Deadly 6 news

Post » Mon Nov 02, 2009 12:39 pm

QUOTE (MidnightFang @ Sep 23 2009, 04:04 AM) *
thank you skycaptin for finaly returning to this brilliant idea. thanks so much. one quistion, when will the new version be released?


A month or so, this little side project took all my modding time temporarily and I?m struggling with school and work. Hopefully I keep having energy to put in a few hours a week.

QUOTE (Mr. Tissue Box @ Sep 23 2009, 04:23 AM) *
I mean, they just automatically go right back up. You were talking about that bug a couple pages back I think.


I still don?t understand. Are you talking about jumping or the vanilla bug where NPCs falling from a cliff (knocked down) teleport to where they got knocked down when they wake up?


Hope it's allright that I start up a new thread as it seemed that there were still unanswered questions. Otherwise let the thread drift off into the sunset ;)

(Mr_Tea @ Aug 29 2009, 06:43 PM) *
I asked Skycaptain this question via PM.
Have you quit working on Deadly Reflex 6, or even TES IV modding completely?
Please let the community know whats up.
The "planned" release date was 2 month ago, and after that you vanished from the scene.

And here is the answer i got today



Skycaptain: I?m actually actively working on the update, again, I simply couldn?t find enough time during the summer to practically mod at all, so I didn?t even try. I guess I needed some distance anyway. Played Fallout and had some summer fun. smile.gif



I don?t know why but I feel I need to work "behind the scenes" at the moment, I just can?t bring myself to open up a thread and discuss the update at the moment. Maybe because I know I wouldn?t have the time or the energy to do both, answer the questions and mod. So I?m modding again, but keeping it quiet for now.


To answer the obvious question, I think I have something like few weeks to go, depending on how many evenings a week I actually get something done. So in other words it could be double the time just as well. But I?m motivated and should have a bit more time on my hands again, so it?s not like before.

I was unsatisfied with some of the animations I had to settle with originally, but I recently got a new animation and possibly will get one or two more, so that has given me new motivation. I also got a pretty nice idea (IMO) on how to tie user actions more closely to the chance system, so for the first time I actually feel like there?s no gray areas I still need to tackle, should be more fun from now on. smile.gif



If anyone asks or you just feel like sharing feel free to tell what I told you. I do feel bad that I?m unable to keep the community posted about these things, but I just have to trust my instincts. I just don?t have enough time to answer every post, and if I only answer some of them, I feel bad for the response I get from those that didn?t get their replies. So practically keep from posting at all. It?s not a perfect solution but at least I don?t burn out, I manage that only by focusing only on the fun part of modding.




(Skycaptain @ Aug 30 2009, 06:38 AM) *
Sorry guys for being so busy, and sorry for all the PMs that went unanswered.



I?ll try to post some more detailed info in this thread later this weekend, but in short, to clear some initial confusion, I can say v6 will be very different from v5, in many ways. Here?s some listing...



For one, all powerattacks have dedicated animations, with a different damage and purpose.

For example the forward attack allows free movement during the attack, but gives extra (even HEAVY) damage according to how fast you charge towards the enemy the time of impact.

One power attack is slow, but does much more damage than other attacks. It also allows free movement, so the fun part is timing the hit and trying to avoid taking a beating yourself before the strike.

One attack is finesse attack (to try decaps), but the base damage is low. It?s counterpart is also low base damage, but includes two slashes where the first one breaks the enemy block and/or recoils to make way for the actual second slash.


The acrobatics are gone as we know them, acrobatics is a kick skill. Every acrobatics move, except the backwards spin dodge, is a kick. The forward acrobatics move is a flying kick, you need your distance to time the landing to make it connect effectively. Very fun. wink.gif

The other kicks are push and sweep, and then there?s the knockdown kick. All kicks work in both 1st and 3rd person with legs universally visible.



The whole idea here is make you use ALL the moves, by giving them different effects, AND giving bonus/penalty on damage or chances on how FREQUENTLY a move is used in given fight. Use all moves equally often, and maintain a nice medium. Favor one move constantly before others, and the NPC counters it better and better. Keep a move "under the table" until the end battle, and the bonus damage/chance is staggering since you kept the move "special" and unpredictable. smile.gif

You can see how this effects decaps and knockdowns etc. I can allow higher base chance, since constant spamming of a move gets penalized by the system. On the otherhand careful, well timed critical attemps or knockdowns work much more reliably.

The system automatically makes you choose your moves instead of instinctly spamming the buttons, and you find yourself forming combos on your own to fool the enemy. The skill-based chance system is still there, but now your actions directly modifiy it in a timely manner. The "frequency counters" reset every battle (not every enemy, necessarily), so you can always choose a different approach.



v6 is BASED on "1st person animations in 3rd person" that I have customized to clear out clipping and to align them better. The advantage of this mod is more dynamic feel in all 1st person anims, 1s person horse combat with mouse aiming of the strikes, the kicks in 1st person as well as some moves like the stun-impale-kick critical that was only in 3rd person before, and so on.

It?s a much more drastic approach, with the required mods and dedicated attack animations and all, but it?s the only way to make something like this. I can only promise it?s much more fun this way. There?s some other features, like a supprise sneak move, but like I said I can explain stuff in more detail a bit later.

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Adrian Morales
 
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Post » Mon Nov 02, 2009 9:38 am

Hope to see DR 6 soon :)
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Marnesia Steele
 
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Post » Mon Nov 02, 2009 7:54 pm

A post back from the old thread.
I still don?t understand. Are you talking about jumping or the vanilla bug where NPCs falling from a cliff (knocked down) teleport to where they got knocked down when they wake up? :confused:

Yes, I'm talking about the vanilla bug.
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Elina
 
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Post » Mon Nov 02, 2009 1:42 pm

Thanks for the new thread. :)


Would you mind pasting these quotes to the first post, as they might answer some questions people might have that have already been discussed. :)


I asked Skycaptain this question via PM.
Have you quit working on Deadly Reflex 6, or even TES IV modding completely?
Please let the community know whats up.
The "planned" release date was 2 month ago, and after that you vanished from the scene.

And here is the answer i got today. :dance:


QUOTE
I?m actually actively working on the update, again, I simply couldn?t find enough time during the summer to practically mod at all, so I didn?t even try. I guess I needed some distance anyway. Played Fallout and had some summer fun. smile.gif



I don?t know why but I feel I need to work "behind the scenes" at the moment, I just can?t bring myself to open up a thread and discuss the update at the moment. Maybe because I know I wouldn?t have the time or the energy to do both, answer the questions and mod. So I?m modding again, but keeping it quiet for now.


To answer the obvious question, I think I have something like few weeks to go, depending on how many evenings a week I actually get something done. So in other words it could be double the time just as well. But I?m motivated and should have a bit more time on my hands again, so it?s not like before.

I was unsatisfied with some of the animations I had to settle with originally, but I recently got a new animation and possibly will get one or two more, so that has given me new motivation. I also got a pretty nice idea (IMO) on how to tie user actions more closely to the chance system, so for the first time I actually feel like there?s no gray areas I still need to tackle, should be more fun from now on. smile.gif



If anyone asks or you just feel like sharing feel free to tell what I told you. I do feel bad that I?m unable to keep the community posted about these things, but I just have to trust my instincts. I just don?t have enough time to answer every post, and if I only answer some of them, I feel bad for the response I get from those that didn?t get their replies. So practically keep from posting at all. It?s not a perfect solution but at least I don?t burn out, I manage that only by focusing only on the fun part of modding. tongue.gif



Sorry guys for being so busy, and sorry for all the PMs that went unanswered. :embarrass:



I?ll try to post some more detailed info in this thread later this weekend, but in short, to clear some initial confusion, I can say v6 will be very different from v5, in many ways. Here?s some listing...



For one, all powerattacks have dedicated animations, with a different damage and purpose.

For example the forward attack allows free movement during the attack, but gives extra (even HEAVY) damage according to how fast you charge towards the enemy the time of impact.

One power attack is slow, but does much more damage than other attacks. It also allows free movement, so the fun part is timing the hit and trying to avoid taking a beating yourself before the strike.

One attack is finesse attack (to try decaps), but the base damage is low. It?s counterpart is also low base damage, but includes two slashes where the first one breaks the enemy block and/or recoils to make way for the actual second slash.


The acrobatics are gone as we know them, acrobatics is a kick skill. Every acrobatics move, except the backwards spin dodge, is a kick. The forward acrobatics move is a flying kick, you need your distance to time the landing to make it connect effectively. Very fun. ;)

The other kicks are push and sweep, and then there?s the knockdown kick. All kicks work in both 1st and 3rd person with legs universally visible.



The whole idea here is make you use ALL the moves, by giving them different effects, AND giving bonus/penalty on damage or chances on how FREQUENTLY a move is used in given fight. Use all moves equally often, and maintain a nice medium. Favor one move constantly before others, and the NPC counters it better and better. Keep a move "under the table" until the end battle, and the bonus damage/chance is staggering since you kept the move "special" and unpredictable. :)

You can see how this effects decaps and knockdowns etc. I can allow higher base chance, since constant spamming of a move gets penalized by the system. On the otherhand careful, well timed critical attemps or knockdowns work much more reliably.

The system automatically makes you choose your moves instead of instinctly spamming the buttons, and you find yourself forming combos on your own to fool the enemy. The skill-based chance system is still there, but now your actions directly modifiy it in a timely manner. The "frequency counters" reset every battle (not every enemy, necessarily), so you can always choose a different approach. :)



v6 is BASED on "1st person animations in 3rd person" that I have customized to clear out clipping and to align them better. The advantage of this mod is more dynamic feel in all 1st person anims, 1s person horse combat with mouse aiming of the strikes, the kicks in 1st person as well as some moves like the stun-impale-kick critical that was only in 3rd person before, and so on.

It?s a much more drastic approach, with the required mods and dedicated attack animations and all, but it?s the only way to make something like this. I can only promise it?s much more fun this way. There?s some other features, like a supprise sneak move, but like I said I can explain stuff in more detail a bit later. :)




--------------------
[don?t include the following to first post] :)

@Tissue:

Ah, ok now I see, but how does it relate to the jumping? Or maybe it doesn?t, did I just get a wrong impression? :)
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Dagan Wilkin
 
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Post » Mon Nov 02, 2009 7:44 pm

@Tissue:

Ah, ok now I see, but how does it relate to the jumping? Or maybe it doesn?t, did I just get a wrong impression? :)

I don't really think it relates to the jumping, but with Beta 4 it seems like that bug happens more often when an NPC gets stuck. Or maybe not, I haven't tested it extensively.
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Melanie Steinberg
 
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Post » Mon Nov 02, 2009 8:15 am

The latest NPCJump version:


TO TEST NPC JUMP: http://fastfreeupload.com/download.php?file=33NPCJumpBeta4.zip



It?s plug and play. BUT requires OBSE, it?s compiled with the latest one.




To adjust settings if needed, you can type in the console "set [settingname] to [value]"

settings:


-npcjumpHeight (default 100, units, actor is ~120 units tall), how high the NPC jumps

-npcjumpSpeedLimit (default 30), if the NPC is running forward but advances less than this amount of units in a secod he?s considered running against an obstacle. Rise to make NPC less sensitive to jump.

-npcjumpAnimDelay (default 0.25), amount of seconds the NPC needs to be considered "stuck" (see above) to jump. Rise if the NPCs jump for no reason.

-(advanced) npcjumpUpTime (default 0.3), adjust if the amount of time the NPC moves upwards during the jump seems wrong to you.



Let me know how it play when you actually play the game, like I said it was fine in limited testing but you never know what comes up.
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Killer McCracken
 
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Post » Mon Nov 02, 2009 7:57 am

The latest NPCJump version:


TO TEST NPC JUMP: http://fastfreeupload.com/download.php?file=33NPCJumpBeta4.zip

What does this one change?
EDIT: Oh, it's not a new one it's just beta 4. Nevermind. :P
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Klaire
 
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Post » Mon Nov 02, 2009 5:48 am

Yay, new thread! Lol, how's the jumping coming along? Sounds like its coming along great :P Any news on the body parts and stuff?
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Emily Martell
 
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Post » Mon Nov 02, 2009 1:47 pm

Thanx for this wonderful mod Skycaptain i really love it.

I have an idea that might be nice, something like fake death. When the player is low on hp, after taking damage from the enemy and the player is in melee range, the player will preform a death animation and after the fall he will impale the guts of the enemy, i think that the skills should be agility and strength.
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Carlos Rojas
 
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Post » Mon Nov 02, 2009 6:51 pm

Thanx for this wonderful mod Skycaptain i really love it.

I have an idea that might be nice, something like fake death. When the player is low on hp, after taking damage from the enemy and the player is in melee range, the player will preform a death animation and after the fall he will impale the guts of the enemy, i think that the skills should be agility and strength.

Sounds good to me! I like being cheap like that, but enemies should often see through it or it would just be overpowered. :prod:
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louise hamilton
 
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Post » Mon Nov 02, 2009 4:20 pm

I think using the 3rd persons anims in first person mod is the best improvement in Deadly Reflex for a long time!
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Matthew Warren
 
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Post » Mon Nov 02, 2009 9:53 am

Ah, just like the last forum, a bunch of random ppl are posting in the beginning, then once the thread gets longer, it's only like 4-5 ppl lol. Anyway, check ya tomorrow, I expect progress Skycaptain! Lol :P Jk, but do keep on, you're doing great!
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Blessed DIVA
 
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Post » Mon Nov 02, 2009 11:28 am

Thanx for this wonderful mod Skycaptain i really love it.

I have an idea that might be nice, something like fake death. When the player is low on hp, after taking damage from the enemy and the player is in melee range, the player will preform a death animation and after the fall he will impale the guts of the enemy, i think that the skills should be agility and strength.
Either OOO or FCOM adds this behaviour to NPCs. They'll fake death and then jump up behind you to attack again.
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sam
 
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Post » Mon Nov 02, 2009 8:05 am

Either OOO or FCOM adds this behaviour to NPCs. They'll fake death and then jump up behind you to attack again.

I never knew that :) thanx.
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Mandi Norton
 
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Post » Mon Nov 02, 2009 11:41 am

Either OOO or FCOM adds this behaviour to NPCs. They'll fake death and then jump up behind you to attack again.

It's MMM-Extra Wounding. Scared me silly first time I tried to loot a bad guy and he told me he doesn't like me... :D
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Maya Maya
 
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Post » Mon Nov 02, 2009 9:17 am

Skycaptain, for DR6, will all 3rd-person animations be in first person? It sounds interesting, but it would still look a little bit odd as you swing weapons and such, and sometimes you won't be able to see the drawn weapon, especially daggers.


"v6 is BASED on "1st person animations in 3rd person" that I have customized to clear out clipping and to align them better. The advantage of this mod is more dynamic feel in all 1st person anims, 1s person horse combat with mouse aiming of the strikes, the kicks in 1st person as well as some moves like the stun-impale-kick critical that was only in 3rd person before, and so on."

I see this has probably answered my question.
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Robert
 
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Post » Mon Nov 02, 2009 12:49 pm

Where is Skycaptain? He hasn't been on
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Svenja Hedrich
 
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Post » Mon Nov 02, 2009 9:18 am

Where is Skycaptain? He hasn't been on

Give the man a break. He'll post if he has time to. We know it's coming, it's just a matter of waiting.
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He got the
 
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Post » Mon Nov 02, 2009 10:42 am

Yep would rather have his spending time on forums or working on DR 6 :D
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Nicholas
 
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Post » Mon Nov 02, 2009 8:39 pm

Don't bite my head off. If you were on the old topic, he posted like 5 times a day, now he disappeared, all I wanted to know is what was going on. Hope it comes out before Oct. 13 cuz I'm getting Fallout 3 GOTY Edition, and I'll be on that non-stop for weeks lol
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Killer McCracken
 
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Post » Mon Nov 02, 2009 5:48 pm

looking forwards to this...
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Robyn Howlett
 
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Post » Mon Nov 02, 2009 10:29 pm

Don't bite my head off. If you were on the old topic, he posted like 5 times a day, now he disappeared, all I wanted to know is what was going on. Hope it comes out before Oct. 13 cuz I'm getting Fallout 3 GOTY Edition, and I'll be on that non-stop for weeks lol


Don?t worry mate, I?m here and modding :), but I only got like 6h a week to use on modding as it is, so it?s very hard to say when exactly I?ll be ready.



The features as such are almost done, I?m mostly adding "glue" to here and there, to make individually tested features to play together and so on, but the testing and tweaking always like x-hours of time, no way to say how fast or slow it eventually goes. I think that when I have all the anims (there?s two attack anims in WIP for DR atm) up I can more freely just wrap up the scripts, for example there?s no point in finalizing scripts for NPC attacks if I don?t have the exact animation to test and time the scripts with.


Tonight I decided to fix any holes in the horse combat. I recall the 3rd person hit detection needs some bug fixing (altough, the whole 3rd person system is so inferior to the new 1st person system with mouse aiming etc that I almost ended up removing the option), also I recall there was a mysterious "0 damage" calculation error in the new damage formula. If that was all, it?s one whole feature hopefully 100% finished tonight. :)
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Hayley Bristow
 
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Post » Mon Nov 02, 2009 1:21 pm

:ahhh: I'm excited to see the new first person view... it's so comforting to see feet & legs when looking down! (should be standard in all 1st person games!)
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Daniel Lozano
 
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Post » Mon Nov 02, 2009 10:41 am

:ahhh: I'm excited to see the new first person view... it's so comforting to see feet & legs when looking down! (should be standard in all 1st person games!)


I actually posted a movie about it A LONG time ago - 1st person horse combat was like the first feature for v6 I worked on. :)


Here is a Youtube version this guy uploaded: http://www.youtube.com/watch?v=ocYhQoORmok




The point in the movie was to show accurate the hit detection is, and how the 1st person system brings 500% more depth to the horse combat.


In the movie I had like 50% static knockdown chance and static 30p damage, don?t let those fool you. The real system calculates damage according to the riding speed, turning speed and angle of the weapon and the attack type come together, you know like a projected vector with the actual approximated speed of the blade as the outcome that decides damage.


This way it matters a lot how you attack - if you thrust, you want to ride and thrust in the same direction. If you slash, turning away from the target during the attack, thus bringing the blade more from the side (preferably in 90 degrees angle) on the target yeilds good results when timed right, even at low riding speeds. :)
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Amelia Pritchard
 
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Post » Mon Nov 02, 2009 9:48 am

Wow, you have been busy SkyCap :P ... I can't wait for this , too. I'm still playing with pre v.5 version ( 4..??) because of the imcompatibility with V5 and Third person animations. Now i've heard that they are going to be working together well :P

PROBLEM SOLVED. ULTIMATE DR EXPERIENCE GENERATED . :D
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Chloe Yarnall
 
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