Deadly 6 news

Post » Mon Nov 02, 2009 5:15 pm

..snip..

I mean I even tried xFire that I really didn?t want to install, and of course it didn?t work with Obse, what was I expecting? :shakehead:


That's strange, I recorded my movies using obse. I'm no expert, but I always use obse.
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Joe Bonney
 
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Post » Mon Nov 02, 2009 7:20 pm

That's strange, I recorded my movies using obse. I'm no expert, but I always use obse.


I don?t know why it works for you then, I looked it up and it says even in the xFire FAQ that stuff that go around the default launchers make it impossible for the xFire to detect the game and thus xFire inGame stays disable, and indeed I didn?t get any hint about xFire running when in game, and the hotkeys did nothing. :(
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Roberta Obrien
 
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Post » Tue Nov 03, 2009 8:34 am

Good news! I got the Fraps running with the help of a friend, and this time everything works very well!


Thanks you very much everyone for all the info and help! :foodndrink:
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Mistress trades Melissa
 
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Post » Tue Nov 03, 2009 3:17 am

That's indeed good news Skycaptain :foodndrink:

Looking forward to see some of those new killer attacks :gun:
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Angelina Mayo
 
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Post » Tue Nov 03, 2009 8:08 am

The "snap-back" you describe is something we discussed in this thread a month ago or so, unfortunately it?s not related to DR but a "feature" in Oblivion, it?s just something the game does, as if "correcting" incorrect position of the actor.

I noticed that same thing happens with animations, made a jump animation that when played transferred the actor up on a rock for example. I don?t know what?s the real logic there, but it seemed like the engine refuses to keep the actor where he lands if the starting position and ending position cannot "see" each other. The jump worked perfectly if simply jumped forward on a level surface, but if I jumped on a rock, so that the edge of the rock came between the line of sight of the starting position and the ending position the actor was always teleported back. It?s very very strange. :shakehead:


on the topic of booting people off of tall buildings/into pits (THIS IS SPARTAA!!!!), would it be possible to make a script that auto detects how high off the ground the kicked npc is, then instantly kills that npc as it starts to fall? as far as i know, this "feature" only applies to living npcs, so dead ones will just fall off like they are supposed to. it would make for a very cool plugin for deadly reflex i think.
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Spencey!
 
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Post » Mon Nov 02, 2009 5:25 pm

Good news! I got the Fraps running with the help of a friend, and this time everything works very well!


Thanks you very much everyone for all the info and help! :foodndrink:

Video links when finished please?
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Alycia Leann grace
 
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Post » Tue Nov 03, 2009 4:26 am

I have to say Skycaptain that DR has been one of the best mods i've ever downloaded since the 3.0 days. I remember downloading 3.0 then the next day finding 4.0 and just being overjoyed at the way i could cut ppls heads off. I think, as most people think, it was just one of the best features of the game that should have been implemented from the beginning. Just said that to say i can't wait for 6 to come out. I've been following the thread for a while, and anxiously awaiting the demo vid (now that you've gotten it sorted out). Hope to see the new mod out soon, but i'm patient so i can wait till its perfected.
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SEXY QUEEN
 
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Post » Mon Nov 02, 2009 6:52 pm

Hey Sky, if the 3rd person in 1st person animations are all fixed up and don't require DR6 to work, could you release them as a "teaser"? :P
The current 3rd\1st mod doesn't go well with DR5, and I really don't want to drop either now I've tried it :(
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Jennifer Rose
 
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Post » Mon Nov 02, 2009 5:20 pm

I have to say Skycaptain that DR has been one of the best mods i've ever downloaded since the 3.0 days. I remember downloading 3.0 then the next day finding 4.0 and just being overjoyed at the way i could cut ppls heads off. I think, as most people think, it was just one of the best features of the game that should have been implemented from the beginning. Just said that to say i can't wait for 6 to come out. I've been following the thread for a while, and anxiously awaiting the demo vid (now that you've gotten it sorted out). Hope to see the new mod out soon, but i'm patient so i can wait till its perfected.


Thank you for the nice words, means a lot to me! :foodndrink:


I hate this lack of time, but I guess I just have to put other things before modding for now. I?m making progress as we speak, though, so it?s not like nothing is happening, it?s just taking much longer to finish things than I thought early this autumn.

Mostly editing the 3rd person animations to better play in 1st person has been much trickier that it seemed to be after the first batch, I have practically remade everything from when I thought I?m half finished with them. But I have learned a lot of tricks, and it?s going well now. :)

Hey Sky, if the 3rd person in 1st person animations are all fixed up and don't require DR6 to work, could you release them as a "teaser"? :P
The current 3rd\1st mod doesn't go well with DR5, and I really don't want to drop either now I've tried it :(


It doesn?t work like that, the reason DR5 doesn?t work so well with "3rd person animations in 1st person" is that it replaces the 1st person skeleton with 3rd person -like variant. The conflict arises when DR5 tries to play an idle that was made for 1st person skeleton, the animation practically plays 90 degrees in wrong direction, for one.

So both the animations and DR needs to be meant to work together. EDIT: Meaning DR plays an idle animation that was meant to be played with that custom 1st person skeleton.
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Natasha Biss
 
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Post » Tue Nov 03, 2009 3:29 am

Thanks for the clarification, then! :(
I shall wait patiently, then, it'll be worth it :)
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mollypop
 
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Post » Tue Nov 03, 2009 3:58 am

Kinda off-topic, but...

Skycaptain! Did any of those video capture utilities seem worth the bother? I'm wanting to make videos of my wisps, but looking at your experiences makes it seem not worth the effort/money...

Vac
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meg knight
 
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Post » Mon Nov 02, 2009 10:26 pm

Skycaptain! Did any of those video capture utilities seem worth the bother? I'm wanting to make videos of my wisps, but looking at your experiences makes it seem not worth the effort/money...
I believe he was contented with FRAPS, after a few changes to it's recording settings.
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Evaa
 
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Post » Mon Nov 02, 2009 10:51 pm

Kinda off-topic, but...

Skycaptain! Did any of those video capture utilities seem worth the bother? I'm wanting to make videos of my wisps, but looking at your experiences makes it seem not worth the effort/money...

Vac


Yeah a friend of mine borrowed his Fraps for me, and this time there?s almost no performace drop at all (maybe 10%) and setting the recording FPS to 60 (which I never realised before I should do) to videos are as smooth as my game during the recording. :)

So no bad words for Fraps from me, anymore, I can actually recommend using it now. :P




About those movies in general, I have been using the little time I have had during the past week to test and implement stuff I need done before it makes sense to make a teaser movie, but I?ll get to it soon I?m starting to have those done, thanks to latest animations from UK47Howard, SirTroy and Frantic. :foodndrink:
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Killer McCracken
 
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Post » Tue Nov 03, 2009 8:52 am

So with the new animations in first person, you'll be able to see the weapons you hold in idle position right?
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Imy Davies
 
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Post » Tue Nov 03, 2009 7:09 am

So with the new animations in first person, you'll be able to see the weapons you hold in idle position right?


Yeah, big part of the whole "making it better". :)


I really like how the onehanded stuff is now, it gets a moment to adjust to the new more dynamic camera movement (I have reduced some excess shakyness, though), but it would be impossible to go back to normal 1st person animations now.

I helped Howard to rotate a couple of animations as an example for normal 1st person, for a different project, and thus had to revert to normal 1st person for the testing. It was straight out horrible, it was like my character was floating around the landscape! No feeling of actually running etc, it had been so long that I was stunned by the difference. I realised that there really is no other option than to push forward. :P
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Jade Payton
 
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Post » Mon Nov 02, 2009 9:22 pm

Yeah, big part of the whole "making it better". :)


I really like how the onehanded stuff is now, it gets a moment to adjust to the new more dynamic camera movement (I have reduced some excess shakyness, though), but it would be impossible to go back to normal 1st person animations now.

I helped Howard to rotate a couple of animations as an example for normal 1st person, for a different project, and thus had to revert to normal 1st person for the testing. It was straight out horrible, it was like my character was floating around the landscape! No feeling of actually running etc, it had been so long that I was stunned by the difference. I realised that there really is no other option than to push forward. :P

Awesome. :) Keep it up.

And if I may ask another question about first-person. Will the bow be held like it is in vanilla Oblivion while idle, or will it be held more horizontally like it is in third-person?
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Chloe Lou
 
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Post » Tue Nov 03, 2009 8:07 am

Awesome. :) Keep it up.

And if I may ask another question about first-person. Will the bow be held like it is in vanilla Oblivion while idle, or will it be held more horizontally like it is in third-person?


Well it?s the 3rd person animation file, so it?s more like in 3rd person. Though this means you?ll see much less of the bow.


I?m being a bit vague cause I haven?t adjusted the bow animations yet, I need to have others set in stone first, where I?m actually starting to be now, I stil may have check on a couple of 2h animations.

Anyway since the engine combines the weapon idle with turn and move animations, and those all with the attack animations, I have to base all the edits on the idle file to make them play as nicely as possible while keeping the amount of time spent on one animation reasonable. So at this point I can?t even say for sure how it looks in 1st person VIEW, but the animations themselves are 3rd person files, on the otherhand my edits affect how the hands are displayed through rotations. The priority to make as small adjustments as possible while lining up the animation properly and avoiding "see inside the hands" -effect or clipping.
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Katie Louise Ingram
 
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Post » Tue Nov 03, 2009 9:44 am

Well it?s the 3rd person animation file, so it?s more like in 3rd person. Though this means you?ll see much less of the bow.


I?m being a bit vague cause I haven?t adjusted the bow animations yet, I need to have others set in stone first, where I?m actually starting to be now, I stil may have check on a couple of 2h animations.

Anyway since the engine combines the weapon idle with turn and move animations, and those all with the attack animations, I have to base all the edits on the idle file to make them play as nicely as possible while keeping the amount of time spent on one animation reasonable. So at this point I can?t even say for sure how it looks in 1st person VIEW, but the animations themselves are 3rd person files, on the otherhand my edits affect how the hands are displayed through rotations. The priority to make as small adjustments as possible while lining up the animation properly and avoiding "see inside the hands" -effect or clipping.

Interesting, thanks.
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Marcin Tomkow
 
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Post » Mon Nov 02, 2009 9:31 pm

Incredible stuff Skycaptain!

Hope to see some teaser footage soon :)
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Chloé
 
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Post » Tue Nov 03, 2009 8:25 am

I just absoultly love DR, one question, I'm not sure if was answered before too many posts to read through lol. Is there anyway to make deadly reflex 5 work with mao so the npcs regain the attacks, dodges, and death animations. Ever since installing that mod when I do a stealth kill the npc just stands there til the animation is done then falls over. Same with beheading, they stand there and the body just like slumps over. I miss the thursts and shield bashes from NPCs made combat much more fun. I've tried several methods that people suggested on tesnexus but none have worked properly, that or I did it wrong. Would really appreciate if anyone could help.

Thanks,
kaiji247

PS Keep up the awesome work skycaptain, DR is by far my favorite mod of oblivion. Also cannot wait for DR6
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Kill Bill
 
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Post » Tue Nov 03, 2009 4:27 am

Hey Skycaptain,

Thanks for your amazing work as usual. I downloaded the first person horse combat video from tesnexus, and it looks great. One question/suggestion, I don't know if you have played Mount and Blade at all, but the mounted combat is incredibly easy and intuitive. I was wondering if there was any possibility of making an option in the future to have the combat mechanic like that. I was just imagining the ease and playability of M&B with the graphics and world of Oblivion and it almost blew my mind

G

Oh, and one other thing, do you have any contact with the creator of the Unnecessary Violence mod? And do you have any idea if there are going to be compatibility problems seeing as both are combat mods?
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Ben sutton
 
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Post » Tue Nov 03, 2009 5:56 am

I just absoultly love DR, one question, I'm not sure if was answered before too many posts to read through lol. Is there anyway to make deadly reflex 5 work with mao so the npcs regain the attacks, dodges, and death animations. Ever since installing that mod when I do a stealth kill the npc just stands there til the animation is done then falls over. Same with beheading, they stand there and the body just like slumps over. I miss the thursts and shield bashes from NPCs made combat much more fun. I've tried several methods that people suggested on tesnexus but none have worked properly, that or I did it wrong. Would really appreciate if anyone could help.

Thanks,
kaiji247

PS Keep up the awesome work skycaptain, DR is by far my favorite mod of oblivion. Also cannot wait for DR6


I?m not sure cause I don?t know that mod very well. Do people say they have made them both work? Could you post such an advice you read, it could direct my answer in the right direction....cause it?s either hard or very easy to fix, I?m not sure. :)


Hey Skycaptain,

Thanks for your amazing work as usual. I downloaded the first person horse combat video from tesnexus, and it looks great. One question/suggestion, I don't know if you have played Mount and Blade at all, but the mounted combat is incredibly easy and intuitive. I was wondering if there was any possibility of making an option in the future to have the combat mechanic like that. I was just imagining the ease and playability of M&B with the graphics and world of Oblivion and it almost blew my mind

G


Actually I?m a huge fan of M&B, and I tried to steer in that direction with the 1st person horse combat. :)


I also would love a similar combat system in Oblivion, but I fear it?s out of reach. Oblivion just relies on such different system. I keep playing with the idea though, maybe some of the FEEL could be carried over to Oblivion through simplified means.... :)
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Jessica Raven
 
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Post » Tue Nov 03, 2009 8:10 am

To answer your second question, gsparx: I may not be SkyCapt. or HeX, but from what I have heard, this has already been done. I believe both modders were working together to make sure that compatibility problems don't arise. I believe the question is answered in one of HeX's mod's FAQ's.
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Natasha Callaghan
 
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Post » Mon Nov 02, 2009 10:07 pm

To answer your second question, gsparx: I may not be SkyCapt. or HeX, but from what I have heard, this has already been done. I believe both modders were working together to make sure that compatibility problems don't arise. I believe the question is answered in one of HeX's mod's FAQ's.



Ah, I missed that question. Yes it has been discussed and the mods will share a common esm provided by both mods, so that they can signal each other when the other one takes over. :)



However, since we are both very busy just making our mods in the first place, and the mods are in development and constant trasition, we agreed not to push this compatibility system until both mods have been properly released and any main bugs ironed out.

It will be much harder to figure out bugs after the mods can affect each other (to tell which mod failed to do what), so it?s better to first get both mods out, and actually recommend AGAINST using them together - during the initial period after release, that is, until the actual compatibility update is released. This way any bug reports from the first release versions are much more clear to handle - otherwise you can imagine how many such reports would go to wrong authors, and we would be using all our time trying to exchange them with Hex. :P
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Josephine Gowing
 
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Post » Tue Nov 03, 2009 4:27 am

I?m not sure cause I don?t know that mod very well. Do people say they have made them both work? Could you post such an advice you read, it could direct my answer in the right direction....cause it?s either hard or very easy to fix, I?m not sure. :)

What MAO does is move all the NPC animations to a different folder, so that the Player can have independent animations from NPCs. A bit of an odd way to do it since it seems it would be easier to move the players animation folder instead, but I guess it was to ensure compatibility with other mods that alter player animations.

Seems like the intent of it is to do exactly the opposite of what kaji247 is requesting.

However, giving NPCs back the animations from DR may be just a matter of copying the correct files over to the new animation folder that NPCs are using.
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jasminε
 
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