Pretty cool! What's the deal with the crouching?
Yeah so there's quite a few weird things going on in the video. To name a few, I'm using modified hitboxes (smaller, to be able to avoid projectiles) which make the character "jump" at random times. Also, the crouching is a result of the attack animation not branching soon enough (that's an easy fix, I just haven't bothered optimizing it). This also explains why the attacks look kind of sluggish in comparison. Finally, attacking while the camera isn't aligned with the facing direction of the character will momentarily change the facing direction, which breaks the strafing. There are a couple ways to fix that one (either remove the component that forces a direction change when attacking, or find a way to mess with cinebot rig data to see if there's an option to auto-center)...
It's all going to take a lot of time to test
My intent wasn't to show a fully working demo, just a cool teaser of things that I've discovered actually quite a while ago
Is the video in slow motion or something? It looks... strange in a profound way.
Real time
I support the radical inclusion of faction selection.
One way would be to force a specific faction given a route (I recall Luke saying this was possible). Each "route" in the game files is nothing more than a copy of the entire map itself with different parameters. So that allows you to change a lot of things for a given route, even make it a different map altogether with a different name, etc.
I don't approve anything regarding altering original game.You should play the game as developers intended.
If I ever release these mods, the release format won't let you fool around in public lobbies or even online at all (changing too many mechanics that would make pugs mad). I like the idea of an offline MP mod because I like the wave system in MP. I'll also aim for SP compatibility