[WIP] Deadly Reflex 6

Post » Fri May 27, 2011 8:31 am

WHEN IT'S DONE! :P
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Jesus Lopez
 
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Post » Fri May 27, 2011 8:42 am

Epic! Methinks there's going to be glee in the eyes of Pseudosadistic Oblivionists globally ^_^ Love the new kicks. And mounted combat IS going to be enabled again though, right? *Pleaseletitbeso* :woot: Skycaptain is the prodigy!
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An Lor
 
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Post » Fri May 27, 2011 5:46 pm

To me it looks rather like Skycaptain has a [censored] computer :P


I think you will fine that he has done that to Keep fps good and he has removed the fog too
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Katie Louise Ingram
 
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Post » Fri May 27, 2011 5:26 pm

Wohooo! Keep up the good work!
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Ashley Clifft
 
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Post » Fri May 27, 2011 9:11 am

German youtobe won't let me see the video due to copyright restrictions (maybe you use a background song which is tracked by youtube as copyrighted material?). Downloading from filefront now. Looking forward to the release, as i enjoy DR5 for month now.
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Cathrine Jack
 
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Post » Fri May 27, 2011 4:15 am

This totally made my morning! :thumbsup:

Is it just me or did you make it so attacks while in the air are kicks? :P That's what I got from the video.
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courtnay
 
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Post » Fri May 27, 2011 8:52 am

German youtobe won't let me see the video due to copyright restrictions (maybe you use a background song which is tracked by youtube as copyrighted material?). Downloading from filefront now. Looking forward to the release, as i enjoy DR5 for month now.


I had that problem too, but any old online proxy will get around it. Thank god, as I really didn't want to download a video for two hours.
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Ana Torrecilla Cabeza
 
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Post » Fri May 27, 2011 11:08 am

"This is hopefully the last thread before DR6 releases."

At the rate this thread is going we shouldn't have to wait much longer :)
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Chris Cross Cabaret Man
 
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Post » Fri May 27, 2011 5:23 pm

Can't wait for this, man. Keep up the good work.
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Avril Louise
 
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Post » Fri May 27, 2011 10:50 am

it's coming!!! damn it, we'll never be able to repay you for the awesomeness you give us! :D
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sarah simon-rogaume
 
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Post » Fri May 27, 2011 1:59 pm

Huh? You mean you can?t watch Youtube at all, or you can?t watch my video?



I`m from Germany, and can?t watch that video too.
It has something to do with the copyright restriction of the Music used in the video i think, that happens more and more over here. Youtube gets pretty much useless, but thanks for the download link, and for posting new info off course.
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Kelly Osbourne Kelly
 
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Post » Fri May 27, 2011 10:56 am

oh yeah, now I remember! I do have just one simple but important question... will it be possible to use longrange weapons ( bow and arrows ) on horseback? as anyone who's ever played Zelda will tell you, there's nothing better than that :D
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Avril Louise
 
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Post » Fri May 27, 2011 10:42 am

@SkyCaptain

I had an idea for Deadly Reflex, but it would possibly be quite hard. When the enemy tries to shield bash you, if you hit the dodge button (to duck) at the right time, it'll go slow motion, you then can hit the bash button to cut them in half, decap or whatever you like, or press the grab button to kick them away.

:) Hope you like the idea, and i look forward to Deadly Reflex 6 >:)
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rae.x
 
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Post » Fri May 27, 2011 8:08 am

To me it looks rather like Skycaptain has a [censored] computer :P


More like his FOV isn't that high, lol

Woops, double post.
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Richus Dude
 
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Post » Fri May 27, 2011 6:34 am

God it looks sooo awsome, i love the kicks and the new finishers. this is gonna be perfect. I just have two quick questions . I was wondering with using 3rd person animations in 1st person , and say you thrust your sword at someone, does the sword "Enter" the body, like can you visually see half of your sword submerged in your foe, unlike vanilla 1st person ? Also the spinning decapitation finisher at the end of the video looks awsome i was wondering what the mechanics of initiating it were ? And can it be done in first person ? or is it a animation problem or just a matter of prefference, if so and its still usable in 1st person is there any way of packing the mod with an alternate animation for only first person? its not a big deal anyways the 1st person kicks and new moves is exactly what ive been waiting for in dr6 so im sooo happy now, your rock. i just really hate third person, though the animation still looked spectacular.
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Joanne Crump
 
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Post » Fri May 27, 2011 9:00 am

Hmmm... don't know about v6, but with v5, after I finished the manual labor in Priory of the Nine, 5 out of the 9 shadows were headless :D
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Siobhan Wallis-McRobert
 
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Post » Fri May 27, 2011 8:25 am

:victorydance: i like it
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Claire Jackson
 
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Post » Fri May 27, 2011 5:30 pm

Thanks so much guys, I?m glad you like the movie! :)


Like I said I?ll format the first post to contain a complete list of features and changes, but lets just answer some questions for now: :)

[I?m breaking my post in parts because the boards complains something about emoticons]


Ah, some NOTE I maybe should have posted originally: the kicking is not only about new ways to stagger and harrash the NPC, it causes damage like attacks as well. But, that?s not active yet in the movie.


The vid is awsome. :rock: Love the animations... third in first is just wonderful, and the new kicks, impales and staggers look great. I hope npcs don't get too kick-crazy (the good kickers)- and *prays*, no npc cheating the rules you have set for the player (didn't see this happen in the vid). :angel:

One thing I noticed is that the stationary-duck first-person view seems a bit low- almost level with the ground. Maybe this is because you where fighting on a slope and happened to be facing uphill? IMO the third-person stationary-duck animation is fairly exaggerated... maybe this is just carrying over to the first person view.
:)

I like the song too. :lol:


DR6 has an INI to control for example the global NPC kick chance multiplier. Their tendency to kick, for example, is based on certain semi-random "characteristics", and then skill, like in v5 (although I somewhat remade the chance system).

So the NPC may be eager to kick, but then lack the skill to end up doing it a lot. Or the NPC may have the skill potential, but simply happen to choose to use kicks very little. Also how the fight is going affects it. And all this is multiplied by a number you can control. :)



I think the duck feeling very low was mostly due to the slope in the terrain - it?s the same animation as in v5, after all, in v5 I simply had rotated the animation to work with 1st person skeleton, now the skeleton itself is rotated so I can use the 3rd person file directly.

BTW it might be impossible to feel from the video, but the ducking is SO much more convenient now - I managed to disable 2 whole frames of delay from the keypress to animation, so you can duck much more instinctly.
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NAtIVe GOddess
 
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Post » Fri May 27, 2011 6:24 pm

Awesome stuff! I guess I'm going to be really crummy at fighting again for a while with the new system, it took me a long while to get used to the DR5 system and I think I'm still not that great as I don't play much.

A couple of questions though: I noticed there were some wierd artifacts with trees where they are "vanished" from the centre of the screen at times. What's doing that? Is that something to do with the 1st in 3rd person animations? (or was it 3rd in 1st person animations? you know what I mean, anyway). In that video it's not so obvious, but if you were in a forest it would be pretty distracting.

Second: how many keys are we going to need to set up? I mean, I hardly ever remember to use the duck and grab keys for the special moves in DR5 as it is. With all the extra cool moves, how many extra (cool?) keys will I need to be mashing to have a chance of staying alive? I'm not complaining if it's just a couple. I just need to learn to get better, is all.

And the last and most important question: what's that song!? It's cool!

Awesome stuff, as always. :bowdown:

Vac


About controls: I think you are fine, cause I actually REDUCED the number of keys needed. There is no kick key at all!


The kicks and the backwards rotating dodge are Acrobatics. But you don?t have to use the default system - you press block + attack + direction to perform a kick (or backwards dodge). If the target is staggered, pressing block + attack plays the kick from DR5 (or if you are too far, the flying kick, which normally plays with block + attack + forward keys).

So in practice kicking is just as easy as powerattacking. There is only two familiar extra keys: bash key and the duck key. :)


EDIT: The songs: (I really should remember to add the info in the movie, this way it would be free advertice to the bands - my apologies for them!)


Cake: Comfort Eagle

Flogging Molly: Swagger


ETA! ETA! ETA! ? :biglaugh:


I guess it?s safe to say something I have already blurted out: I?m aiming to release before Christmas, cause I really want to play then myself. :P

It?s prefectly realistic goal, but cause the time I have for modding depends on so many factors I can never say for sure.
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Agnieszka Bak
 
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Post » Fri May 27, 2011 5:51 am

Epic! Methinks there's going to be glee in the eyes of Pseudosadistic Oblivionists globally ^_^ Love the new kicks. And mounted combat IS going to be enabled again though, right? *Pleaseletitbeso* :woot: Skycaptain is the prodigy!


Yeah it is. Just incase: there?s a WIP movie about the new 1st person horse combat posted like 6 months ago on Youtube. :)


This totally made my morning! :thumbsup:

Is it just me or did you make it so attacks while in the air are kicks? :P That's what I got from the video.


No, the forward kick is a flying kick (like the one the NPC uses in the movie as well). The hit moment is not some exact moment BTW, rather you want to make the kick to land on the enemy as late in the flight as possible to get full momentum, and it?s ineffective from close distance. It?s satisfying to make it connect well.

I`m from Germany, and can?t watch that video too.
It has something to do with the copyright restriction of the Music used in the video i think, that happens more and more over here. Youtube gets pretty much useless, but thanks for the download link, and for posting new info off course.


Ah, damn...I guess they are using those new techniques that can identify music from 10s clips, you can have a software like that in your cell phone nowadays - just fire it up in a coffee shop and you?ll know in 30s what tune plays in the radio in the background. Seriously it?s quite amazing.

It?s a dream come true for the copyright enthusiasts. Personally I think it?s silly to apply it on lowish-quality free movie clips, just silly - you would have to be quite desperate for music to rip the tracks from them. :shakehead:


oh yeah, now I remember! I do have just one simple but important question... will it be possible to use longrange weapons ( bow and arrows ) on horseback? as anyone who's ever played Zelda will tell you, there's nothing better than that :D


Sorry but no, I can play the bow shooting animation, but it wont equip the arrow or shoot anything, the projectile system wont trigger or something. I don?t know how hard it would be to make Hex?s throwing feature to work from horse back. It would seem to me there?s a ready made system only needing small adjustments, but I could be wrong and it?s up to him. :shrug:
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Ymani Hood
 
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Post » Fri May 27, 2011 4:48 am

hey skycaptain

i am wondering İs it possible to play DR6 without new first person view?

i mean can i play original oblivion first person?
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Darren
 
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Post » Fri May 27, 2011 6:39 pm

ABOUT THE VIEW DISTANCE/STRANGE TERRAIN CLIPPING IN THE MOVIE:


This is just me pushing all sliders down to reduce any useless overhead during recording.

Why it?s looks like that is because I?m using Streamview, which allows (to my understanding) clipping behind the fog to enchance FPS. Now, it was configured for my normal FULL GRAPHICS settings, and thus forced the fog much further than where the clipping now to took place. Just ignore it, as all you need to see is within 10 meters of the player. ;)


God it looks sooo awsome, i love the kicks and the new finishers. this is gonna be perfect. I just have two quick questions . I was wondering with using 3rd person animations in 1st person , and say you thrust your sword at someone, does the sword "Enter" the body, like can you visually see half of your sword submerged in your foe, unlike vanilla 1st person ? Also the spinning decapitation finisher at the end of the video looks awsome i was wondering what the mechanics of initiating it were ? And can it be done in first person ? or is it a animation problem or just a matter of prefference, if so and its still usable in 1st person is there any way of packing the mod with an alternate animation for only first person? its not a big deal anyways the 1st person kicks and new moves is exactly what ive been waiting for in dr6 so im sooo happy now, your rock. i just really hate third person, though the animation still looked spectacular.


No part of the player ever "enters" anything in 1st person, it?s a graphics engine thing - parts of player are always in the foreground of the view in 1st person no matter what. :(


The spinning decap activates when you use the forward running thrust (forward power attack). Now the cool thing is, that the attack has pretty low base base damage setting, but you can move FREELY during the attack. So depending on how fast you are moving towards the target when the hit occurs, you deal extra damage. You need to time the forward running yourself.


A good example is the skeleton in the movie (heh, that fellow really supprised me, I loved how the NPC seemed to take advantage of that and kicked me down! :P). I took some distance, and made a run forward during the attack so that I was in full speed run when it connected - the perfect rush attack dealed something like 70p of extra damage and took the skeleton down. Just compare how much my normal attacks took away from his health before that.

On the otherhand, you can see how little damage the same attack deals on some occasions for the Khajit, when the timing is less perfect.



So the spinning decap occurs when you win the critical chance calculation AND the extra damage is enough to kill the target.


The animation would be POSSIBLE to play in 1st person, but it would need extra work to fix the clipping - which I chose not to do, as it just didn?t feel cool at all in 1st person. Really it lost all its power in 1st person, so I kept the more cinematic view.

BUT, the trasition between 3rd person and 1st person is automatic, you can play is 1st person like I do in the movie, and the camera just switches to 3rd person for the spinning decap. Think of is as a cutscene, or like VATS in Fallout 3. :)
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Benjamin Holz
 
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Post » Fri May 27, 2011 6:14 am

The man has spoken! :bowdown:
Let's build a shrine :P

(but only if you use 7-Zip to compress your mod :D)
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Dalley hussain
 
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Post » Fri May 27, 2011 10:22 am

hey skycaptain

i am wondering İs it possible to play DR6 without new first person view?

i mean can i play original oblivion first person?


No. This was a design decision from the start, just can?t have both.



- I wanted to utilize 3rd person animations in 1st person for my own game

- I wanted to make it easier to import custom animation for special moves in DR

- I wanted to overhaul the powerattack system, for which I needed new animations ( -> see the above point). However even adjusting them for this 1st person was a PAIN, and using them in normal 1st person would not be possible without re-adjusting them ALSO for normal 1st person, which would be TWICE the task.



All in all everything animation related would have to be doubled. So I just can?t have both options. DR6 is much specialized in this way, you either like the style I make it or you don?t, to accomplish some things in it I had to break the compatiblity boundaries. But if I couldn?t make the vision I had, I wouldn?t make DR6 at all. :shrug:
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Sophie Payne
 
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Post » Fri May 27, 2011 7:07 pm

Wowowow! Absolutely fantastic! This looks really fabulous Skycaptain! Great work!

I've just been playing Left4Dead2, and the melee weapons are incredible - limbs heads and bloody bits flying off in all directions! And DR6 looks like it'll bring that same visceral action to Oblivion! Top notch!

And when the new OBGE comes out, maybe you can use it to create a blood splatter shader that gets in the players view when they do the dismember moves. http://www.youtube.com/watch?v=7qyw_lQCWRo&feature=player_embedded#

I eagerly await release! Well done! :foodndrink: :goodjob:
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Lory Da Costa
 
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