Deadly 6 news

Post » Mon Nov 02, 2009 9:38 pm

Hey Skycaptain I don't know if you missed my post but I'm gonna copy and paste it anyway..hope it make sense

..I notice when you decapitate people (well I don't since I use maces unless I use the standing power attack and it triggers..somehow I take peoples heads off with the mace?) that you're not actually decapitating them..like their model just replaces with an invisible naked body and you can't pick up their heads or legs unless you can find their invisible legs and drag their corpse. But when you spell critical creatures (I've only gotten it on goblins myself) them with ice and break them into pieces they shatter into pieces and you can pick that up, or when you use combustive compulsion on a creature (non humanoid).

So, my question is in DR 6 are they going to actually "decapitate" now? I don't know anything bout modding really I just noticed this myself because I deactivated the mod at one point and I seen naked bodies everywhere..I'm sorry if this don't make sense

thanks, Dave
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Darren
 
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Post » Mon Nov 02, 2009 9:08 pm

I may be wrong but I think that shattered creatures or whatever is actually a storm atronach. Its not the actual creature or whatever you shatter.
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Ernesto Salinas
 
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Post » Mon Nov 02, 2009 3:40 pm

Hey Skycaptain I don't know if you missed my post but I'm gonna copy and paste it anyway..hope it make sense

..I notice when you decapitate people (well I don't since I use maces unless I use the standing power attack and it triggers..somehow I take peoples heads off with the mace?) that you're not actually decapitating them..like their model just replaces with an invisible naked body and you can't pick up their heads or legs unless you can find their invisible legs and drag their corpse. But when you spell critical creatures (I've only gotten it on goblins myself) them with ice and break them into pieces they shatter into pieces and you can pick that up, or when you use combustive compulsion on a creature (non humanoid).

So, my question is in DR 6 are they going to actually "decapitate" now? I don't know anything bout modding really I just noticed this myself because I deactivated the mod at one point and I seen naked bodies everywhere..I'm sorry if this don't make sense

thanks, Dave


Well it?s all just how it?s done, there?s no slicing the actual meshes to pieces in Oblivion, like in Fallout for example, to put it shortly. It?s eh...a call for a great modder? :P :P

And naturally yeah when I think about it that?s what you probably get disabling the mod, before the cells reset, since everything else from my mod is removed and cannot do what it does anymore. :shrug:
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Angus Poole
 
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Post » Mon Nov 02, 2009 5:12 pm

Yeah I noticed that when I played Fallout 3 on my friends pc..well it still looks cool It was just something I noticed..anyway I'll probably stick to maces because on this playthrough with FCOM bashing skulls in is just awesome.

thanks for reply,

Dave
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Talitha Kukk
 
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Post » Tue Nov 03, 2009 5:22 am

Sorry I played you this long, but it seems I was lying when I said how simple it is. :(

Oh well :shrug: I might eventually come around learning how to do animation because I really hate that NPC/creatures turn on a dime in oblivion and don't have a smooth animation for that. I'm not sure I can add an animation for turning since I am not sure there is anything to hook it to; but this is faaaar in the future when I've feel I've finished the game. If there is anything I've learned it is you either mod or play!

Cheers!
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brandon frier
 
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Post » Mon Nov 02, 2009 2:09 pm

um I just realised i wasnt asked for Grab/Kick key with DR 5.it only asks for bash,dodge and horse(it says that horse combat is disabled).is there some file out of game where should i configure this?
dumb me :banghead:
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Courtney Foren
 
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Post » Tue Nov 03, 2009 1:13 am

Oh well :shrug: I might eventually come around learning how to do animation because I really hate that NPC/creatures turn on a dime in oblivion and don't have a smooth animation for that. I'm not sure I can add an animation for turning since I am not sure there is anything to hook it to;

Most (if not all) creatures have turn left and turn right animations, the only time I ever got one to be consistently used was when I incorrectly set a turn speed value for a creature I created. This had the effect of completely immobilising the creature, and while the animation played, the creature didn't actually turn.

I think I might of occasionally seen scamps use their turning animations when spell casting.

The thing that really needs to be changed with regards to turning in Oblivion is the NPC's ability to turn while doing power attacks and the like - makes any possibility of circling the enemy disappear.
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celebrity
 
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Post » Tue Nov 03, 2009 12:32 am

since there are no other ongoing threads about DR 5, i'll just post here if you don't mind.

i love DR 5, but there are a few things that i find somewhat off putting.

first thing: is there any way to disable the additional animations on the standing power attack (and forward power attack)? it just doesn't mesh very well with the animation replacer i'm using. to put it in perspective, my forward power attack is a charge forward followed by a left-to-right slash across the middle. i want it to do the decapitation right there without the additional spinning attack followup.

second: i don't seem to have the ability to kick people off of tall buildings/walls/etc. i was playing through the dark brotherhood quests the other day, and i got to the point with the nord on top of the bravil lighthouse. no matter how many times i booted him off of the lighthouse (THIS IS SPARTA!!!), he always seem to rubberband right back on top again.

thanks for making this great mod.
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Aman Bhattal
 
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Post » Mon Nov 02, 2009 3:44 pm

since there are no other ongoing threads about DR 5, i'll just post here if you don't mind.

i love DR 5, but there are a few things that i find somewhat off putting.

first thing: is there any way to disable the additional animations on the standing power attack (and forward power attack)? it just doesn't mesh very well with the animation replacer i'm using. to put it in perspective, my forward power attack is a charge forward followed by a left-to-right slash across the middle. i want it to do the decapitation right there without the additional spinning attack followup.

second: i don't seem to have the ability to kick people off of tall buildings/walls/etc. i was playing through the dark brotherhood quests the other day, and i got to the point with the nord on top of the bravil lighthouse. no matter how many times i booted him off of the lighthouse (THIS IS SPARTA!!!), he always seem to rubberband right back on top again.

thanks for making this great mod.


Animation replacers and scripted sequences that rely on premade assumptions naturally may clash, the scripts have no idea if you are using a replacer and even if they did, how many of them would I need to support? The reality is I need to settle with some assumptions to make special.


Not to put you off or anything, but realising there?s no way to cater for everybody, I have taken a hars approach with DR6. Almost every powerattack comes with a DR replacer, and since their damage has been adjusted to go with the animation and the logic behind the system, and they have timed scripted modifiers applied, no other replacers work well. I could never time those scripts for random animations, so if I wanted to go with the vision I had, I had to choose the animations I base the mod on.

Some people will find it justified decision, with what it enables me to do, while some people (many?) will never download DR6 because of this and other design decisions involved like requirement to install "3rd person animations in 1st person", but that?s just how it is - the more specific the approach the smaller the target audience. :)



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:
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Marina Leigh
 
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Post » Tue Nov 03, 2009 3:30 am

i'm not asking you to specifically support every animation replacer. what i'm trying to do, is to disable certain parts of your mod. in this case, i want the additional spin attack animation disabled. would you mind telling me how to achieve this?
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Blackdrak
 
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Post » Tue Nov 03, 2009 6:05 am

i'm not asking you to specifically support every animation replacer. what i'm trying to do, is to disable certain parts of your mod. in this case, i want the additional spin attack animation disabled. would you mind telling me how to achieve this?


Really you can?t, it?s not that simple. It?s not an animation you want to disable, you are looking to rewrite part of the main script that simply plays the animation as a small part of all the code that runs when it takes action.

I?m sorry but I can?t help you with that, I have to categorically refuse to everyone or I would be doing nothing else than helping people to rescript the mod, you can imagine how many such questions I have had during the last three years.



The skycaptainsSb quest triggers it monitoring the attack that plays, it?s possible you can safely disable the feature by excluding the animation from the correct "if" clause, that much I can say from the top of my head, but this is exactly the kind of advice I don?t feel comfortable giving, since there?s always a chance that a script breaks when you simply go and delete stuff. :shrug:
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Matt Terry
 
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Post » Mon Nov 02, 2009 6:51 pm

I was wondering when/if you are going to show us some teaser clips/eye candy for the upcoming mod ? :hubbahubba:

Loved DR5, made Oblivion so much more fun to play. My favorite attack was the sneak attack from behind. Hope it`s still in DR6. :angel:

Looking forward to the release and thanks for your hard work. :goodjob: :foodndrink:
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Timara White
 
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Post » Tue Nov 03, 2009 6:46 am

I was wondering when/if you are going to show us some teaser clips/eye candy for the upcoming mod ? :hubbahubba:

Loved DR5, made Oblivion so much more fun to play. My favorite attack was the sneak attack from behind. Hope it`s still in DR6. :angel:

Looking forward to the release and thanks for your hard work. :goodjob: :foodndrink:


To be honest, that?s more down to having an effective way to record the movies.


To be more clear, I had full Fraps licence at some point, but it dragged my performace to 20% of normal and it was crashing the whole computer after every few recording attempts. I guess I could try and use Fraps with my new system but it seems I have lost the full version for good.



Some other recording program I tried at some point had a TERRIBLE recording quality. I couldn?t stand it. Guncam was good when it came to performace and quality tradeoff, but I couldn?t edit and save the movies in Windows Movie Maker, so I needed to use some strange tricks to reformat the clips and...uhh. It took 20 hours to make the horse combat preview. :brokencomputer:




So yeah I have been tempted to make a preview for a long time, but I really need a program to record with that wouldn?t make it so damn hard every single time. Any tips? :)
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Natalie Harvey
 
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Post » Tue Nov 03, 2009 3:48 am

I've never used this mod before, but I have read up on the threads for time to time. I don't actually play Oblivion that much anymore, always modding and modding (Underdark). Anyway, I'm just curious about your 1st and 3rd person usage. Does this mod have some kind of HUD for 3rd person action continually displayed?

Have you tried Xfire for vid recording?
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Jessica Lloyd
 
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Post » Tue Nov 03, 2009 6:15 am

You could try HyperCam, it`s free:

- http://www.hyperionics.com/hc/

and game cam:

- http://www.gamecamportal.com/
- http://download.chip.eu/en/Game-Cam_575951.html

Found them from this link:

- http://forums.filefront.com/battlefront-2-general-discussion/274442-best-game-recorder.html
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X(S.a.R.a.H)X
 
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Post » Mon Nov 02, 2009 4:48 pm

I've never used this mod before, but I have read up on the threads for time to time. I don't actually play Oblivion that much anymore, always modding and modding (Underdark). Anyway, I'm just curious about your 1st and 3rd person usage. Does this mod have some kind of HUD for 3rd person action continually displayed?

Have you tried Xfire for vid recording?


No uh, the current version uses normal 1st person and 3rd person, only sometimes switching to 3rd person to display a special event with animations the only show properly in 3rd person.


The v6 will use "3rd person animations in 1st person" approach, using an edited skeleton that uses 3rd person animation files in 1st person. You can download the setup from Tesnexus already (it?s not mine), the idea is that 3rd person animations have a more dynamic feeling for one, and that with that skeleton custom animations provided by animators (designed for 3rd person skeleton) work almost as they are in 1st person.

Almost, as the "more dynamic feel" means the 3rd person animations usually have more movement here and there, wich often causes clipping with the screen or the hands wont even show on small 1st person view area. So I usually have to adjust the animations a bit, but it?s still less work than making 3rd person animations to work with 1st person skeleton, and as said having the running etc animations to use 3rd person files comes with things like head bobbing and overall higher feel of movement etc. :)



xFire, actually no I haven?t, is it free? I have heard it being mentioned countless times related to other stuff, but actually I don?t even know what it is. What?s the performace hit when recording?

You could try HyperCam, it`s free:

- http://www.hyperionics.com/hc/

and game cam:

- http://www.gamecamportal.com/
- http://download.chip.eu/en/Game-Cam_575951.html

Found them from this link:

- http://forums.filefront.com/battlefront-2-general-discussion/274442-best-game-recorder.html


Thanks for those links! :goodjob:


Can you tell me anything about the performance, quality and/or file format compatibility with a free editor like Windows Movie Maker? :)
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[ becca ]
 
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Post » Tue Nov 03, 2009 12:25 am

Sorry to say but I have never tried them, I just google it.

Here is another link to a forum about good game recorders:

- http://www.winmatrix.com/forums/index.php?/topic/20530-best-screengame-recorder/
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Lyndsey Bird
 
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Post » Tue Nov 03, 2009 7:45 am

Sorry to say but I have never tried them, I just google it.

Here is another link to a forum about good game recorders:

- http://www.winmatrix.com/forums/index.php?/topic/20530-best-screengame-recorder/


I?ll try Camstudio, but I have a bad feeling I have tried it before and the results were horrible. I really hope I?m wrong. :P
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Kirsty Collins
 
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Post » Tue Nov 03, 2009 1:45 am

I`m crossing my fingers and hoping that you have bad memory :P

Using Camstudio to Screen Record Video Tutorials (how to get good quality):

- http://www.youtube.com/watch?v=Kiug3H3c4gk
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Lizzie
 
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Post » Mon Nov 02, 2009 6:25 pm

I`m crossing my fingers and hoping that you have bad memory :P

Using Camstudio to Screen Record Video Tutorials (how to get good quality):

- http://www.youtube.com/watch?v=Kiug3H3c4gk


Thanks for the tutorial, while the program is pretty straightforward to configure I realised I had no idea what settings would be a nice starting point. I watched the whole thing, and actually followed the directions. :)



Then I found out why I probably abandoned the program earlier (when I downloaded I noticed firefox tagged the file as already downloaded). It said it cannot find the sound input line, making it impossible to include sound from a game, for example. It?s a Vista problem still not fixed. :(


But, I found a devious solution from some boards! Strangely enough in the microphone profile it?s also possible to select "What you hear" or "Stereo Mix" as the sound source. This I was able to record sound from "microphone", while in reality the input was what the Speaker recording profile was unable to detect. :P


I tried it and it seems I can produce good quality stuff, with sound, without too big an FPS hit. :celebration:



Not tonight though, I want to get a couple of things included when I record I still need to work on some. I wish I had more time, it?s worse than ever with school and work.

There?s one individual feature I haven?t even SPOKEN about, that I have been dying to show, and could show at any time, but I still can?t decide if I should keep it a total supprise until the final moment. It?s a sneaky assasin kinda special thing, so it?s not very "central" to the focus of this update. On the otherhand it?s the kind of a feature that one CAN show well with a movie, as opposed to all the gameplay enchancing stuff, so it?s kinda hard to decide. :ahhh:
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herrade
 
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Post » Tue Nov 03, 2009 6:04 am

There?s one individual feature I haven?t even SPOKEN about, that I have been dying to show, and could show at any time, but I still can?t decide if I should keep it a total supprise until the final moment. It?s a sneaky assasin kinda special thing, so it?s not very "central" to the focus of this update. On the otherhand it?s the kind of a feature that one CAN show well with a movie, as opposed to all the gameplay enchancing stuff, so it?s kinda hard to decide. :ahhh:

Keep the surprise, I want a OMGWTFBBQ moment when I play the mod :D
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tannis
 
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Post » Mon Nov 02, 2009 10:40 pm

I renew request for a program that actually CAN record a full screen program.


Camstudio is just not working, either it?s incompatible with Vista, buggy as hell or straight out lousy program. :(

Everything seems well when I record on Desktop, other than that I CAN?T SAVE THE VIDEO. "Video not found". Yet I can play the temporary file.



I thought maybe it?s good enough if I can edit the temporary file. But while I set the program to record 20FPS and play at same rate, the FPS in the recorded video is like 2 FPS. While recording I had a steady good FPS in game.

So it?s just not working, or the temporary file is not the same but since I can?t save after recording it?s all the same, the temporary avi is all I have. I tried both some default Windows codec and the one recommended and provided with the program.



I absolutely HATE how I just can?t record the damn movies. While Fraps was ok, other than the tremendous and unjustified heavy performance hit, it crashed the whole system after a few minutes of recording every single time. A system that had 0 lockdowns or crashes otherwise. I just don?t know if I should even try anymore, Guncam was the best by far but not being able to edit the movies with a default program is just as bad as lousy quality. :(


Keep the surprise, I want a OMGWTFBBQ moment when I play the mod :D


Well I have always thought about making a movie at some point, as it would give an opportunity to explain some stuff related to the feature, but I haven?t wanted to spoil it too early on. The real question is if it makes a difference then when I make the movie or not. :)
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Nick Jase Mason
 
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Post » Mon Nov 02, 2009 4:33 pm

I absolutely HATE how I just can?t record the damn movies. While Fraps was ok, other than the tremendous and unjustified heavy performance hit, it crashed the whole system after a few minutes of recording every single time. A system that had 0 lockdowns or crashes otherwise. I just don?t know if I should even try anymore, Guncam was the best by far but not being able to edit the movies with a default program is just as bad as lousy quality. :(
IIRC, Fraps had an issue with unpatched Vista installations. It was fixed by SP1. Do you recall trying it out on a patch installation ? Another thing about FRAPS' video recorder, it limits in-game framerate to the framerate of the video. So, it'd be advisable to set it's framerate to a high value ( 60 should fine ).
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Elle H
 
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Post » Mon Nov 02, 2009 11:41 pm

Just out of curiosity, what was the problem with GunCam? The page says that it saves the files in Xvid or Divx AVI format and, as far as I know, you can edit both of those with Movie Maker and the k-lite codec pack.

BTW, have you seen that there is now the Windows Live Movie Maker available for Vista? It installs a different program instead of upgrading your Vista version, but it is really the next version of WMM.
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Stephanie Nieves
 
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Post » Tue Nov 03, 2009 7:01 am

IIRC, Fraps had an issue with unpatched Vista installations. It was fixed by SP1. Do you recall trying it out on a patch installation ? Another thing about FRAPS' video recorder, it limits in-game framerate to the framerate of the video. So, it'd be advisable to set it's framerate to a high value ( 60 should fine ).


I guess that would explain it. I would be SO ready to give fraps another try, I have no tried FOUR recorders tonight, each one either bugged out or eventually wasn?t as free as claimed to be.



I don?t understand how a company would expect anyone to buy a product when the test version limits configure options so that you can?t even adjust framerate or set the correct audio recording device. This was GameCam BTW.


After getting a 20s, low quality clip without sound I didn?t EXACTLY feel like buying the product. :facepalm:

I understand limitations in free versions, but only the length limitation. Not being able to see how well the product can do kinda moots the point of trial version.




Anyway I really seem to have lost my Fraps registration for good, it has been years since I last used it and after the problems I had I?m not paying them AGAIN. I guess I my only hope is that some friend of mine could loan his version for me, otherwise I?m practically ready to give up.

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:
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FITTAS
 
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