Interesting, I haven't tried them yet but I've saved the file to my dropbox, might also be able to help you with the comparison video when I get the time since I'm gonna be busy with work for at least 2 more days.
Well if you ever get the time, and you want to do that, that'd be great! There's a few other things that I was planning to compare from CoH1, like fidget/flinch animations, squad-ai, and reaction behavior, before I found out that I can only record at 10 fps. |
Wait so, these are the original vanilla animations back from 2013/2014 or something? Because it says retail, I'm guessing that's what it means.
Which is surprising, I thought that they "improved" them, especially the SMG wielding units after the British Forces.
Yeah, these are the original vanilla animations back from 2013/2014. The animations weren't improved after the British forces, they actually broke them instead. These animations have more cooldown animations, no movement bugs/slow-turning, and less buggy death animations (especially for on-fire deaths). I would provide a video comparison if I could, but I dont have the rig for it. |
As you might have seen while playing the game, the current state of the infantry animations is poor to say the least. It wasn't always like this, so today im giving you a (less buggy) glimpse into the past/a fix.
I dont plan to hold onto this for too long, so get it while its hot; Click Here!
This only works for single player/non-mp. It completely breaks the Brits, so dont use them. Read the Readme for the installation instructions and additional info. |
That might be related to the turn plans. I remember the old plans had a reverse option, so if you gave an order to reverse WITHOUT facing, then the vehicle would not turn around and would instead reverse to the destination, if that order was within 30 meters. |
Even the art styles are inconsistent.
That would be because the expansion factions were outsourced to different developers. Most of the U.S forces and all of the brits were outsourced. A good amount of the west-german stuff (mainly the weapons/vehicles) was re-used from cut assets. |
I do really miss the more tactical aspects of the game. Mainly the old formations, squadai, and damage system. The very buggy animations and such also sour my taste. All that and the restricted modding has made me enjoy the game much less than I did years ago. |
Well, chances are since coh1 model-modding is fully unlocked, they added a new animator state that controls what texture is used, and then added a random action to choose a random skin.
That, or they are using the random-model abp system. I've never been able to get that to work myself outside the original abp files that had the property, but maybe they did. |
The real question is, if they make it free to play, will they give the people who paid access to full mod tools and/or all in-game content, or a shitty 5$ commander/hat? |
Sadly, they didn't add gestures to the new rifle animations before they shipped. The smg's used to have them, before half their animations were broken after the brits launched.
The leader_ext in coh2 is really only useful for formation spots now. You can still see an unused/cut-scene form of the gestures in the animation state "hand_signals", but since it still uses the old posture, the weapons are not properly placed/held.
The pistol/officer hand-signals were merged with/replaced the old cooldown animations. |
I say just copy what CoH1 did. Give the squad leader a rifle with the model of a smg. Adding another man onto the squad is enough already, giving said man a better weapon than the rest of the squad is just too much imao. |