[WIP] Deadly Reflex 6

Post » Fri May 27, 2011 4:14 pm

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. :)



Firstly, that was a beautiful vid showing a nice teaser. Greatly appreciate your enthusiasm in trying to get this out to us and putting work in on it in the first place. We all know you have a tough schedule and are doing as best, fast, even persistently as you can, so thanks again... and again... and again.

I am so glad to hear about the keys being downsized. I use an M$ Trackball Optical (yeah its about 8 years old now) and the Belkin Speedpad n52, and I mapped the Bash and duck buttons to the two extra keys on the mouse for my all around physical offensive control, but then I found that in v5 the grab/kick key was left out a lot for me cause i just didn't have room on the speedpad cause of all of my spell qickkeys. So on top of everything else thats a reall plus for me. :thumbsup: :icecream:
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Alycia Leann grace
 
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Post » Fri May 27, 2011 6:31 pm

Skycaptain, did you the "fNearDistance" set low enough when you made that video?

You can go as low as zero, as long as you don't mind only being able to adjust your controls while in game, instead of from the main menu.
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Nathan Barker
 
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Post » Fri May 27, 2011 6:23 am

Nice
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Mike Plumley
 
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Post » Fri May 27, 2011 12:18 pm

DR6 is still compatible with UV?
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Christine Pane
 
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Post » Fri May 27, 2011 6:38 am

Skycaptain, did you the "fNearDistance" set low enough when you made that video?

You can go as low as zero, as long as you don't mind only being able to adjust your controls while in game, instead of from the main menu.


I haven?t even touched it. I don?t know what it does to be honest.


I assume it helps with armpits showing, but since adjusting one value it not enough to fix clipping with screen in one animation, making the hands visible in the other and hiding armpits in the third, I have to tweak the animations themselves in any case. :shrug:
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Christie Mitchell
 
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Post » Fri May 27, 2011 12:01 pm

It defines the distance away from the camera that Oblivion will bother drawing anything.

Using 3rd Person Animations in 1st Person View by Loup Sombre, if that setting is left at default (10.000) then you see the empty armpits, you can see inside of walls, weapons aren't fully drawn if the animation brings them too close to your head, and if you get real close to another person you can see the inside of their head.

With that setting set down to zero Oblivion will draw everything all the way to the camera and it eliminates or mitigates many of the issues from above. The only downside is that in the main menu, and especially in the submenus, the text is hidden. However, it is fully visible if you access those same menus while a game is loaded.
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Sweets Sweets
 
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Post » Fri May 27, 2011 7:25 pm

DR6 is still compatible with UV?


It's even more compatible with UV then it was before :P
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Phillip Hamilton
 
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Post » Fri May 27, 2011 3:39 am

Loved the video. Awesome stuff! The perfect Christmas gift. :mohawk:
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emily grieve
 
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Post » Fri May 27, 2011 11:12 am

Can i apply to be your guinea pig... errr... beta-tester?
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zoe
 
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Post » Fri May 27, 2011 6:30 pm

It defines the distance away from the camera that Oblivion will bother drawing anything.

Using 3rd Person Animations in 1st Person View by Loup Sombre, if that setting is left at default (10.000) then you see the empty armpits, you can see inside of walls, weapons aren't fully drawn if the animation brings them too close to your head, and if you get real close to another person you can see the inside of their head.

With that setting set down to zero Oblivion will draw everything all the way to the camera and it eliminates or mitigates many of the issues from above. The only downside is that in the main menu, and especially in the submenus, the text is hidden. However, it is fully visible if you access those same menus while a game is loaded.


Ah, I see. I define the "seeing in the armpits" as when you actually see the end of the 1st person hands - no setting helps with that, as the engine doesn?t draw shoulders or torso.

What that setting helps with - if I use the terms I have been using earlier - is the clipping distance, the distance at which the meshes start clipping with the screen.


I have been wondering how to conveniently help the camera sometimes clipping with enemies and walls, this is very useful info indeed. I think I?ll make it in the scripts to set it to 0 in gamemode, and back to 10 when in menumode. :)


It's even more compatible with UV then it was before :P


It depends, probably as compatible as DR5, which means there?s a chance of the scripts clashing and either mod breaking. We will work out a compatibility release after both mods has been played and patched as such, otherwise the troubleshooting from bug reports after initial release would be hell.

So I will recommend playing v6.0 without UV, this way any problems can be more clearly identified and patched. :)

Loved the video. Awesome stuff! The perfect Christmas gift. :mohawk:


Thanks man, I?ll do my best! :foodndrink:

Can i apply to be your guinea pig... errr... beta-tester?


Sorry but I mostly test when I make the features in the first place, and I already have promised two people they can gameplay test. That?s more than enough for me to even handle effectively. :P
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Emilie M
 
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Post » Fri May 27, 2011 4:40 pm

Skycaptain, could you tell me what you think of my idea? Its on page two. Looking forward to DR6, time to decap... WITH ARROWS! WOO!
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yermom
 
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Post » Fri May 27, 2011 4:04 am

Ah, I see. I define the "seeing in the armpits" as when you actually see the end of the 1st person hands - no setting helps with that, as the engine doesn?t draw shoulders or torso.


You can't really fix that unless you make the engine draw the torso. Loup Sombre's work in progress for a More Immersive First Person view actually draws the entire body minus the head (though the head still has issues sometimes, I think)

It does help some with that problem though, because while Oblivion will never draw anything but the arms, with the vanilla setting it actually stops drawing even the arms 10 units away from the camera.
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kelly thomson
 
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Post » Fri May 27, 2011 9:36 am

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:


ah, just knowing that someone could make it right is enough for me. take your time with the masterpiece :D

now let's see if HeX_0ff comes in saying something about this :D
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Tamara Dost
 
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Post » Fri May 27, 2011 11:25 am

Hey there Skycaptain, long time no see :)

Do you have any general idea when Deadly Reflex 6 might be released?
Oh and does DR work with Vim & Vigor advanced?

Thanks in advance
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Charlotte Buckley
 
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Post » Fri May 27, 2011 6:59 am

Hey there Skycaptain, long time no see :)

Do you have any general idea when Deadly Reflex 6 might be released?
http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1057371&view=findpost&p=15349350
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Monika Krzyzak
 
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Post » Fri May 27, 2011 4:10 pm

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:
um ...http://www.youtube.com/watch?v=RhnPpOlGCdQ-http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1056861&view=findpost&p=15347297 ?
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LittleMiss
 
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Post » Fri May 27, 2011 6:33 am

I'm watching the video right now. SO epic.
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Sarah Evason
 
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Post » Fri May 27, 2011 5:52 am

Damn, I just realised I didn?t even display cutting in half at all. It?s an old feature, but easily displayed AND I guess I haven?t even mentioned that I have the new guts ingame. :)


There?s 4 different pieces that spill out, which can all be collected separately and they count as 3 different alchemy ingredients. Also this implementation is technically different and fixes any Oblivion XP problems.


Hey there Skycaptain, long time no see :)

Do you have any general idea when Deadly Reflex 6 might be released?
Oh and does DR work with Vim & Vigor advanced?

Thanks in advance


The only problem with V&V is what it has always been - it totally overhauls the concept of fatigue. It creates the concept of "tiredness" or overall exhaustion, but kills the concept of temporary exhaustion, which is kinda silly, it takes away as much as it gives game mechanics wise. DR really needs the concept of temporary combat fatigue.


So I don?t think it would work well, it would work ok but the chance system would have a constant offset in certain direction depending on the time of day, so to speak. What really would be nice, would be that V&V would keep the fatigue as fatigue, and use Kuertee?s custom HUD bars to display a variable that would represent overall "energy", the usage of which could be measured in consumption of the normal fatigue. This way we would have BOTH the mechanics, I really don?t see a reason to overhaul the whole concept of normal fatigue other than having the bar to display its status, but nowadays you can have at least 3 extra bars for anything you want.



Hell. Should I use Kuertee?s custom HUD bar to display your effective chance to score a critical on the target you are fighting? :o

um ...http://www.youtube.com/watch?v=RhnPpOlGCdQ-http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1056861&view=findpost&p=15347297 ?


Nice! You know, Ilrym (can?t spell his nick from memory) actually was about made me a set of textures that could be displayed it rapid succession, to make an animation where the blood appears to spill on the screen rather than simply appearing at once. Can you do (a system for) that? :)
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Beast Attire
 
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Post » Fri May 27, 2011 7:34 am

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. :)
...

Mmmm... will have to see how it plays for myself, but using a Logitech G5 mouse (great mouse!) with 2 thumb buttons I have perfect control with DR5- and I don't even use the thumb buttons for DR keys:
Movement: wasd
Grab/kick: q
Duck: e
Bash: f
Thumb #1: jump
Thumb #2: cast
etc.
Your description sounds like there may be some issues with activating a special attack when the intent is to block-attack-block-attack... One-on-one this may not be a problem but when fighting multiple foes blocking can take priority over attacking. I trust you have tested things out with multiple (3+) foes in close quarters.

Even with customization through .ini :goodjob: , sounds like there's no chance for a optional dedicated kick key. I like total control but do trust that you'll make things sensible. :)
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Katie Louise Ingram
 
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Post » Fri May 27, 2011 5:33 pm

Hell. Should I use Kuertee?s custom HUD bar to display your effective chance to score a critical on the target you are fighting? :o
Any reason you shouldn't ? :P


Nice! You know, Ilrym (can?t spell his nick from memory) actually was about made me a set of textures that could be displayed it rapid succession, to make an animation where the blood appears to spill on the screen rather than simply appearing at once. Can you do (a system for) that? :)
Certainly. I actually use the textures that came with the older versions of OBGE Motion Blur, in the above samples.

PS :
Spoiler
:whisper:

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Katie Samuel
 
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Post » Fri May 27, 2011 3:03 pm

Mmmm... will have to see how it plays for myself, but using a Logitech G5 mouse (great mouse!) with 2 thumb buttons I have perfect control with DR5- and I don't even use the thumb buttons for DR keys:
Movement: wasd
Grab/kick: q
Duck: e
Bash: f
Thumb #1: jump
Thumb #2: cast
etc.
Your description sounds like there may be some issues with activating a special attack when the intent is to block-attack-block-attack... One-on-one this may not be a problem but when fighting multiple foes blocking can take priority over attacking. I trust you have tested things out with multiple (3+) foes in close quarters.

Even with customization through .ini :goodjob: , sounds like there's no chance for a optional dedicated kick key. I like total control but do trust that you'll make things sensible. :)


Well, unless you tend to hold down block button while pressing attack from time to time automatically lower the block and attack (which I deeply hate you can do :P), I don?t think it?s a problem - the player either blocks or attacks, for me it?s part of the way I like to make the player decide which one his doing, like with timed block. :)


Overall unless the player has a special mouse like that, it?s hard in practice to press for example right and "G" to perform a kick, so a solution based on standard mouse was needed - plus the acrobatics need the block button to trigger anyways. "Playgroup" function has a bug with 1st person acrobatics, any transitions wont take place (plus no skill increase), so I wanted to make a custom system to use acrobatics (the kicks) via in-game mechanics but easier controls. :)

Any reason you shouldn't ? :P


Certainly. I actually use the textures that came with the older versions of OBGE Motion Blur, in the above samples.


Hmm, well I wonder if people enjoy the "realism" of not knowing the exact chance, but only knowing how to make the chance better - and then simply "taking their chances". :)

Also I just realised I calculate the chance only when you attack already. Showing the chance in a bar in advance would require calculating the chance in advance - but WHEN? Every second wouldn?t update fast enough to reflect the changes when you change from one target to another, and every frame would start to get a bit heavy, there?s so much timely info needed.



Of course, I might only take the part needed for melee critical chance calculation, and update that every frame. I would like to hear more opinions on this though, immersion breaking or...? Naturally, if you play with low critical chance, it means the chance stays for example between 0 and 10% most of the time....the bar wouldn?t be very informative. I?m starting to think it?s not very good idea. :P
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Roddy
 
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Post » Fri May 27, 2011 8:36 am

Well, unless you tend to hold down block button while pressing attack from time to time automatically lower the block and attack (which I deeply hate you can do :P), I don?t think it?s a problem - the player either blocks or attacks, for me it?s part of the way I like to make the player decide which one his doing, like with timed block. :)
...

I figured this played a role in your decision... have seen you comment on this previously. I have always used timed-block with DR5- it's in those desperate FCOM situations when many attacks are coming simultaneously in close-quarters that I have resorted to holding block (just for that 25% chance!) + attacking occasionally... sometimes this can help a bit. :cold:

Anyway, I'm excited for the chance to discover new ways of fighting with DR6! :twirl:

Edit: I'm happy with the critical chance %'s remaining in the background.
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Sakura Haruno
 
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Post » Fri May 27, 2011 10:34 am

I figured this played a role in your decision... have seen you comment on this previously. I have always used timed-block with DR5- it's in those desperate FCOM situations when many attacks are coming simultaneously in close-quarters that I have resorted to holding block (just for that 25% chance!) + attacking occasionally... sometimes this can help a bit. :cold:

Anyway, I'm excited for the chance to discover new ways of fighting with DR6! :twirl:


Heh, I feel you, there are those situations in FCOM where all my idealism fails. :P


But really it?s down to just rising the middle finger while bringing down the index one, and you can still attack between constant blocking. :)
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Darren Chandler
 
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Post » Fri May 27, 2011 10:51 am

Thanks for answering my questions Skycaptain! I know you're a busy guy at the moment.

So, I'd go for an opaque chance system for criticals. I've always played with the critical chance set at the lowest setting and so very rarely get criticals, but I know what I am trying to do to win the fight and so on those rare occasions when a critical presents itself it's a most enjoyable reward. I'm quite happy not knowing my odds at any given moment.

I'm greatly looking forward to working with a nice minimal set of keys. If I can keep everything mapped to my mouse and just a few extra around my direction keys then that will be great. :)

So, if you'll excuse me a moment:
:ahhh: It's coming! :ahhh:

That's better,

Vac
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Chloé
 
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Post » Fri May 27, 2011 6:27 am

Sorry but I mostly test when I make the features in the first place, and I already have promised two people they can gameplay test. That?s more than enough for me to even handle effectively. :P


>_>
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Margarita Diaz
 
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