Strider Riding -- Back on Track!

Post » Sun Apr 03, 2011 5:11 pm

I assume that sometime within the past 4 1/2 years you have seen this video:

http://www.youtube.com/watch?v=RAy4RsCZT4M

But what you haven't seen is this video:

http://www.youtube.com/watch?v=vgUavgw5Z-Y
(Please note that there really isn't anything I can do about the jerkiness of the driver and strider.)

Arcimaestro Anteres edited the animations for the strider and added a driver to the mesh. Just having the driver on there cut the complexity of my scripts by half, and drastically reduced the development time. This is nearly done now...all I have left to plan out are the following routes:

Balmora -> Ald-Ruhn
Ald-Ruh -> Balmora
Ald-Ruhn -> Maar Gan
Maar Gan -> Ald-Ruhn
Ald-Ruhn -> Gnissis
Gnissis -> Ald-Ruhn
Maar Gan -> Gnissis
Gnissis -> Maar Gan
Gnissis -> Khuul
Khuul -> Gnissis

(I think that's all of them.) Everything south of Balmora is complete.

Of course the routes left are the difficult ones since they go over land. Also, I realized that the devs never really planned for something the size of the silt striders to ever really move. So there aren't pathways in and out of some of the cities. So while my original goal was to avoid editing landscape, it is unavoidable.

So yeah, whaddya think?
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Eileen Collinson
 
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Post » Sun Apr 03, 2011 5:43 pm

:mohawk:

Glad to see this back in action Fligg! This is great news!
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Natalie Taylor
 
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Post » Sun Apr 03, 2011 10:10 pm

That's really awesome. Can you enter third-person view?
Although the jerkiness is a bit unsettling on the eyes.

(where exactly is that driver taking you? :P )
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P PoLlo
 
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Post » Sun Apr 03, 2011 5:25 pm

No third person unfortunately. I may enable it once I'm done working on it, maybe. The problem is that the strider is a creature, and since it close to the player the engine forces your head down all the time. It looks rather ridiculous.

The jerkiness isn't quite as bad in the game though.
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Jordan Fletcher
 
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Post » Sun Apr 03, 2011 3:30 pm

No third person unfortunately. I may enable it once I'm done working on it, maybe. The problem is that the strider is a creature, and since it close to the player the engine forces your head down all the time. It looks rather ridiculous.

The jerkiness isn't quite as bad in the game though.

ah well, while third person would be good I am just happy that theres a first person!!!
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Lisa Robb
 
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Post » Sun Apr 03, 2011 8:03 pm

Does it dock next to another strider port when traveling to a town/city? And if so, won't the other strider be in the way. Or do you have it scripted
to be gone when the traveler arrives? Thanks!
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Blackdrak
 
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Post » Mon Apr 04, 2011 2:25 am

That is very cool! :celebration:
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Cameron Garrod
 
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Post » Sun Apr 03, 2011 9:32 pm

The other strider will be gone when you arrive. I had originally planned to schedule them out so that they only leave at specific times, and you could also theoretically see them as you walk along. But alas, that simply was not feasible to do.

I'm still also toying with how to allow you to get off at any time. I also need to solve the companion riddle.
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Pumpkin
 
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Post » Sun Apr 03, 2011 5:25 pm

Simply awesome Fliggerty! :foodndrink:
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sam westover
 
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Post » Sun Apr 03, 2011 5:40 pm

I assume there isnt a way to sway the silt strider back forth and up and down as it walks? Doing so would look more natural and make the jitteriness a tad less noticeable..
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louise hamilton
 
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Post » Sun Apr 03, 2011 5:38 pm

I think a very short cinematic would be better: The silt strider walking away from the loading platform, while the game loads the next area in the background. What's the point of sitting through all that in first-person?
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Auguste Bartholdi
 
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Post » Sun Apr 03, 2011 8:58 pm

Realism, sight seeing. I like the whole riding it your actual destination, very immersive imo.
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bonita mathews
 
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Post » Sun Apr 03, 2011 10:57 pm

A cinematic would be an entirely different project with separate goals than this. The entire purpose of this is to sit and watch the scenery go by.

Swaying cannot be done. Lingarn's original animations had up and down motion, but move the player to match that motion proved to be impossible. So it's either we have it as it is, or we have a player that constantly moves through the strider.
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nath
 
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Post » Mon Apr 04, 2011 3:15 am

Realism, sight seeing. I like the whole riding it your actual destination, very immersive imo.


Yea, I agree it looks like it is going to be awesome. I'm curious what is going to have to be done to the landscape exactly though. I hope these changes don't introduce too many conflicts or texture seams or drastically alter the appearance.
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Cassie Boyle
 
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Post » Mon Apr 04, 2011 5:10 am

My goal is to alter the landscape as little as possible. Hopefully all I will have to do is lower and smooth out some areas. I might have to remove an arch or two around Khuul though...not entirely sure yet.
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[Bounty][Ben]
 
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Post » Sun Apr 03, 2011 3:42 pm

Joy to the (morrowind) world :celebration: Not that this didn't totally make my day, but why am I getting more of a parkinsons vibe from the second video than the first? In fact I was puzzled why it was never released since I saw nothing wrong with it originally.
No third person unfortunately. I may enable it once I'm done working on it, maybe. The problem is that the strider is a creature, and since it close to the player the engine forces your head down all the time. It looks rather ridiculous.The jerkiness isn't quite as bad in the game though.

Ha! He's ashamed of using public transport. Yeah I doubt something like this could be fixed, unless you make the driver more attractive somehow.

My goal is to alter the landscape as little as possible. Hopefully all I will have to do is lower and smooth out some areas. I might have to remove an arch or two around Khuul though...not entirely sure yet.

Can't you have it climb over them? I don't think it'd be noticeable since it's in 1st person
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Bitter End
 
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Post » Sun Apr 03, 2011 3:29 pm

Very cool, man. :rock:
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james tait
 
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Post » Sun Apr 03, 2011 3:29 pm

I'm still also toying with how to allow you to get off at any time. I also need to solve the companion riddle.

What companion riddle?

Glad to see this going forward now. ;)
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Blaine
 
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Post » Mon Apr 04, 2011 3:42 am

What companion riddle?

Glad to see this going forward now. ;)


Nice pun Jac! Also: can't wait for this to release!
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Lucky Boy
 
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Post » Sun Apr 03, 2011 10:25 pm

I never released the early version because I never finished it. It took many many many many many hours just to get the coordinates and angles and such for even a short route such as Balmora to Seyda Neen. And there was a serious problem with getting the drivers to position correctly. Long story short, at the time the whole thing was seriously flawed.

It looked smoother because there was no driver to acerbate the jerkiness.

The arches in question are about strider-head height. Otherwise there'd be no problem just walking over them.

The scripts for this only move the player. Taking companions along for the ride is going to be incredibly difficult. I think I can do it without resorting to MWSE, but I'm really not sure.
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Madeleine Rose Walsh
 
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Post » Mon Apr 04, 2011 4:20 am

I like this, very nice to just watch the scenery go by without a care...

The choppiness of the Strider's motion is a bit distracting though; is this caused by the pathing method used, or perhaps placing/disabling of the strider mesh to not encounter issues after cell changes? If the glitching were gone this would be perfect. :) . Nice new video!
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Misty lt
 
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Post » Sun Apr 03, 2011 3:42 pm

I like this, very nice to just watch the scenery go by without a care...

The choppiness of the Strider's motion is a bit distracting though; is this caused by the pathing method used, or perhaps placing/disabling of the strider mesh to not encounter issues after cell changes? If the glitching were gone this would be perfect. :) . Nice new video!

Oh and congratulations on prolonging my stay in the eternal limbo of "waiting for that mod" before playing morrowind. :facepalm:
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Damian Parsons
 
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Post » Mon Apr 04, 2011 5:51 am

Fligg, have you looked at Abot's Water Life mod? Elaura said that the gondoliers that row around can be ridden and that there's no jerkiness.
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J.P loves
 
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Post » Mon Apr 04, 2011 12:27 am

About companions- you can set the script so that when the strider stops at the destination, it checks to see if the character has companions, and teleports them to the strider port. Since it's first person the player couldn't see their companions riding behind them anyway. Or even easier, recommend the player use the famous Companion Teleport mod in addition to this if they plan to travel with companions.
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Laura Tempel
 
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Post » Mon Apr 04, 2011 4:07 am

This is the n.1 mod I'm waiting for, both for immersion and technical content. Please keep on working on it :celebration:
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Vickey Martinez
 
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