[wipz] Unnecessary Violence II

Post » Sat Feb 19, 2011 3:10 am

Do you plan on making any dirty fighting moves?
Like throwing dust or sand into someone's eyes or maybe a special spin kick that knocks enemies off their feet?
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Celestine Stardust
 
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Post » Fri Feb 18, 2011 10:39 pm

Hex an interesting idea could you possibly make it so we can extinguish lights with a frost spell and relight them with a fire spell for those of us who want to be sneaky :ninja: .


That...is a brilliant idea! That's a really sweet, seamless way of implementing the extinguishing of lights! I would love to see this done!
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Mimi BC
 
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Post » Fri Feb 18, 2011 9:13 pm

Speaking of throwing items to get NPCs to investigate.... shadeMe's enhanced grabbing already does that.... would the 2 be compatible?

O wait, probably toggle-able in the .ini right?
I released a patch for PiiiP 0.4 and UV RC1 that allowed the latter's throw item feature trigger Noise Maker (PiiiP's NPC investigation component). If UV2 was to include its own handler for that event, you can always turn of PiiiP's through its INI.
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Matthew Warren
 
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Post » Sat Feb 19, 2011 6:41 am

I hope we will be able to use left hand attacks repeatedly like a right hand yes?


No. You can't pplay two idles simultaneously on the character - it causes a CTD. I have to wait for one to finish or stop it before playing another. The engine handles this okay for normal attacks, but I don't have that option. Sorry. You'll just have to switch between LH and RH attacks. LH ones will never be as hammerable as RH ones.

Hex an interesting idea could you possibly make it so we can extinguish lights with a frost spell and relight them with a fire spell for those of us who want to be sneaky .


Excellent idea. I'll look into it. Light extinguishing is a real pain to do though. I'm not et 100% that i'll include it in the release version. Depends on a few tests working. I thought I had it going, but unfortunately what I was doing doesn't work properly in the general case. I'm hoping I can use NiSE to do it more efficiently though. We'll just have to see, but if not I may end up excluding the feature. I'm not going to get into trying to do it the way TA did, because its massively tedious and not scalable.

I released a patch for PiiiP 0.4 and UV RC1 that allowed the latter's throw item feature trigger Noise Maker (PiiiP's NPC investigation component). If UV2 was to include its own handler for that event, you can always turn of PiiiP's through its INI.


Handy thing's INIs ;) the old patch won't work for UVII, but since i'm doing it myself for thrown objects, you'll probably not need to make a new one, unless we reach the conclusion that PiiiP does it significantly better than UV, in which case, we might need a new patch.
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Kaley X
 
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Post » Sat Feb 19, 2011 9:52 am

Handy thing's INIs ;) the old patch won't work for UVII, but since i'm doing it myself for thrown objects, you'll probably not need to make a new one, unless we reach the conclusion that PiiiP does it significantly better than UV, in which case, we might need a new patch.
In that case, I say we forget the patch as much of PiiiP's pre-0.5 code needs a rewrite. How do plan to implement the handler ? IIRC, PiiiP simulates some 8 reactions.
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Eve(G)
 
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Post » Fri Feb 18, 2011 9:55 pm

Well at the moment all that happens is they wander over and look at the thrown object. Which is bloody funny if it happens to be a bomb... I'll have a look at what you do in PiiiP and think about something more sophisticated and/or straight up integration when I've got a bit more time.
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Lily Evans
 
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Post » Sat Feb 19, 2011 3:39 am

Well at the moment all that happens is they wander over and look at the thrown object. Which is bloody funny if it happens to be a bomb...

I'll have a look at what you do in PiiiP and think about something more sophisticated and/or straight up integration when I've got a bit more time.
Heh, I can imagine :D A quick look at the Noise Maker code reveals that it's in worse shape than I'd thought. So to save me from the hu-mi-li-a-tion, here's some http://i659.photobucket.com/albums/uu320/shademe/Untitled-64.jpg.
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Joanne Crump
 
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Post » Sat Feb 19, 2011 1:32 am

I used to use UV when it first came out, and it was absolutely lovely other than the occasional CTDs.

UV II looks too amazing to be true and im about just pissing my pants in anticipation for its release.

Anyhoo, on to the questions...

I'm a bit out of the loop on the modding scene as I've been away from oblivion for over a year and just came back.

When has UV I last been updated?

And is it still somewhat stable to be used with FCOM, DR and other such mods, or did you have to rewrite the code completely because it wen't completely bonkers in terms of compatibility?
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SHAWNNA-KAY
 
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Post » Sat Feb 19, 2011 7:43 am

Heh, I can imagine A quick look at the Noise Maker code reveals that it's in worse shape than I'd thought. So to save me from the hu-mi-li-a-tion, here's some literature.


Thanks shademe. Seems well though out.

When has UV I last been updated?


Hardly at all. I made a patch to fix an issue with it making NPCs naked, but decided that rather than go through and fix a million little bugs, i'd just re-engineer and rewrite it from scratch.

And is it still somewhat stable to be used with FCOM, DR and other such mods, or did you have to rewrite the code completely because it wen't completely bonkers in terms of compatibility?


Yep, the new version's a lot more stable and compatible than the previous one. The rewrite was mainly to make use of OBSE's new functions though, as they make for much cleaner code. It's turned into another monster, but so far feels pretty solid. It remains o be seen how it'll cope in the real world of course. I find it hard to imagine we'll be completely bug/incompatibility free no matter how careful I am. UVII is basically a new mod, so it's boud to have some issues.
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Joie Perez
 
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Post » Fri Feb 18, 2011 8:41 pm

Thanks shademe. Seems well though out.



Hardly at all. I made a patch to fix an issue with it making NPCs naked, but decided that rather than go through and fix a million little bugs, i'd just re-engineer and rewrite it from scratch.



Yep, the new version's a lot more stable and compatible than the previous one. The rewrite was mainly to make use of OBSE's new functions though, as they make for much cleaner code. It's turned into another monster, but so far feels pretty solid. It remains o be seen how it'll cope in the real world of course. I find it hard to imagine we'll be completely bug/incompatibility free no matter how careful I am. UVII is basically a new mod, so it's boud to have some issues.


Excellent, thank you for your quick reply.

I reinstalled UV I and i'm going to nag you over a very minor issue that wasn't addressed in the FAQ (Or I probably didn't see it atleast...)

When using a UV attack (I turned off FFP because of the armor breaking and helm unequip issue)

anyway, when I use a UV attack it sometimes immoblizes my character and I have to toggle in and out of 3rd person to move again,

again, a very minor issue but if you know the fix (or it was listed in the FAQ and I didn't see it) i'd greatly appreciate it, thank you sir.
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Emma louise Wendelk
 
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Post » Sat Feb 19, 2011 1:14 am

I'm not really sure SF. It's been months since I looked at the old UV code. I don't remember that ever being an issue. It may be something to do with locking the movement while making an attack. I can't remember if I made that an option in the INI or not. Have a look through and see if there's anything about that in there.

I'm not going to be making any patches for the old one with the new one so close to release...
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carley moss
 
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Post » Sat Feb 19, 2011 12:32 pm

Since this thread's probably about to be shut down, i'll just say this. I'm trying to make my trailer today, so I plan to open a new thread with that. Please just be patient for the new thread as it might take until quite late tonight to be ready.

HeX
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Bird
 
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Post » Fri Feb 18, 2011 8:42 pm

Excellent, thank you for your quick reply.

I reinstalled UV I and i'm going to nag you over a very minor issue that wasn't addressed in the FAQ (Or I probably didn't see it atleast...)

When using a UV attack (I turned off FFP because of the armor breaking and helm unequip issue)

anyway, when I use a UV attack it sometimes immoblizes my character and I have to toggle in and out of 3rd person to move again,

again, a very minor issue but if you know the fix (or it was listed in the FAQ and I didn't see it) i'd greatly appreciate it, thank you sir.


thats probably taken care of since FFP is no longer being used in UV II
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Michelle davies
 
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Post » Sat Feb 19, 2011 11:35 am

No. You can't pplay two idles simultaneously on the character - it causes a CTD. I have to wait for one to finish or stop it before playing another. The engine handles this okay for normal attacks, but I don't have that option. Sorry. You'll just have to switch between LH and RH attacks. LH ones will never be as hammerable as RH ones.


Would it be possible to avoid this by canceling the idle animation first before triggering the second animation? So basically you have a certain time window near the end of an attack animation where if you press the left hand attack button again, the animation currently playing is canceled and the new animation is immediately started.
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Phillip Brunyee
 
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Post » Sat Feb 19, 2011 6:38 am

Post limit.
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Richard Thompson
 
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