[Trailer/WIpz] Unnecessary Violence II: Taking Action

Post » Mon Jul 19, 2010 6:39 pm

A question:

In UVII when we sheath our weapon, what happens to the off-hand weapon (if we have one) ?

- It disappears
- It appear backside
- It stay on left hand
- ...
User avatar
Alycia Leann grace
 
Posts: 3539
Joined: Tue Jun 26, 2007 10:07 pm

Post » Tue Jul 20, 2010 5:34 am

Some of these questions have already been answered, and I hope I'm not stepping on your feet Hex. Let me know if otherwise. :D

:ahhh: WOW! I just watched the trailer & this looks fantastic!

A couple of questions though.....
1) Will this be compatible with DP's Combat Archery? (can't bear to drop this!)

2) In the trailer when you were throwing potions/poisons. The behaviour of the thrown objects doesn't look all that natural; Is this a limitation of the engine or is it just because its still in WIP stage? (minor niggle please take no offence, I'm sure a staggering amount of work went into making it look this good).

Cheers

EDIT: oh & will spears feature?


Unsure of #1, but UV2 should be compatible with just about everything out there.
# 2 Is due to the way throwing works. This has been explained in several posts already.

I believe Hex stated you can throw any object that has collison on it. Pots, plates, anything. Spears included, but you'll have to find a mod that adds them in.

A question:

In UVII when we sheath our weapon, what happens to the off-hand weapon (if we have one) ?

- It disappears
- It appear backside
- It stay on left hand
- ...


This one is a little obscured in the posts, but I think it stays in the left hand atm. The mechanics to "shield on back" are quirky and I believe Hex has choosen atm to not use that right now.
User avatar
SEXY QUEEN
 
Posts: 3417
Joined: Mon Aug 13, 2007 7:54 pm

Post » Mon Jul 19, 2010 7:53 pm

Oh thanks for clearing that up Hex....oh I mean lonewolf :rofl:
User avatar
Jennifer Rose
 
Posts: 3432
Joined: Wed Jan 17, 2007 2:54 pm

Post » Mon Jul 19, 2010 6:14 pm

Just to clear things up as myself...

A couple of questions though.....
1) Will this be compatible with DP's Combat Archery? (can't bear to drop this!)


Yes.

2) In the trailer when you were throwing potions/poisons. The behaviour of the thrown objects doesn't look all that natural; Is this a limitation of the engine or is it just because its still in WIP stage? (minor niggle please take no offence, I'm sure a staggering amount of work went into making it look this good).


Because the movement of objects is tied to framerate a really rubbish framerate makes the object flight look very unnatural. When i'm capturing full screen video with fraps it often brings my framerate down to single figures. Suffice to say it looks better in game than the video really shows. I'm still tinkering a bit with the throwing engine (and specifically the object speed) to see if there's anything I can do about it.

EDIT: oh & will spears feature?


There is support for spears but UV doesn't add any weapons. If you fave something where the mesh or object is called spear, halberd, javelin or one of a bunch of other polearm names then it will be considered a spear. That means if you throw it it will fly straight (instead of rotating) as a spear should. And will use the spear animations instead of the standard attack.

In UVII when we sheath our weapon, what happens to the off-hand weapon (if we have one) ?

- It disappears
- It appear backside
- It stay on left hand


The old weapon on back feature has ben removed because it's just a bit too unstable. When NifSE gets its rotation functions sorted out it may bake a reappearance (along with normal shield on back). Until the you have two options (configurable in the INI). Your weapon/shield disappears when you sheath your main weapon or it stays in your left hand.

I think that covers the latest batch of questions - and thanks kyle for pointing people in the right direction while I'm out walking the dog ;)

HeX
User avatar
Natasha Biss
 
Posts: 3491
Joined: Mon Jul 10, 2006 8:47 am

Post » Tue Jul 20, 2010 4:17 am


Because the movement of objects is tied to framerate a really rubbish framerate makes the object flight look very unnatural. When i'm capturing full screen video with fraps it often brings my framerate down to single figures. Suffice to say it looks better in game than the video really shows. I'm still tinkering a bit with the throwing engine (and specifically the object speed) to see if there's anything I can do about it.


Im glad to hear about that, I was getting kinda worried.

There is support for spears but UV doesn't add any weapons. If you fave something where the mesh or object is called spear, halberd, javelin or one of a bunch of other polearm names then it will be considered a spear. That means if you throw it it will fly straight (instead of rotating) as a spear should. And will use the spear animations instead of the standard attack.


That is going to be sooo awsome being able to use spears. I am really looking forward to this. I hope Nifse and obse hurries up.
User avatar
mollypop
 
Posts: 3420
Joined: Fri Jan 05, 2007 1:47 am

Post » Tue Jul 20, 2010 4:39 am

Im glad to hear about that, I was getting kinda worried.



That is going to be sooo awsome being able to use spears. I am really looking forward to this. I hope Nifse and obse hurries up.

Oh, and since it was brought up, http://www.tesnexus.com/downloads/file.php?id=32363 :wink_smile:

.
.
.
.
.
.
and diddo on the nifse/obse19 release.
User avatar
meg knight
 
Posts: 3463
Joined: Wed Nov 29, 2006 4:20 am

Post » Mon Jul 19, 2010 11:00 pm

Oh, and since it was brought up, http://www.tesnexus.com/downloads/file.php?id=32363 :wink_smile:



haha i just downloaded that about 10 minutes before you said that. but thanks anyway. the best spear mod i have seen so far.
User avatar
Evaa
 
Posts: 3502
Joined: Mon Dec 18, 2006 9:11 am

Post » Mon Jul 19, 2010 11:19 pm

AND the spear animations are for melee as well was thrown!! :celebration:

mmmmm....that spear pack looks very nice! I hope I can get hold of light weight roman style spears (pilum?, pila?). Then I could launch a few & then charge into close quarters!! soooooooo cool.
User avatar
Killer McCracken
 
Posts: 3456
Joined: Wed Feb 14, 2007 9:57 pm

Post » Tue Jul 20, 2010 9:13 am

Hex, I think you may have missed my question:

I just noticed that you didn't show the light extinguishing feature in the trailer. Are you still planning to have it in the final release? I thought I remembered you posting something about it being rather complicated and maybe being cut out. That would be a shame, I think, as that was one of the non-combat aspects of UV II I was most excited about.


Oh, and another question: can you kick while jumping, or is it restricted to being a ground attack?
User avatar
Imy Davies
 
Posts: 3479
Joined: Fri Jul 14, 2006 6:42 pm

Post » Tue Jul 20, 2010 7:23 am

:ahhh: WOW! I just watched the trailer & this looks fantastic!

A couple of questions though.....
1) Will this be compatible with DP's Combat Archery? (can't bear to drop this!)

2) In the trailer when you were throwing potions/poisons. The behaviour of the thrown objects doesn't look all that natural; Is this a limitation of the engine or is it just because its still in WIP stage? (minor niggle please take no offence, I'm sure a staggering amount of work went into making it look this good).

Cheers

EDIT: oh & will spears feature?

Hey, do you think you could send em the files and stuff to DP combat archery..i cannot find it...
User avatar
Jade Payton
 
Posts: 3417
Joined: Mon Sep 11, 2006 1:01 pm

Post » Mon Jul 19, 2010 9:26 pm

Hey, do you think you could send em the files and stuff to DP combat archery..i cannot find it...

Here's a link to his thread for that mod. But for the love of god & all that is good read the whole thread & the readmes that come with the mod! A few people didn't read it properly & moaned about his mod, so it's trickier to get.

http://www.gamesas.com/index.php?/topic/1093453-relz-duke-patricks-combat-archery-mod-thread-2/

EDIT: Oh & sorry HeX you can have your thread back now! lol (no, seriously sorry for the temporary hijack!)
User avatar
Chloe Lou
 
Posts: 3476
Joined: Sat Nov 04, 2006 2:08 am

Post » Tue Jul 20, 2010 8:02 am

hay hex i was wandering something

if oblivion still considers the off hand weapon while duel wielding a shield then when u sheath ur weapon does it still leave the off hand out? or if u have the place shield on back working would it equip it on ur back?? if so would it be possible to get the game to recognize when u are duel wielding and place both weapons over the back? kinda like how Dragon Age does when u sheath ur weapons on it.... or is it possible to equip them off hip like the weapon usually does in main hand so that u have a weapon off both hips?.... just some thinking ive been doing from a aesthetic stand point.
User avatar
Katie Louise Ingram
 
Posts: 3437
Joined: Sat Nov 18, 2006 2:10 am

Post » Tue Jul 20, 2010 9:28 am

I just noticed that you didn't show the light extinguishing feature in the trailer. Are you still planning to have it in the final release? I thought I remembered you posting something about it being rather complicated and maybe being cut out. That would be a shame, I think, as that was one of the non-combat aspects of UV II I was most excited about.


Well the fact is, while I could make it work just fine for any vanilla lights, I didn't really like the approach I was forced to take. It wouldn't be flexible towards mod added objects, and it was done in a very non-generic (though probably normal for most modders) way - by making "out" versions of most of the lights and swapping them in as necessary. I'm not happy working that way. I have a suspicion that I can do it correctly using NifSE by removing the SFX childen of a given mesh - and thus have it work generically for every light, and if I can do that then I will, but because of the current issues with NifSE just returning the same mesh every time, it's not really possible for me to develop it properly a the moment. I'll see what I can do after I get an updated version, but for now i've removed it from the feature list. So i'd say - it's out for now, but I consider it to be on the back burner and I haven't given up on the idea.

if oblivion still considers the off hand weapon while duel wielding a shield then when u sheath ur weapon does it still leave the off hand out? or if u have the place shield on back working would it equip it on ur back?? if so would it be possible to get the game to recognize when u are duel wielding and place both weapons over the back? kinda like how Dragon Age does when u sheath ur weapons on it.... or is it possible to equip them off hip like the weapon usually does in main hand so that u have a weapon off both hips?.... just some thinking ive been doing from a aesthetic stand point.


I answered this just a few posts ago:

The old weapon on back feature has ben removed because it's just a bit too unstable. When NifSE gets its rotation functions sorted out it may bake a reappearance (along with normal shield on back). Until the you have two options (configurable in the INI). Your weapon/shield disappears when you sheath your main weapon or it stays in your left hand.


Basically one I have mesh rotation and translation from NifSE I can put the weapon/shield anywhere, but until then it's a choice between disappearing or staying in your hand. I probably won't put both weapons on your back as that will break the "draw weapon" animation. More likely i'll go with having them both belted one on either side of your hips.
User avatar
Marcin Tomkow
 
Posts: 3399
Joined: Sun Aug 05, 2007 12:31 pm

Post » Mon Jul 19, 2010 9:05 pm

can't wait to be able to dowse even Real Lights added lights! :)

you should post in the AWLS thread to ask about using it to detect windows meshes btw ;)
User avatar
Chloé
 
Posts: 3351
Joined: Sun Apr 08, 2007 8:15 am

Post » Tue Jul 20, 2010 7:50 am

I answered this just a few posts ago:


so no :shakehead:
User avatar
Kill Bill
 
Posts: 3355
Joined: Wed Aug 30, 2006 2:22 am

Post » Tue Jul 20, 2010 3:43 am

If there was a magic percentage done thingy that could tell how much you are done on the mod if you waved it, what would it read? And I know, OBSE 19 has to be finished also. Do you happen to know when that is coming out?
User avatar
Ben sutton
 
Posts: 3427
Joined: Sun Jun 10, 2007 4:01 am

Post » Tue Jul 20, 2010 5:02 am

If there was a magic percentage done thingy that could tell how much you are done on the mod if you waved it, what would it read? And I know, OBSE 19 has to be finished also. Do you happen to know when that is coming out?


It would read "100% of what is written in the OP" (with about 0.1% needing changed when NifSE and OBSE19 are available)

Also complete: a bounty hunter system, and a bunch of other odds and ends that I have either forgotten to mention, or have come up in the course of this thread.

Release is delayed pending the availability of NifSE and ObSE19

I'm now working on a big new feature with WhoGuru while I wait for those releases. If they both turned up tomorrow, I suspect there would be a delay to release, but I don't expect this to take much more than a week or so at my end.

As to stuff that depends on NifSE for me to develop that may or may not be in the initial release, depending on how much people want it released sooner rather than later, those features are:

Weapon Rotation
Shield on Back
Secondary Weapon belted at right hip
Light dousing

And they all currently stand (as you might imagine) at 0% though there is already some infrastructure in place to support them.

Strictly, I also have to write a manual and pretty up the INI but i'll probably do that sometime soon.
User avatar
Jessica Raven
 
Posts: 3409
Joined: Thu Dec 21, 2006 4:33 am

Post » Tue Jul 20, 2010 7:06 am

All I can say is I definitely would love the features you're waiting on for NifSE.
User avatar
Natasha Callaghan
 
Posts: 3523
Joined: Sat Dec 09, 2006 7:44 pm

Post » Mon Jul 19, 2010 8:54 pm

It would read "100% of what is written in the OP" (with about 0.1% needing changed when NifSE and OBSE19 are available)

As to stuff that depends on NifSE for me to develop that may or may not be in the initial release, depending on how much people want it released sooner rather than later, those features are:

Weapon Rotation
Shield on Back
Secondary Weapon belted at right hip
Light dousing

And they all currently stand (as you might imagine) at 0% though there is already some infrastructure in place to support them.


If you were going to release those feature in the first release, how long would it take you to include them considering you have 0% done on them?

Also is the light douse the same as the one in the thieves arsenel mod? Good Job on everything in this mod, honestly when I saw the first UV i didn't get it because it looked buggy and there were to many req's, but this looks 100 times better than UV1 and i am really looking forward to playing it!
User avatar
Josephine Gowing
 
Posts: 3545
Joined: Fri Jun 30, 2006 12:41 pm

Post » Tue Jul 20, 2010 3:04 am

If you were going to release those feature in the first release, how long would it take you to include them considering you have 0% done on them?

Also is the light douse the same as the one in the thieves arsenel mod? Good Job on everything in this mod, honestly when I saw the first UV i didn't get it because it looked buggy and there were to many req's, but this looks 100 times better than UV1 and i am really looking forward to playing it!


I think that the better way is:
The first UVII release must come just after OBSE19 and NifSE releases.
The second release will come when all the other features are 100% done.
User avatar
jasminε
 
Posts: 3511
Joined: Mon Jan 29, 2007 4:12 am

Post » Mon Jul 19, 2010 7:55 pm

I wonder if it is possible to intergrate this to oblivion engine and perhaps see UV with locomotion system some day?

http://unity3d.com/support/resources/unity-extensions/locomotion-ik
User avatar
Kelly John
 
Posts: 3413
Joined: Tue Jun 13, 2006 6:40 am

Post » Tue Jul 20, 2010 4:06 am

It would read "100% of what is written in the OP" (with about 0.1% needing changed when NifSE and OBSE19 are available)

Also complete: a bounty hunter system, and a bunch of other odds and ends that I have either forgotten to mention, or have come up in the course of this thread.

Release is delayed pending the availability of NifSE and ObSE19

I'm now working on a big new feature with WhoGuru while I wait for those releases. If they both turned up tomorrow, I suspect there would be a delay to release, but I don't expect this to take much more than a week or so at my end.

As to stuff that depends on NifSE for me to develop that may or may not be in the initial release, depending on how much people want it released sooner rather than later, those features are:

Weapon Rotation
Shield on Back
Secondary Weapon belted at right hip
Light dousing

And they all currently stand (as you might imagine) at 0% though there is already some infrastructure in place to support them.

Strictly, I also have to write a manual and pretty up the INI but i'll probably do that sometime soon.



I'd be willing to wait on those features.
User avatar
m Gardner
 
Posts: 3510
Joined: Sun Jun 03, 2007 8:08 pm

Post » Mon Jul 19, 2010 9:56 pm

well my comfy chair is still comfy and i still have about half of my snacks soooooooo i guess i could wait for those really neat features :goodjob:
User avatar
CArlos BArrera
 
Posts: 3470
Joined: Wed Nov 21, 2007 3:26 am

Post » Tue Jul 20, 2010 6:03 am

If you were going to release those feature in the first release, how long would it take you to include them considering you have 0% done on them?


Its really hard to be certain. with the translation/rotation based ones it just depends how long it takes me to get my head around the necessary matrix manipulations, but once I get one the others should fall into place pretty quickly.

For the dousing lights it's another story. I'm not even sure if the approach i'm thinking of CAN work. I'll just have to wait and see.

Also is the light douse the same as the one in the thieves arsenel mod?


Not the same no - the problem with that approach is that it's just not generically applicable and I don't build features into mods unless they can be applied to any mod added objects as well as just vanilla.

Good Job on everything in this mod, honestly when I saw the first UV i didn't get it because it looked buggy and there were to many req's, but this looks 100 times better than UV1 and i am really looking forward to playing it!


Thankyou - UV1 was indeed rather buggy. It was as much a proof of concept as anything else. This is now the mod I had originally intended to build. There are still some requirements, but not as many as there were before.

I wonder if it is possible to intergrate this to oblivion engine and perhaps see UV with locomotion system some day?


Um what? No I can't add this stuff to the engine. As far as I know that's not even possible. Adding the locomotion system to OB is probably impossible too.
User avatar
jaideep singh
 
Posts: 3357
Joined: Sun Jul 08, 2007 8:45 pm

Post » Mon Jul 19, 2010 10:46 pm

Not the same no - the problem with that approach is that it's just not generically applicable and I don't build features into mods unless they can be applied to any mod added objects as well as just vanilla.


That's what I was thinking you would say. I hope it is possible. that would be a thief's dream to take out the lights....it would be cool to take out torches also but that sounds insanely hard to do so im not expecting it. Anyway good job and good luck on those existing features!
User avatar
Stephanie Nieves
 
Posts: 3407
Joined: Mon Apr 02, 2007 10:52 pm

PreviousNext

Return to IV - Oblivion

cron