off as misrepresentation of the facts.

No offense taken--because I meant to say Unreal instead of Unity there. I'm just a putz.

So, if you re-read my post with that correction, I pretty much totally agree with you.

Sorry, I'm a sloppy poster :P. I'll go correct it now.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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Redlynne wrote:
Redlynne wrote:

https://www.youtube.com/watch?v=eMF1Th5HK9A
Sometimes, a preview of what is possible is worth more than a million posts.

sooo...can I have the VR Preview option to play CoT in? please....pretty please....pretty please with sugar on top!

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I wish I had enough time to

I wish I had enough time to learn this engine because I'd love to build a base builder with it.

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I'm going to do some

I'm going to do some experiments, just to see what can be done by a raw beginner

How long will it take before "I am HornetsNest" and "I am the 7th of 7" become reality? If ever...

All is vanity

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I'm playing around with it

I'm playing around with it too. In a way it helps understand the Devs points about having to learn to make the wheel all over again. We get a new toy to play with, and understand MWM struggle a little more building a MMO.

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"There comes a point in the

"There comes a point in the life of every project when you must shoot the engineers and begin production."

[i]-- Sign in the technician area at work.[/i]

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Didn't I quote that a coupla

Didn't I quote that a coupla Decembers ago? Regarding the forum upgrade, IIRC...

A certain Mad Engineer went and hid. ^_^

Foradain, Mage of Phoenix Rising.
[url=https://cityoftitans.com/forum/foradains-character-conclave]Foradain's Character Conclave[/url]
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RottenLuck wrote:
RottenLuck wrote:

I'm playing around with it too. In a way it helps understand the Devs points about having to learn to make the wheel all over again. We get a new toy to play with, and understand MWM struggle a little more building a MMO.

Learn to make the wheel all over again? Understand their struggle? What do you mean by this?

Currently trapped inside the Speed Force...

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Physicist: Assume a

Physicist: Assume a spherical chicken of uniform density-

Engineer: [b][i]Hold it ...[/i][/b] {covers eyes to stave off weeping}

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It works for angry birds;

It works for angry birds; maybe it'll work for CoT.

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Redlynne wrote:
Redlynne wrote:

Physicist: Assume a spherical chicken of uniform density-
Engineer: Hold it ... {covers eyes to stave off weeping}

Yeah, we're supposed to be using uniformly dense spherical cows...

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It's not a matter of

It's not a matter of "learning a new engine" as much as it's a matter of the fact that the engine itself is still being built right along with the developers. New challenges arise with different projects everyday on the Epic Boards that their engineers are great at logging responses and FINDING solutions to..

If anyone remembers "X-Men: Destiny" the studio did NOT work well with Epic and was eventually disgruntled enough to edit the engine.. The product came out sub par and their distortion of the game engine lost them the rights to use it and the entire Studio went down.

So to the doubters of Unreal4 I hear you, but I must say "the boat has left the harbor" and I trust the people at EPIC and MWM to work within the engine capabilities to make a stunning, fun game

Crowd Control Enthusiast

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Zerohour wrote:
Zerohour wrote:

RottenLuck wrote:
I'm playing around with it too. In a way it helps understand the Devs points about having to learn to make the wheel all over again. We get a new toy to play with, and understand MWM struggle a little more building a MMO.

Learn to make the wheel all over again? Understand their struggle? What do you mean by this?

Unreal Engine 4 is still new. Some features are being worked on as we speak being changed and modified by Epic. Some of the Devs had experience working with Unreal Engine 3 they were ready to handle that. UE4 has features that make things easier and better for us so it's a better engine.

At the same time those who used the older engine have to adapt to the new one. No one has experience on UE4 wo everyone a beginner. What wasn't possible in UE3 is in UE4 and breaking the habit of thinking something can't be done is the first thing to learn.

Then there remaking the Wheel. Figuring out what elements and magic that produced City of Heroes. Remove the problems and apply it to City of Titans.

All together it's a big challenge for a group of volunteers who haven't done a MMO before. Then again what Heros don't face big challenges? They definitely deserve to put on the capes.

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RottenLuck wrote:
RottenLuck wrote:

All together it's a big challenge for a group of volunteers who haven't done a MMO before. Then again what Heros don't face big challenges? They definitely deserve to put on the capes.

MWM are my heroes! save me....from boredom and mediocre superhero mmo's!

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whiteperegrine wrote:
whiteperegrine wrote:

RottenLuck wrote:
All together it's a big challenge for a group of volunteers who haven't done a MMO before. Then again what Heros don't face big challenges? They definitely deserve to put on the capes.

MWM are my heroes! save me....from boredom and mediocre superhero mmo's!

I like you guys :P.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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Foradain wrote:
Foradain wrote:

Didn't I quote that a coupla Decembers ago? Regarding the forum upgrade, IIRC...
A certain Mad Engineer went and hid. ^_^

Do you blame me? Heh. ^_^

Seriously, though, RL drop kicked me and I had to deal with it. I'm hoping I didn't miss too much.

[i]Has anyone seen my mind? It was right here...[/i]

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Lin Chiao Feng wrote:
Lin Chiao Feng wrote:

Seriously, though, RL drop kicked me and I had to deal with it. I'm hoping I didn't miss too much.

Unfortunately, you haven't.

Currently trapped inside the Speed Force...

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Zerohour wrote:
Zerohour wrote:

Unfortunately, you haven't.

Oh, Zero. There you go again :P.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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Interesting gaming article I

Interesting gaming article I spotted over on [url=https://www.sankakucomplex.com/2015/05/07/hatashiai-simulates-samurai-swordsmanship/]Sankaku Complex[/url]. I'll quote here for people who prefer not to visit NSFW sites. The part that is interesting is that apparently this game is being made using Unreal 4.

Quote:

Upcoming indie title Hatashiai has been attracting attention for its skillful simulation of Japanese swordsmanship, eliminating typical fighting game mechanics and focusing more on realistic swordplay, much in the same vein as Bushido Blade or Kengo – all bound to make for a unique experience, should it ever be finished.

[youtube]NBb9RxIG8Gc[/youtube]

[youtube]SUD8uI5WVXE[/youtube]

[youtube]qNgjMwwUoUg[/youtube]

I figure that if nothing else, this sort of work ought to offer the MWM Animation Devs either a decent foundation for making their own Katana Powerset animations with ... or ... a group of artists to contact to potentially negotiate licensing of what this group is doing for use in City of Titans.

And while I was poking around on Youtube, I found these demos that may also be of interest to people on MWM staff, even if only as references for their own work and as demonstrations of what can be done with the Unreal 4 Engine ...

[youtube]XPOBV_W4_0M[/youtube]

[youtube]6x2RabQn7I4[/youtube]

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I'd be all for buying that

I'd be all for buying that pistol animation directly from the UE4 store. Add some moves with a bit more superhero flare and find a way to animate it for flying/in air and we're set

Crowd Control Enthusiast

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Those all look cool, but

Those all look cool, but realistic movement is pretty low on my priority list for a superhero game. A superhero world is already conceding realism by its very nature. I want my swordfighters and gunslingers doing ridiculous over-the-top moves.

Jack Kirby and Steve Ditko wouldn't have worried about them looking realistic.

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I'd argue with you on Ditko.

I'd argue with you on Ditko. To me he was the first to really try doing realistic bodies (and fingers!) Compared to Kirby, Ditko is extremely realistic.
Can you tell I'm a big Ditko fan? :)

I can agree with the over the top moves,though. Maybe not super crazy so as to fit in with more styles of character design, but definitely having a lot of "style" and above human level ability.

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I imagine that the extent to

I imagine that the extent to which the animations can be realistic will depend on the power set and what it does. As evidenced from posts on this forum, it will definitely be cool for some people if there are animation sets with moves that are realistic, where possible, and recognizably borrow from real martial arts where it is not possible.

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Look at Street Fighter. If

Look at Street Fighter. If we fight like them, they're doing the martial arts moves right. :p

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Revolution wrote:
Revolution wrote:

I can agree with the over the top moves,though. Maybe not super crazy so as to fit in with more styles of character design, but definitely having a lot of "style" and above human level ability.

I know that animating Odo isn't exactly your responsibility, Revolution, but I'd be much obliged if you (or indeed anyone on staff) would be so kind as to verify that pointing at these sorts of developments by others are in any way useful to MWM and the animators responsible for this sort of work. Essentially a "message received and understood" sort of deal. The mere fact that you've replied, giving the imprimateur stamp of a "Red Name" on the thread kind of implies that, but it's always nice to get confirmation. ^_~

That said, one of the things that I was very quick to notice in the Pistol Animation demo is the defaulting into a two handed grip on a single pistol. Yes, I know that this kind of stance is something that is taught pretty widely these days, and you see it done by a lot of police officers and it's almost ubiquitous on TV shows and movies as the way pistols are meant to be handled. And yet ... this was not always true.

Watch any old black & white army training video for use of the M1911A Pistol from around World War II and you'll see something somewhat remarkable. Basic training for use of a pistol was one handed when standing, not two handed.

[youtube]jP7J-JNSUu4[/youtube]

I forget what the name of the "school" is for two handed pistol shooting, but I know that it's a relatively recent development (like the past few decades or so). The distinction that I'm wanting to make though is that a triangular two handed/single pistol stance is something that is optimized for target shooting on a range (where nothing is shooting back at you) and is primarily an advantage when you have the option/opportunity to plant, brace, sight and shoot (ie. target practice). However, it is something of a drawback in rapid moving, chaotic "actual" combat situations, where a one handed shooting style has fewer restrictions on stance and mobility ... which for somewhat obvious reasons is what you'd want to be using to train soldiers fighting in a war zone.

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Redlynne wrote:
Redlynne wrote:

That said, one of the things that I was very quick to notice in the Pistol Animation demo is the defaulting into a two handed grip on a single pistol.

Seems like we'd want to have a workable set of "single-handed" pistol animations for multiple reasons. If nothing else I would think a lot of it could be "mirrored" to provide for most of a quick-n-dirty "dual pistols" animation set. Having the one would likely make creating the other almost trivial.

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You're partially right about

You're partially right about the difference in shooting stance training, Red. Two hand shooting is pretty much ubiquitous now for any kind of tactical shooting purpose. Military and law enforcement both. It has been found to allow faster target acquisition and greater stability, which translates to faster target RE-acquisition. However, you're quite right that it is a relatively recent... lets say "innovation." You look at 18th and 19th century handgun tactics and they are quite different. Some due to the technology of the weapon, some ideas are even based on a translation of sword tactics to the gun. SO, if we are going to get choices for power animations I'd absolutely hope that we get a little variety. From cowboy quick draw to Equilibrium style gun-kata. Down the road.

The sword and shield animations are...meh. Better than some, but I'm more critical of them because I actually know how to use them myself. More so than firearms. (And I'm not talking about foam bats and mini-mattress shields) It's very rare that I see a game animation that understands how to use a shield as anything but a counter-weight to the sword or just another bashing implement. And don't get me started on the spinning and twirling BS. Fighting with medieval weapons of any kind tends to be rather brutally efficient and un-glamorous. (Like any true combat) OTH, I recognize that "Over-the-Top" animations are a staple of the genre and gaming in general, so...whatever.

But would it be too much to ask that a shield at least be strapped and carried properly so as to at least DEFEND a little?

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WarBird wrote:
WarBird wrote:

And don't get me started on the spinning and twirling BS. Fighting with medieval weapons of any kind tends to be rather brutally efficient and un-glamorous. (Like any true combat) OTH, I recognize that "Over-the-Top" animations are a staple of the genre and gaming in general, so...whatever.

Yeah, all that spinning and twirling crap is for soloists, not for Formation Fighters using overlapping shields or making a shield wall. Or heck, go back to the REAL heavyweights of sword and shield fighting ... the Gladius and Scutum ... and it becomes very obvious, very quickly that turning your back to your enemy falls under the YOU'RE DOING IT WRONG clause of survive to fight another day (Go Darwin Go!).

The only time you MIGHT be able to get away with any kind of spinning and twirling with a shield is when you're doing something with rapiers and/or foils and a hand held round buckler shield that's barely as big as your forearm (ie. lightweight and maneuverable) ... and even THEN, you really don't want to be turning away from your opponent for ANY length of time.

EYES FRONT applies to sword and shield just as much as it does to any other weapon system.

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*winces after memories of

*winces after memories of being lifted off the ground due to being hit in the knackers by a 2 handed LARP Zweihander*

And that was a weapon designed to *break* stuff, and not *cut* stuff....

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Yeah, that weapon coming into view on the left is what hit me; the tip was whistling as it flew threw the air.

Don't worry, wasn't during combat, just practice. I was in the wrong place at the right(?) time. The guy carrying it is 6ft 5inches tall (ish) just so you are aware as to how *large* it was.

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I believe that 2-handed

I believe that 2-handed combat technique is called Weaver-stance? http://en.wikipedia.org/wiki/Weaver_stance

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THAT'S the one, Fireheart,

THAT'S the one, Fireheart, the Weaver Stance. Yeah, 1959 ... so basically something that has become popularized since the 60s for two handed pistol shooting.

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I always heard that two

I always heard that two handed pistol grip also made it harder to lose your weapon to an assailant as well as steady your aim. I think it also makes you think about what you are aiming at instead of just sending shots downrange. Handguns are really only good at close range and in close confines (i.e. indoors), which is usually done by law enforcement and special ops (room clearing). Both situations need superb target acquisition and recognition so you don't shoot your own guys on reflex.

Anyway...yeah. Just because I am a "red name" doesn't mean I know what is going on in animation for sure. I am plugged into art (sound and music are part of the art team) but animation is mostly a tech job. I think we all work under the assumption of CoX being the litmus test to everything we do, so it is safe to start from what Paragon did and think a step up.

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Like anything else, 2h vs 1h

Like anything else, 2h vs 1h for pistols is a tradeoff of pros and cons. Although as the army training video I posted makes clear, Pistols aren't exclusively limited to short range only shooting, demonstrating that it's quite possible to shoot someone at least once using double tap firing from as far as 50 ft away in simulations. Point being that both styles and stances are "valid" for a Powerset using a single Pistol. Might look weird/stupid for using a magic wand though to be holding it 2h instead of 1h though.

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Maybe this time we can have a

Maybe this time we can have a gun-fu set! Pistol Melee set! So a combo of range/melee!

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Redlynne wrote:
Redlynne wrote:

Totally underrated movie.

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Interdictor wrote:
Interdictor wrote:

Redlynne wrote:

Totally underrated movie.

If only they had chosen a different reason why the computers kept the humans alive. The "energy source" reason... I'll leave it for our mad engineers to explain the thermodynamics. ^_^

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Lionseye needs some gun-fu

Lionseye needs some gun-fu action. while it didn't really have any close combat moves, I really grooved on the animations for dual pistols in CoH. shootin with style!

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Foradain wrote:
Foradain wrote:

Interdictor wrote:
Redlynne wrote:

Totally underrated movie.

If only they had chosen a different reason why the computers kept the humans alive. The "energy source" reason... I'll leave it for our mad engineers to explain the thermodynamics. ^_^

I *think* the clip is from Equilibrium and not from the Matrix.

Just my 2 IGC.

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Felix wrote:
Felix wrote:

Foradain wrote:
Interdictor wrote:
Redlynne wrote:

Totally underrated movie.

If only they had chosen a different reason why the computers kept the humans alive. The "energy source" reason... I'll leave it for our mad engineers to explain the thermodynamics. ^_^

I *think* the clip is from Equilibrium and not from the Matrix.
Just my 2 IGC.
Felix

You are indeed correct that it is Equilibrium

Dammit, Sean Bean still died here....

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Modern pistol shooters who

Modern pistol shooters who have an honest expectation of using the weapon in a tactical situation will train two-handed, single-handed strong side, and single-handed weak side. Police forces and military Basic Training focus on two-handed (properly called a "Modified Weaver Stance") because it is easy to teach, easy to master for people who have never handled a firearm before, and (as pointed out earlier) improves both target acquisition and target re-acquisition. With medium power firearms (9mm, .380. .38 special) a follow-up shot is required in almost every situation (thus the now popular "double-tap" that Hollywood loves so much) and for serious tactical training the best method for self-defense with a medium caliber handgun is called "triple-tap": two to the chest, momentary hesitation, if the target is not disabled, one to the head.

For more powerful handguns, (.40 S&W, .44 Magnum, .45 ACP, etc.) mastery of the modified Weaver stance can be a very valuable skill in a fast-moving tactical situation with multiple targets because it allows fast recovery and rapid line-of-sight with subsequent targets (and yes, feel free to read "targets" as "bad guys").

Single-handed firing with handguns is still important to learn so the shooter will be prepared for situations where one hand has become disabled.

However, all of that aside, I dearly loved the dual pistol animations in CoX! Dearly loved them! Totally unrealistic, but they sure did look good!

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If you ask me, Gun Foo..

If you ask me, Gun Foo.. without using a gun, is impressive. ;D
https://www.youtube.com/watch?v=hKCe0zOHSoY

But I dont dislike guns with swords either. ;)
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But what happened to the kid

But what happened to the kid she left by the door.
He's probably dead.

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If I remember correctly, he

If I remember correctly, he lived, but it's been awhile.

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I don't know how I missed

I don't know how I missed that those weren't the Matrix agents.
Feel free to mock me ^_^

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matrix had some of the best

matrix had some of the best examples of Gun-fu/Gun-kata...if we can have anything along those lines I will be a happy camper. it fits the genre so much better than technically "correct" firing stances and such.

I realize not everyone would want this though, so perhaps the need for two animation sets...gun-fu and realistic.

now if you will excuse me...I want to go load up Icon and watch the various CoH dual pistol gun-kata animations.

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