[wipz] Unnecessary Violence II

Post » Sat Feb 19, 2011 12:33 pm

Well, its been a slow and torturous process, but I have rewritten UV from the ground up. With the arrival (and maturity) of OBSE18 - and specifically the functions, the only sensible approach was to chuck out all the old code and reengineer the mod from scratch.

The Downside: It's taken ages
The Upside: It's many many times better, more stable and more efficient

Because of the way I evolved the old version, a lot of it was really very messy indeed. This new version has had much more software engineering to ensure no code wastage or replication, and check the efficiency of every algorithm I use.

I've still got a certain amount to do, but if all goes according to plan there should be a relz within the next couple of weeks.

I'm rigorously testing each feature as I rebuild it to ensure that there's no repeats of the bugs that plagues the previous version. Some features will probably not return (i'm looking at you FFP), others will make new appearances (of which more soon).

I've made this thread primarily to let people know where I stand, and to ask for opinions on decisions I may have to make over the next couple of weeks.

I'd like to thank everyone for their patience and for not pestering me too much over what has been a busy year IRL. Thy reward shall come soon.

HeX

Quoting from my post further down, here's some stuff to look forward to:

Time for an update re what you can expect in UVII

All the original features, but without the bugs - minus the FFP and for now the shield on back

Dual wield/Gripshifting stuff
Now done in the inventory menu (though gripshifting can be done on the fly at game time)
NPCs will randomly dual wield or gripshift to provide more variety

Combat stuff:
Much better collision detection on the UV attacks, and generally a more cohesive feel to them
Actually hit scenery when you miss opponents
Hit multiple opponents with a single attack
NPCs will now use UV moves in combat with you and each other (not just as counters the way they were before)
You can now use a torch as a weapon in combat
Your relative positions are very important and affect the amount of damage you can do
NPCs will block, dodge and counter your attacks
Full location aware damage multipliers for both you and your opponents
Normal attacks will also apply UV
More close up attacks (judo throws, necksnap and possibly more)
Automatically configured spear thrust attack
Amputation of all kinds of bits of opponents (legs, feet, hands, arms etc)

Stuff for thieves:
Knockout blow - you can now intentionally knock someone out to rob them
Climbing (hopefully NPCs will climb up to get you if you're above them, but I haven't started this yet) - note that this is dependant on me getting the climbing animations from odysseus
Neck snapping - sneak up on an opponent and snap his neck killing him instantly
Douse and relight light sources

Alchemy Stuff:
Timed and Trapped potions (set fuses, or set proximity based traps) using potions and black powder - the more charges you add, the bigger the bang
Your level of alchemy skill is important (rubbish alchemists are likely to blow themselves up)
Open locked doors and containers by blowing up the lock (this may end up with you blowing up the container and smashing the stuff in it if you over egg the pudding), using fuses or proximity traps (means you can set effective traps as an assassin)
(note that in testing I set a prox trap on a container, kicked an opponent into it and watched the blown to bits by the trap. It brought a tear to my eye

Magic Stuff:
Charge up your spells before casting them - any spell can be charged to the maximum possible level based on your available magika
NPCs will try to dodge any hostile target spells you cast at them
Trapping and releasing souls as enraged spirits of the original creature now works beautifully

Stuff for acrobats:
A whole bunch of new acrobatic moves to get you away from opponents/taunt them

Stuff for marksmen:
Throwing works about a million times better than before - better audio, no instances of weapons randomly not throwing properly etc.
Weapons rotate at different speeds depending on their weight
Only throws of weapons where the object spins correctly will see the weapon stick in scenery
NPCs will dodge and block your throws and arrows with types of dodges determined by their acrobatics skill and armour type

Injury stuff:
Various injuries can be applied to you and your opponents

Fumbling stuff:
You can **** up your attacks in a variety of ways

Training stuff:
Casting targeted spells at training targets will train the appropriate school of magic
Loosing arrows or throwing weapons at training targets will train your marksman skill
Climbing will train your athletics skill
Mixing explosive potions will train your alchemy skill

Getting the skills:
To learn a UV skill you'll have to go see an appropriate trainer. Normal training menus are used, so no additional NPCs are added.
Basically you'll get little or nothing for free with this version

Configuration:
There is not a single hard coded number in the code: everything is configurable in the INI either as switches or multipliers, meaning the entire mod can be tailored to your exact specifications (for example if you want to bypass the need for training to get the skills, there's a setting for that...).

Other things I plan to do, but all require certain prerequisites:
If nifscript 1.0 comes along, i'll be adding weapon rotation and weapon/shield on back.
Dualist style block/counter for single weapon users (only if I can get or make a unique animation for it)
Full integration with DR6 - this will depend on me getting a copy of DR6 of course...

Hope that's whetted your appetites a bit. I'm fairly certain i'll have forgotten some key features in this list, but there you go...

HeX

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clelia vega
 
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Post » Sat Feb 19, 2011 4:07 am

Will there be new animations? I really loved the variety of animations in the old version :user:
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Andrew Tarango
 
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Post » Sat Feb 19, 2011 2:56 am

Will there be new animations? I really loved the variety of animations in the old version :user:


A couple. It really depends if I can get back in contact with howard and odysseus and whether they're willing to finish some of the animations they started a while ago.

There are a couple of animations in particular I could really so with.

HeX
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Kelly John
 
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Post » Sat Feb 19, 2011 12:10 am

UV will be compatible with deadly reflex??
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Jacob Phillips
 
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Post » Sat Feb 19, 2011 11:57 am

Woot woot!!! I want details! :P
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KiiSsez jdgaf Benzler
 
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Post » Sat Feb 19, 2011 12:46 pm

@roa - UV is already compatible with dr 5 - in that they don't crash when used together. I can't do much about DR6 till skycaptain releases it. It should be fine, but i'll have to wait and see if any patching is needed nearer the time.

@ishmael - patience... :nono: all in good time.
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Leticia Hernandez
 
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Post » Sat Feb 19, 2011 2:05 am

yay! by chance is that duel weilding vanilla bolades bug fixed? w hat of the incompatibilities with soul gem requiring quests and such?
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Thema
 
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Post » Sat Feb 19, 2011 4:24 am

yay! by chance is that duel weilding vanilla bolades bug fixed? w hat of the incompatibilities with soul gem requiring quests and such?


Well DW vanilla blades is technically an issue with nifscript rather than UV, so not something I can directly influence. But if there's any way around it, be sure it'll be packaged with this version
As for the soul gem stuff - that is completely fixed
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Zosia Cetnar
 
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Post » Sat Feb 19, 2011 2:30 am

Is the vanilla dual-wield thing the crash that happens with hilts? And does DW's new NifScript not fix it? Also, how about the shield-on-back thing, and the hotkey torch stutter that went along with it? I know, I know, all in good time... but you can't possibly expect to be able to post a quaint, low-profile little "by the way, something big's coming" thread without some rabid fans getting excited :D
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Riky Carrasco
 
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Post » Sat Feb 19, 2011 4:14 am

Hooray !

Good luck :foodndrink: !!
When would you relase it ?
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Ross
 
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Post » Sat Feb 19, 2011 9:03 am

Well, to the best of my knowledge there isn't a new nifscript, unless DW has released a new one without my noticing?

Shield on back is a bit of an oddity. I haven't written a new version of it yet. It remains to be seen how well it'll work or if it will even be included in the new version

Hotkey stuttering issues are definitely all gone though.

As to release dates. It entirely depends. If all goes according to plan it should be within the next couple of weeks. If I suddenly start encountering massive problems, then it may take longer. It'll be done when it's done, but I wouldn't have posted this thread if I wasn't confident that it's not far away.

HeX
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Chloe Botham
 
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Post » Sat Feb 19, 2011 8:06 am

Well, to the best of my knowledge there isn't a new nifscript, unless DW has released a new one without my noticing?
...


Well, he's released an alpha of 1.0... not publicly, I think, but he said he'd e-mail to anyone who asked. You were on his mailing list :P
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des lynam
 
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Post » Sat Feb 19, 2011 12:52 am

Hey!

Happy to see you're making progress with this! Really looking forward to the release!

Cheers!

cc
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Kim Bradley
 
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Post » Sat Feb 19, 2011 11:50 am

thanx. thanx for making me drool all over my keyboard!! :lol:

didn't expect this great news so early, it's just awesome. and DR6 is coming out shortly too... and new COBL/MMM/UFCOM as well... good times ahead! you rock man!
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Mason Nevitt
 
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Post » Sat Feb 19, 2011 7:09 am

I do believe that I owe you a PM :) I'll try my very best to get back to you soon (I've been quite busy lately).
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DAVId Bryant
 
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Post » Sat Feb 19, 2011 11:17 am

Ooooooo..... Shiney. :D Very much looking forward to the Hex.
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Siidney
 
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Post » Sat Feb 19, 2011 7:03 am

As for the soul gem stuff - that is completely fixed

yay!
i'm glad your tidying your code up :) keep at it :goodjob:
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Rob Davidson
 
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Post » Sat Feb 19, 2011 2:16 am

There were a lot of things that I enjoyed using with UV. A lot was the idea of dual wielding properly, the kicking( a lifesaver I swear. kicking bandits down only to open up space to heal or attack) then the arrows and area detection. Head shots were amusing on goblins by seeing them stumble/fall down a few seconds after being hit as if stunned.

What new goodies will we see in terms of combat with the new UV? Somethings geared towards stealth and mage antics?
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Charlotte Henderson
 
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Post » Fri Feb 18, 2011 8:24 pm

Is there plans on adding a key to trigger the dual wield attack? I never could get the dual wielding action to work on my end. I always ended up just triggering a one-two type attack instead of a single dual wield action like that shown in the youtube videos. I could get the left hand attack working by itself and the kick attacks, but never could get the dual wield to work. A single keystroke would help this.
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Laura Shipley
 
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Post » Fri Feb 18, 2011 9:17 pm

That is great news!
Will be patiently awaiting what you come up with.:)

Will regular attacks have locational damage this time around?
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Stephanie I
 
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Post » Sat Feb 19, 2011 4:22 am

:D looking forward to this :D

Should hopefully be out by the time I finish my exams :D
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bimsy
 
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Post » Sat Feb 19, 2011 8:50 am

@kai - i'm not sure - there's a certain amount of work involved in the task (incidentally, I suspect the reason that's happening to you is that some other mod is re-enabling the attack control, which UV disables while you have the UV attack button pressed in order to be able to detect you pressing it without it having an effect. Figuring out what mod's doing it though - that could be challenging...

@artfact - I'm not sure about that. I'm very reluctant to mess with normal attacks for fear of introducing incompatibility with other mods. That said, I may well do just that, though of course the more features I add, the slower it's going to be to release. My first job is to complete the rewrite of the core functionality (about 90% done so far), then there are a few things I definitely want to add (about 20% done) each new feature adds a chunk of work, not just in coding, but also in testing.

HeX
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bonita mathews
 
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Post » Sat Feb 19, 2011 10:08 am

Hmm, Hex, I'm glad you just mentioned that. I do have Adrenaline Fueled Combat v2 as part of my active mods and that maybe what the problem is. I'll get back to you on that and let you know if there's a conflict there.
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Shelby McDonald
 
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Post » Fri Feb 18, 2011 11:25 pm

AFC definitely seems like something that could mess up UV.
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Nick Tyler
 
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Post » Sat Feb 19, 2011 9:30 am

My semester is over in three weeks or so. While I'll be picking up more hours in my viz job, I'm sure I'll be able to help out with a few of the animations.

Once I fix my install of Max, that is. Silly software.
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cassy
 
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