[Wipz] Unnecessary Violence II + I'm Back

Post » Wed Mar 30, 2011 6:44 am

Hope you get well soon, Hex, takes some real strength of character to get back on your feet, back in work and back to the things you love after such a thing...
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SHAWNNA-KAY
 
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Post » Wed Mar 30, 2011 4:16 am

Welcome back Hex :thumbsup:

As someone who has also been hit by a car (although I only had my right arm effected) I can tell you that if you are already getting substial improvement (my arm was still half paralyzed at 6 months), then just keep positive and over time it'll all come back :) And Im sure there are plenty round here that will keep your spirits up if you ever feel down :)
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Veronica Flores
 
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Post » Wed Mar 30, 2011 10:45 am

Welcome back HeX! Sorry to hear about your accident but I'm glad your feeling better!
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Alexx Peace
 
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Post » Wed Mar 30, 2011 11:05 am

Oh my goodness, didn't realize the facts behind your absence was something like this.

I was also following the UVII thread(s), with anticipation, then everything came to a halt. But I'm glad you are doing better now, first and foremost.
Of course, I'm also glad that you plan on continued work on UVII. :happy:

Koniption
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Eileen Collinson
 
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Post » Tue Mar 29, 2011 10:29 pm

So glad to have you back (and so sorry about your accident)!


I honestly had just watched the trailer to UV 2 like 2 days ago and was wondering what had happened to this gem, glad to see its back on the table!


I have Duke's Combat magic, now all I have been waiting for is UV 2 and ARES!
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Andrew Tarango
 
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Post » Wed Mar 30, 2011 7:52 am

So sorry to hear about your accident! I have a friend who was recently involved in a hit and run accident with her car. She's okay but it still svcks.
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Amy Masters
 
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Post » Tue Mar 29, 2011 11:07 pm

Honestly, you have earned a fishy stick for your honor and bravery...
So. here you go, thank you man, you are awesome!!!
http://t2.gstatic.com/images?q=tbn:ANd9GcTY-ejTjjFtcjdioqhN3Xt8IkNGfvC8ry17j1HyLz7cnOxIpXVKWQ&t=1
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Yama Pi
 
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Post » Wed Mar 30, 2011 7:08 am

Welcome back to the Modders Guild, Hex.
I thought it was so strange when all the treads suddenly went to a halt, but now I know why. I really hope you'll recover quickly.
Anyway, this is an awesome mod, kudos to you for continuing working on it! :celebrate:
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Rudy Paint fingers
 
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Post » Wed Mar 30, 2011 8:28 am

Wow. thanks everyone for the reams of messages and support. Its good to know there's still interest in my work, and even better to hear from my friends again. I have missed all of you :)

It looks like some of the changes to OBSE are going to really help with a few of my problems. Thanks NIceOne for the heads up about the event handlers - that sounds brilliant. I can already see a bunch of applications that can replace some of the nasty polling I've had to do.

Shademe - looking forward to having a play with your new toys :)

Dragoonwraith - i'll PM you after work this evening to talk through the changes to NifSE.

Looks like i've got my work cut out for me, but it's going to be great :)

More info here later tonight when I've hand a decent first cut through and figured out what needs to be done. Unfortunately I can't find my todo list, so I'm going to have to do some testing to figure that out.

Cheers,

HeX
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Music Show
 
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Post » Wed Mar 30, 2011 4:42 am

So sorry to hear about this accident, but thrilled your doing so great!

Long time fan
Hawk
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Donald Richards
 
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Post » Wed Mar 30, 2011 5:43 am

Oh my! I'm glad you're ok Hex! It's good to see you back here, you've been missed.

:)
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Gill Mackin
 
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Post » Wed Mar 30, 2011 1:05 pm

Hi Everybody,

I thought it was about time I came in and let you all know what's been going on with UVII, or more specifically with me.

Late last year I was knocked off my bike on my way to work by a hit and run driver. I badly hurt my head and was hospitalised for nearly three months. In that time i've been having to re-learn a lot of basic motor skills and have found a lot of things that should be easy very difficult. I find it very challenging just to operate a computer: I know perfectly well what to do but getting a mouse to point at the correct bit of the screen or hitting the correct key on a keyboard has been very challenging. I am however a lot better now. My reflexes and motor control are returning to their old selves. I've been back at work for a week and am hoping to get back to doing some modding over the next few days. When Last I was working at it UVII was mostly complete. There were a few kinks that needed working out - particularly with respect to dynamically swapping skeletons to allow dismemberment, but I hope they won't prove too much of an issue.

Of course i'll have to familiarise myself with any changes to OBSE and NifSE that might slow things down a bit, but with luck I should be able to put out a beta release very soon.

Sorry to everyone for the delays and sudden disappearance. I hope to see lots of old friends around the forums soon.

All the best,

HeX

Sorry to hear about the accidents. I hope you'll be better. I have some questions about UV i will be glad if you'd answered them.
1) For instance, I have a blade on my left and an axe on my right hand. What skill increases if I hit with left hand? (I hope it's blade).
2) Did you add jumping (not climbing) ability for NPCs?
3) Are the offhand attacks completely as in the same speed as UV1? Because offhand attacks are very slow in comparison to vanilla ones. Therefore when we use them we will get hurt before we hurt an enemy. As you mentioned the fact that new OBSE will make your work better, I think it is worth to do it.
4) I read on the readme that this mod contains content from Sinkpoints martial art mod. Are hand-to-hand attacks the same as his mod? His mod's moves are not asymmetrical. I mean journeyman left and right power attacks are SEVERELY different. This must be changed or it will make one of attacks useless as their reach are different (When you use left power attack it performs a low spinning kick without moving forward unlike right power attack does.)
Thanks for your attention a lot.
P.S. Please put the numbers in front of the answers as I did. Thanks again.
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Symone Velez
 
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Post » Wed Mar 30, 2011 3:21 am

Um okay facebook - i'm a little out of touch so these are to the best of my remembered knowledge. It'll take me a few days to get back up to speed and fully familiar with my code again.

1) The skill will increase for the correct weapon - if you have a blade in your left hand then the blade skill will increase from a left handed attack. If you attack with both I think the dominant one increases (but i'm not absolutely sure - i'd need to check)

2) Not at the moment. I have been thinking about this though. Unfortunately there's a lot of processing that would have to be done to make them decide when is a good time to jump. Let me get back to you on that one later.

3) Attack speeds vary depending on your character's speed attribute. In general the attacks should be roughly the same speed as the vanilla one, but some of the more elaborate ones are slower.

4) The ordering of the hand to hand attacks is different, and there are mixed in attacks from several different animation mods. In general I think i've balanced them well, but time will tell.

Hope that will keep you going for now :)

HeX
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Rachel Hall
 
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Post » Wed Mar 30, 2011 11:26 am

Um okay facebook - i'm a little out of touch so these are to the best of my remembered knowledge. It'll take me a few days to get back up to speed and fully familiar with my code again.

1) The skill will increase for the correct weapon - if you have a blade in your left hand then the blade skill will increase from a left handed attack. If you attack with both I think the dominant one increases (but i'm not absolutely sure - i'd need to check)

2) Not at the moment. I have been thinking about this though. Unfortunately there's a lot of processing that would have to be done to make them decide when is a good time to jump. Let me get back to you on that one later.

3) Attack speeds vary depending on your character's speed attribute. In general the attacks should be roughly the same speed as the vanilla one, but some of the more elaborate ones are slower.

4) The ordering of the hand to hand attacks is different, and there are mixed in attacks from several different animation mods. In general I think i've balanced them well, but time will tell.

Hope that will keep you going for now :)

HeX


Thank you! That was the most exact answer I expected.
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Vahpie
 
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Post » Wed Mar 30, 2011 1:53 pm

wasn't DR6 supposed to add jumping NPCs? I'm pretty damn sure I've seen a beta NPCjump.esp posted by Skycaptain in the DR thread a while ago. I sure hope it got bundled with DR6 so we don't have to bug Hex_0ff about that :lol:
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lucile
 
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Post » Wed Mar 30, 2011 12:15 pm

HeX, I sent you a pm last October :) I imagine that you're still trying to wade through all your pm's but if you could have a look at that at some point, I'd appreciate it. Basically there's an issue with UV and Oblivion XP. I can send you a new pm if that would be easier.
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Jessica Nash
 
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Post » Tue Mar 29, 2011 11:48 pm

Welcome back HeX! =)

looking forward to UV 2.0
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Kelvin Diaz
 
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Post » Wed Mar 30, 2011 11:23 am

Hex_ nice to see you posting again!
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rolanda h
 
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Post » Wed Mar 30, 2011 6:56 am

Yikes!

I've had a few scraqes with cars while cycling, though nothing as serious as this. Leaves me with a feeling of having been violated... bike always loses this encounter.

Best wishes with getting through your ordeal.

Wear a helmet!
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Rachyroo
 
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Post » Wed Mar 30, 2011 4:40 am

WOW! I heard you had wrist surgery, but I was wondering why it would take so long to recover... This would explain all that. Major kudos to you for getting back on the modding scene, and a big WOOT WOOT to the upcoming release of UV2!! I had crashing issues with the first one, so I've been eagerly anticipating the new version. Keep healthy!
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lacy lake
 
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Post » Wed Mar 30, 2011 2:28 pm

Ouch. :(

Still, good to hear you're recovering well. :)

Looking forward to seeing what you've come up with. It was always sounding promising, and that's not changed. :thumbsup:
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Minako
 
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Post » Wed Mar 30, 2011 4:35 am

andalaybay: probably best to send me the PM again. My inbox is a bit stacked up... That said - i've fixed the oxp compatibility for UVII (i think).

earthling: I was wearing a helmet - it's probably the only reason I wasn't killed. They are good things...

Other general news - finished rebuilding my modding PC and am applying the necessary tools and mods. I'm going to have to throw some time at figuring out what needs to be done, what rewrites OBSE20/NifSE a5 will require etc. I seem to be seeing a new crash that didn't exist before - something in the spell charging functions is misbehaving and causing CTDs.

Also - anyone who feels they might be awesome at trigonometry and feels like helping me out might think about dropping me a PM. I've got a couple of issues with the window entry mapping system that my old brain is struggling with. Essentially the indoor wordspace isn't necessarily rotated the same as the outdoor so getting the correct entry position requires a translation that makes my head hurt.

Other than that, it looks like the new event calling will fix the issue i've had with skeleton switching, and then I just have to tidy up a certain location, run through all the bug testing again, fix any errors, write a better manual, decide how to package it, worry about missing permissions for the animations and decide how to release it...

If anyone's interested in doing a little voice work for me then drop me a PM.

I've got tomorrow afternoon off work, so planning to spend a lump of time on it then, and probably some more over the weekend.

HeX
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des lynam
 
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Post » Wed Mar 30, 2011 1:33 am

[snip]
Also - anyone who feels they might be awesome at trigonometry and feels like helping me out might think about dropping me a PM. I've got a couple of issues with the window entry mapping system that my old brain is struggling with. Essentially the indoor wordspace isn't necessarily rotated the same as the outdoor so getting the correct entry position requires a translation that makes my head hurt.
[snip]

HeX


Regarding room rotations, what about detecting the angle of the player in relation to any "NorthMarkers" in those interior cells? :

NorthMarker:
http://cs.elderscrolls.com/constwiki/index.php/Editor_Markers

Angles:
http://cs.elderscrolls.com/constwiki/index.php/Angles

I don't think all rooms use NorthMarkers, however. But for those that do, it might make detecting the entry angle of the player much easier. I'm not good at scripting angles/trig, but I thought this info might come in useful, if you hadn't considered it already.

Koniption
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Sun of Sammy
 
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Post » Wed Mar 30, 2011 6:58 am

you could ask Reener about the windows entrances as I believe he had to do something similar for his awesome Reener's interiors mod ( which you should check out btw ;) )
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I’m my own
 
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Post » Wed Mar 30, 2011 2:02 pm

Do you still plan to have that feature in the release build ? You know, the one Red was helping you with ... :shifty:
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luis dejesus
 
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