[WIP] Deadly Reflex 6 - Hopefully the last WIP thread

Post » Mon Nov 01, 2010 8:44 am

Thats ok, :intergalactic: dont bother with that mod, like i said it works porperly for the most part, only occasionaly it glitches.
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GabiiE Liiziiouz
 
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Post » Mon Nov 01, 2010 1:37 pm

Ah crap! DR6 is being pushed back again.
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Sarah Evason
 
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Post » Mon Nov 01, 2010 1:46 pm

Ah crap! DR6 is being pushed back again.


what are you talking about? SkyCaptain said that he is releasing it today......
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kirsty williams
 
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Post » Mon Nov 01, 2010 8:41 am

Ah crap! DR6 is being pushed back again.


Highlight, I think they talked about that "dynamic streamsight" mod that didn't turn out well.
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josie treuberg
 
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Post » Mon Nov 01, 2010 10:51 pm

Say, what is the upgrading process like? Is it a simple clean save/New character, or is there more?


You copy over the old files, if you install(ed DR5) manually, then cleansave. Horsecombat master hasn′t changed, so that can be kept enabled so fighting with esm dependency.

Highlight, I think they talked about that "dynamic streamsight" mod that didn't turn out well.


Exactly, that CTD comment had nothing to do with DR. :)
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Felix Walde
 
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Post » Mon Nov 01, 2010 10:23 pm

Well I′ll be damnet!


I just found the reason for those strange super-slow-horse-speed bug reports that I got with DR3 and DR4, with horse combat! It seems that for some very odd reason, the speed modifying script fails with PAINT HORSES ONLY.

All the other horses work fine. So THAT′S why I never managed to replicate it. I′m going to insert a couple of debugprints, and see if the reason is obvious - but I won′t dig deeper into such freak bug now. It will be a "known problem" in the beta, unless it′s fixed in next 15min.


I wonder if those horses are missing some animgroup or something? The script goes totally unresponsive, but unlike a crashing script it works just fine if I change the horse to another kind.
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[ becca ]
 
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Post » Mon Nov 01, 2010 3:08 pm

Well I′ll be damnet!


I just found the reason for those strange super-slow-horse-speed bug reports that I got with DR3 and DR4, with horse combat! It seems that for some very odd reason, the speed modifying script fails with PAINT HORSES ONLY.

All the other horses work fine. So THAT′S why I never managed to replicate it. I′m going to insert a couple of debugprints, and see if the reason is obvious - but I won′t dig deeper into such freak bug now. It will be a "known problem" in the beta, unless it′s fixed in next 15min.


I wonder if those horses are missing some animgroup or something? The script goes totally unresponsive, but unlike a crashing script it works just fine if I change the horse to another kind.

those horses have a very low speed naturally, maybe thats affecting it?
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Katie Louise Ingram
 
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Post » Mon Nov 01, 2010 5:13 pm

Prior Maborel! It's all your fault! No wonder he didn't want that god damned horse.
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Abel Vazquez
 
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Post » Mon Nov 01, 2010 7:47 pm

those horses have a very low speed naturally, maybe thats affecting it?


No, the speed actually doesn′t want to budge from the min value where the script first sets it - it′s like the script never reaches the part where it handles the forward key press. I′m just going see what it prints now.
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ShOrty
 
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Post » Mon Nov 01, 2010 10:19 pm

Prior Maborel! It's all your fault! No wonder he didn't want that god damned horse.

It all makes sense now! :rofl:
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Kyra
 
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Post » Mon Nov 01, 2010 3:58 pm

those horses have a very low speed naturally, maybe thats affecting it?


Wait I think you were absolutely right!


The script multiplies the difference between minspeed and maxspeed with timepassed, and uses this value to up the speed -> this way holding the button for 1s means accelerating to full speed.

Now if the max speed is low, and/or the FPS is high, the speedmod value is between 0 and 1 - and apparently modactorvalue2 doesn′t accept decimal values!


I never noticed this before, cause I had so low FPS! Now I have better system, less mods installed and static 30FPS with Oblivion Stutter Remover -> the speedmod with these slow horses is always 0.76! :facepalm:
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Arrogant SId
 
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Post » Mon Nov 01, 2010 4:53 pm

Prior Maborel! It's all your fault! No wonder he didn't want that god damned horse.

:rofl:
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FoReVeR_Me_N
 
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Post » Mon Nov 01, 2010 4:12 pm

Yeah, the slow horse bug is now fixed - imagine, after three versions and about three years after surfacing. Never underestimate the power of last minute testing. :P
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Hella Beast
 
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Post » Mon Nov 01, 2010 1:23 pm

Wait I think you were absolutely right!


The script multiplies the difference between minspeed and maxspeed with timepassed, and uses this value to up the speed -> this way holding the button for 1s means accelerating to full speed.

Now if the max speed is low, and/or the FPS is high, the speedmod value is between 0 and 1 - and apparently modactorvalue2 doesn′t accept decimal values!


I never noticed this before, cause I had so low FPS! Now I have better system, less mods installed and static 30FPS with Oblivion Stutter Remover -> the speedmod with these slow horses is always 0.76! :facepalm:

woohoo i helped out! :D glad ya figured the bug out!
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Nathan Hunter
 
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Post » Mon Nov 01, 2010 4:17 pm

One question. Does luck affect critical chance?
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carly mcdonough
 
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Post » Tue Nov 02, 2010 12:21 am

One question. Does luck affect critical chance?


Actually no, I never quite liked the whole idea of that stat. And it′s so unnoticable in the game that I honestly never even remember it exists.

In the final version, there could be some ini switch that tweaks the effective critical chance behind the scenes randomly, so that it fluctuates according to your luck.
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K J S
 
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Post » Mon Nov 01, 2010 12:04 pm

Have you started uploading yet? If not, please do. :)
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Kevin Jay
 
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Post » Mon Nov 01, 2010 12:17 pm

[quote name='MJMax' date='17 November 2010 - 03:47 PM' timestamp='1290037643' post='16693595']
Have you started uploading yet? If not, please do. :)
[/quote

Yeah, godspeed skycaptain! :rock:
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Nancy RIP
 
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Post » Mon Nov 01, 2010 4:05 pm

Have you started uploading yet? If not, please do. :)


Nope, I realised I hadn′t much tested the new version of the Mounted Spell Casting, that ShadeMe kindly rewrote for me.

Now I′m inserting support for features like spell criticals into it, and testing it′s ok. The biggest reason I′m doing this is that casting the spells didn′t count as player attacks in the first place - not ShadeMe′s fault, that wasn′t in the esp to begin with.
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yermom
 
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Post » Mon Nov 01, 2010 10:59 pm

Say, I've been wondering.... Will the mounted fights support mounted archery? It was not mentioned it the read me, and honestly that's the feature I would like to see most about mounted fight, because it's the one that feels the most natural. (Also if this question has been answered before, excuse me)
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Monika Fiolek
 
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Post » Tue Nov 02, 2010 12:07 am

For user thats use Supreme Magicka which has a Sm_deadly reflex esp for spell Criticals

will this need to be updated for DR6 ?
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adam holden
 
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Post » Mon Nov 01, 2010 6:59 pm

Nope, I realised I hadn′t much tested the new version of the Mounted Spell Casting, that ShadeMe kindly rewrote for me.

Now I′m inserting support for features like spell criticals into it, and testing it′s ok. The biggest reason I′m doing this is that casting the spells didn′t count as player attacks in the first place - not ShadeMe′s fault, that wasn′t in the esp to begin with.


I'll make ya a deal; you upload it. and i'll test it for 10hrs straight and report back to you, lol
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Sweet Blighty
 
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Post » Mon Nov 01, 2010 3:22 pm

Bah, for some reason the Obse′s projectile functions fail here, I can′t get the projectile with getprojectile, on the other hand if I loop out the projectile and check the source and validity, and then set it as player projectile, it still doesn′t count as player attack.

Seems like it′s out of my hands, so I′m leaving it as it is - for now, the spells casted from horse back do not count as player attacks. They can cause criticals, but then player stats are not involved, so it′s a tad more random.
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Marquis T
 
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Post » Mon Nov 01, 2010 12:45 pm

Bah, for some reason the Obse′s projectile functions fail here, I can′t get the projectile with getprojectile, on the other hand if I loop out the projectile and check the source and validity, and then set it as player projectile, it still doesn′t count as player attack.

Seems like it′s out of my hands, so I′m leaving it as it is - for now, the spells casted from horse back do not count as player attacks. They can cause criticals, but then player stats are not involved, so it′s a tad more random.


does that mean spells cast on horseback will not increase skills?
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Etta Hargrave
 
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Post » Mon Nov 01, 2010 6:58 pm

does that mean spells cast on horseback will not increase skills?


Nope, it′s just the crime part.
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Lucky Boy
 
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