[Trailer/WIpz] Unnecessary Violence II: Taking Action

Post » Mon Jul 19, 2010 7:28 pm


It was the climbing through windows. If i'm honest I had expected there to be more interest in it - I thought it was a pretty big deal for stealth characters, but maybe not :shrug:

As cool a feature as the rest indeed!
But windows are usually shut, maybe easier than the door but is there any requirements for stealth skill, lockpicking etc?
Will the there be a chance to fall off a wall, especially when jumping from wall to wall?
Will I ever work out the gremlins in my Oblivion instalment? Oh sorry, question not relevant to thread :brokencomputer:

Cheers!
User avatar
Motionsharp
 
Posts: 3437
Joined: Sun Aug 06, 2006 1:33 am

Post » Tue Jul 20, 2010 10:06 am

As cool a feature as the rest indeed!
But windows are usually shut, maybe easier than the door but is there any requirements for stealth skill, lockpicking etc?


since what it actually does is activate the door, the window will be locked with the same strength lock as the door, and only locked if the dor is locked.

Will the there be a chance to fall off a wall, especially when jumping from wall to wall?


At the moment there's no chance of falling off a wall built in, because it' remarkably easy to do it by user error alone. Getcrosshairref has to be returning a static at close range and you have to be in the air when you start climbing. This is actually hard enough to do well without the need for additional reasons for falling. Since there's active collision being aware of your route before you start with regards to overhangs etc is also quite important and not paying attention to that will see you falling. If there's a great clamour for the need to fall of walls then i'll add it but i'd suggest trying it first.
User avatar
dean Cutler
 
Posts: 3411
Joined: Wed Jul 18, 2007 7:29 am

Post » Mon Jul 19, 2010 8:50 pm

I posted on your latest youtube video and I'll post here too.
This is a wonderfull mod and all the abilities you implement and scripting you do HeX_0ff just amaze me.
Keep up the amazing work you do! :flamethrower:
User avatar
CHARLODDE
 
Posts: 3408
Joined: Mon Apr 23, 2007 5:33 pm

Post » Tue Jul 20, 2010 12:59 am

It was the climbing through windows. If i'm honest I had expected there to be more interest in it - I thought it was a pretty big deal for stealth characters, but maybe not :shrug:


That's weird, I must have dreamed that this was already a feature :P

I am definitely looking forward to this, even though I don't normally play a stealth character. I think it may tempt me into finally considering playing a stealthy blood-lusting, family friendly violence loving, killer ninja :ninja:
User avatar
Danny Blight
 
Posts: 3400
Joined: Wed Jun 27, 2007 11:30 am

Post » Tue Jul 20, 2010 9:31 am

That's weird, I must have dreamed that this was already a feature


lol - it may never be if I can't get the bugs in my maths ironed out ;) I'm beginning to wish I'd paid more attention in maths classes at uni, or been less drunk. I used to go and drink two pints of Guinness with my pal alex in the fifteen minutes between physics (9am and maths 11am). It made maths classes go by less painfully, but I suspect it hasn't done a lot for my long term memory of certain key methods.

btw, never got round to mentioning it , but I love your avatar calzo.
User avatar
Emmie Cate
 
Posts: 3372
Joined: Sun Mar 11, 2007 12:01 am

Post » Tue Jul 20, 2010 1:06 am


If there's a great clamour for the need to fall of walls then i'll add it but i'd suggest trying it first.

Yes I will! Downloading.... eh. Darn, when is OBSE19 coming out? :facepalm:
But in seriousness; then it does sound that it is covered. You just made it look easy, you sneaky thief jumping guy there ;)

since what it actually does is activate the door, the window will be locked with the same strength lock as the door, and only locked if the dor is locked.


That's really cool, good call.

Can't wait, but I'll have too, wont I.

Thanks!
User avatar
Sami Blackburn
 
Posts: 3306
Joined: Tue Jun 20, 2006 7:56 am

Post » Mon Jul 19, 2010 8:02 pm

lol - it may never be if I can't get the bugs in my maths ironed out ;) I'm beginning to wish I'd paid more attention in maths classes at uni, or been less drunk. I used to go and drink two pints of Guinness with my pal alex in the fifteen minutes between physics (9am and maths 11am). It made maths classes go by less painfully, but I suspect it hasn't done a lot for my long term memory of certain key methods.

btw, never got round to mentioning it , but I love your avatar calzo.


And I yours. In fact, maybe subconsciously, it may have had an influence on the breed of my new dog (getting it in two weeks after my holiday) :D
User avatar
john palmer
 
Posts: 3410
Joined: Fri Jun 22, 2007 8:07 pm

Post » Tue Jul 20, 2010 6:19 am

You just made it look easy, you sneaky thief jumping guy there


Yep, climbing takes a bit of practice, you need to learn to shift your viewpoint (especially around the top of objects) so that your're still facing the static to avoid falling off. It took me a while to get it straight and that was with understanding exactly what the code does - though i'm fairly uncoordinated when it comes to playing games, so maybe it'll be less of a challenged to the more seasoned mouse-twitcher. I'll be explaining it in the manual, but I doubt that's going to stop me getting 50,000 mails asking why people are falling off the top of objects.
User avatar
gemma king
 
Posts: 3523
Joined: Fri Feb 09, 2007 12:11 pm

Post » Tue Jul 20, 2010 2:13 am

And I yours. In fact, maybe subconsciously, it may have had an influence on the breed of my new dog (getting it in two weeks after my holiday)


Really?

If you do, you'll love them. Loki's been a constant source of delight to me for the last two years. Dallies are demanding things though - need loads of walking and loads of attention, but get it right and you'll have the perfect mix of energetic and docile. Loki always wants to play, but I can stick my hand in his mouth and he'll never so much as nibble me. He's an extraordinarily good natured dog :)
User avatar
Austin Suggs
 
Posts: 3358
Joined: Sun Oct 07, 2007 5:35 pm

Post » Mon Jul 19, 2010 7:45 pm

[censored]. I found the mod I was talking about, but it is indeed uncompatible with open cities... well, here it is anyway just in case. http://www.gamesas.com/index.php?/topic/1082234-rel-cdm-evening-lockdown/
User avatar
AnDres MeZa
 
Posts: 3349
Joined: Thu Aug 16, 2007 1:39 pm

Post » Tue Jul 20, 2010 7:14 am

This is a very nice trailer. I've been off for a while, and I come back to see climbing, stealth entrances through windows etc... This will be awesome. BTW, have you considered renaming Unecessary Violence to something more "pompous", like "Unparalleled / Unfathomed Versatility" :D I'm very much looking forward to trying out all these features man. Keep it up and take your time! :bowdown:
User avatar
Khamaji Taylor
 
Posts: 3437
Joined: Sun Jul 29, 2007 6:15 am

Post » Mon Jul 19, 2010 10:37 pm

Really?

If you do, you'll love them. Loki's been a constant source of delight to me for the last two years. Dallies are demanding things though - need loads of walking and loads of attention, but get it right and you'll have the perfect mix of energetic and docile. Loki always wants to play, but I can stick my hand in his mouth and he'll never so much as nibble me. He's an extraordinarily good natured dog :)


Yeah, my last dog was a Labrador, incredibly well natured, yet also incredibly lazy :P

How well does the climbing work with trees? Can you get to the top, then sit and snipe? Or is the collision of trees not the right shape?
User avatar
Matt Bee
 
Posts: 3441
Joined: Tue Jul 10, 2007 5:32 am

Post » Tue Jul 20, 2010 6:54 am

We talked a bit about names in the previous thread, but I decided to stick with unnecessary violence because of the recognisability. I tagged on "taking action" as a subtitle as per a suggestion in that thread to try and suggest that it covers more than just combat now. I suspect it'll be difficult to appeal to everyone who just thinks of it as a combat mod, even though it has a lot more to offer, but hey, they'll be the ones missing out, not us ;)
User avatar
Zosia Cetnar
 
Posts: 3476
Joined: Thu Aug 03, 2006 6:35 am

Post » Mon Jul 19, 2010 6:03 pm

Just adding to the climbing bit, but yeah, climbing is a biiiiig deal. Very awesome! I already plan on making a Spider-Man costume. :shifty: :batman:

Also to add another question, if the window is locked, can it be lock picked?

And also, someone asked about tree climbing, Calzo, I think?

Oh, and just a thought: what about adding window-like portals in the city walls? That would be a lot of work, so perhaps someone could take up the idea.
User avatar
Dawn Porter
 
Posts: 3449
Joined: Sun Jun 18, 2006 11:17 am

Post » Mon Jul 19, 2010 9:04 pm

I'l have a look at tree climbing now. It should be easy enough. I had assumed they were statics, but apparently not. I just need to find the object code for them and include that in the test. Of course trees don't have much in the way of collision I think, so it's be hard to stand on them. Maybe i'll leave the invisible climbing platform in place when you climb a tree...

yeah a locked window can be picked just like a door (since it's actually the door you're unlocking)
User avatar
Lewis Morel
 
Posts: 3431
Joined: Thu Aug 16, 2007 7:40 pm

Post » Mon Jul 19, 2010 6:34 pm

well, tree climbing is in but it's fairly hard. The fairly random collision makes it a bit uncertain whether branches will knock you off or help you.
User avatar
Harinder Ghag
 
Posts: 3405
Joined: Wed Jan 17, 2007 11:26 am

Post » Tue Jul 20, 2010 6:54 am

Hey, whatever happened to the slapping component ? I thought you incorporated the code a long time ago.
User avatar
Joey Bel
 
Posts: 3487
Joined: Sun Jan 07, 2007 9:44 am

Post » Mon Jul 19, 2010 8:00 pm

I did, but it got lost in the rewrite along with the animation sadly :(

I lost a few good animations: slapping, an injured leg, a left handed attack and a headbutt that UK47 had made and sadly no longer has, along with a lot of new code when I lost a HDD last Christmas. It put me off for a while, but you have to bounce back from these things. There was a whole section to do with the slapping about setting up duels. I may revisit that if I have time and anyone happens to know where a copy of the slap animation might be...
User avatar
Max Van Morrison
 
Posts: 3503
Joined: Sat Jul 07, 2007 4:48 pm

Post » Mon Jul 19, 2010 10:53 pm

About all the new melee attacks... how are they used? Because there is no way I could remember 30 different button combos in the middle of an intense battle. I was hoping there could be a random chance that my character will automatically use one of the special attacks it knows when I click the attack button.

I never really ever used any of the combat mods like this one and DR because it was just too many buttons to remember. This one just looks too good to pass up though. :drool:
User avatar
Frank Firefly
 
Posts: 3429
Joined: Sun Aug 19, 2007 9:34 am

Post » Mon Jul 19, 2010 6:11 pm

I did, but it got lost in the rewrite along with the animation sadly :(

I lost a few good animations: slapping, an injured leg, a left handed attack and a headbutt that UK47 had made and sadly no longer has, along with a lot of new code when I lost a HDD last Christmas. It put me off for a while, but you have to bounce back from these things. There was a whole section to do with the slapping about setting up duels. I may revisit that if I have time and anyone happens to know where a copy of the slap animation might be...
Well, take a look at PiiiP 0.5. If you still feel the need to incorporate slapping into UV, use its animations :P Those were made by Howard too ( I believe we both got the same copy ).
User avatar
Euan
 
Posts: 3376
Joined: Mon May 14, 2007 3:34 pm

Post » Tue Jul 20, 2010 2:12 am

@critterman

It's not hard really. You assign a second (UV) attack button, the each attack is performed either with your normal attack button, your UV attack button or the two pressed together. Kicking is done if you use the uv attack button (singly or together with the normal attack) while blocking.

All the additional attacks work in the same way as the vanilla ones (i.e. hold left while performing an attack to do a left power attack etc). It actually sounds more complicated than it is. If you own a multi button mouse you'll find it flows fairly intuitively. if not - well I'd suggest buying one ;)

I'm pretty uncoordinated, as well as being an old git, and I can do it...
User avatar
Darren
 
Posts: 3354
Joined: Wed Jun 06, 2007 2:33 pm

Post » Tue Jul 20, 2010 1:36 am

Well, take a look at PiiiP 0.5. If you still feel the need to incorporate slapping into UV, use its animations Those were made by Howard too ( I believe we both got the same copy ).


oooh - okay I may do just that. I'm playing with my bounty hunters at the moment (mostly to put off debugging the trig in the window code) but i'll get back on the slapping next :) Might make a nice addition to the taunting, and be easy enough to do. I'm not sure if I can be bothered recoding the duel stuff though - it was a pain to do last time round...
User avatar
Ernesto Salinas
 
Posts: 3399
Joined: Sat Nov 03, 2007 2:19 pm

Post » Mon Jul 19, 2010 8:01 pm

At this point, I think it'd be prudent to suggest a name change to Omnibus ...
User avatar
Angus Poole
 
Posts: 3594
Joined: Fri Aug 03, 2007 9:04 pm

Post » Mon Jul 19, 2010 9:25 pm

I did, but it got lost in the rewrite along with the animation sadly :(

I lost a few good animations: slapping, an injured leg, a left handed attack and a headbutt that UK47 had made and sadly no longer has, along with a lot of new code when I lost a HDD last Christmas. It put me off for a while, but you have to bounce back from these things. There was a whole section to do with the slapping about setting up duels. I may revisit that if I have time and anyone happens to know where a copy of the slap animation might be...


Aren't they still a part of UV1?
User avatar
Talitha Kukk
 
Posts: 3477
Joined: Sun Oct 08, 2006 1:14 am

Post » Tue Jul 20, 2010 9:29 am

unfortunately no. they were never in a released build :(
User avatar
brandon frier
 
Posts: 3422
Joined: Wed Oct 17, 2007 8:47 pm

PreviousNext

Return to IV - Oblivion