Jump to content

Maegfaer

Premium Member
  • Posts

    71
  • Joined

  • Last visited

Posts posted by Maegfaer

  1. Or is the C# compiler just not very good? I encountered this in a decompiled DLL while modding and it seems this is a clear optimization opportunity:

    if (partyToReceiveLoot.IsMobile)
    {
        TakePrisonerAction.Apply(partyToReceiveLoot, troopRosterElement3.Character.HeroObject);
    }
        else
    {
        TakePrisonerAction.Apply(partyToReceiveLoot, troopRosterElement3.Character.HeroObject);
    }
    

    DLL: Taleworlds.CampaignSystem.dll
    Method: LootCollector.GiveShareOfLootToParty

  2. Everyone seems to assume we can mod all flaws out and missing features in, but we have no idea at this moment what the CK will be capable of. I fear a little that this CK may be more restricted than the Oblivion CS.

     

    Though if that fear turns out to be ungrounded, Skyrim will become really awesome for the PC, and I will start scripting mods the first moment I encounter an annoyance or a missing feature that I want. I just hope that an OBSE (or rather, SKSE) will be possible and be created, since plain CS script is way too limiting in Oblivion, and it's likely to be the same with Skyrim.

  3. @Zaldiir,

     

    Apparently the GI guys only saw the console version of the game, and one of the Bethesda employees send a tweet saying that the PC version will also be "well-looked after" in regards to UI changes. For example, the console version won't have hotkeys like you can read in the GI UI article, but the PC version will.

     

    It's something we should keep in the back of our minds if certain features according to GI sound very console-ish.

  4. True... But the crackers actually enjoy a challenge, it's a hobby for them, so I don't think they mind. And I think pirates won't suddenly buy a 50$ game because the cracking process takes 10 minutes longer than usual. Though I guess a few noobish pirates might give up if they can't manage. The question is if that is worth burdening your customers with the hassle of activating as well. I personally don't think it is, but who am I?
  5. Essentially New Vegas is Steam ONLY and so will this game, because you have to have Steam, or otherwhise no play. Personally I don't mind having it but it pisses me off that it runs in the backround. I build my own computers specificly so I don't have to have stupid, useless software bundles installed against my will and running in the backround, reducing performace. Steam is just one more annoying thing I have to had because someone is too butthurt by pirates. :pirate:

     

    I don't see why activation through Steam prevents pirating of software. Someone tell me one (popular) game that has online activation (but no maintained connection required during gameplay) that has not been cracked by pirates. Since "activating" just unlocks some part of a code somewhere in your game installation or registry, it can be decrypted and then copied/duplicated.

     

    There is no way to prevent pirating for PC's, unless gameplay itself requires data that is only stored on a server. Hence I agree with you that this Steam-activating is ineffective, useless, and thus stupid.

  6. It's very unlikely the game will ONLY be released for Steam, so calm down. Most games are released as DVD's you buy in stores or pre-order, while also offering the alternative to buy and download the game online, through a service such as Steam. Only indy-companies sometimes release Steam-only games, simply because they can't afford to release the game physically.
  7. Hello all! I am Maegfaer, the Scripting Overseer of the Middle Earth Roleplaying Project, also known as MERP.

     

    The last few months, some of us (mainly 'Middle Earth's Bane' and me) have been working on developing a combat overhaul that is greatly inspired by Mount & Blade combat, simply because most of us believe it is the best medieval combat simulator ever. MERP & Blade will both be integrated in MERP and be released as a standalone mod for vanilla Oblivion. MERP & Blade is considered to be in early BETA!

     

    What we created up until now:

     


    •  
    • Collision-based attacks
    • Four attack directions with animations (overhead strike, left-right swing, right-left swing, and thrust)
    • Blocking animations for those direction, also with collision detection
    • UI arrows to indicate your attack directions based on mouse movement
    • "Preparing" of attacks by holding the LMB.
    • "Feinting" attacks by tapping the RMB while preparing an attack and changing your direction
    • A crude stagger animation as a place holder
    • Possibility to hit multiple enemies in one strike

     

    Click here to watch a demonstration video!

     

    Nothing in the video is considered finished, and is more a proof of concept than a preview! The video has some bugs and glitches. In general, the FPS is very low because of Fraps recording, which makes the animations seem choppy. Ingame they are a lot smoother. The overhead strike anim is bugged, and doesn't end properly. Most of the animations don't have a smooth transition back to the idle animation, and some also lack a smooth initial transition. The stagger animation is a place holder and looks a bit weird. Again, this is early beta.

     

    For now, we don't release the mod to the public. Open BETA could come within a few months. This topic serves as a medium to keep you all updated on our progress, to ask you for advice, to allow you to give suggestions for improvement, and possibly for you to offer assistance. (We could certainly use another skilled animator with enough spare time!)

     

    Ask as much questions as you want, and suggest as many ideas as you want, because we will certainly take them in consideration. This thread will be closely read and maintained. You can also visit and post at our forums, we like having fellow modders and fans around!

     

     

     

    *This post is bound to be updated with more info in the near future*

  8. I have been trying to solve this problem for two days now, but can't figure it out. Maybe a kind soul can help me. :wink:

     

    All of this is in Euler notation. In truth, I only heard about Quaternions yesterday and still don't understand them fully, and I never worked with rotation matrices before. :sad:

     

    Imagine two objects in the game. Let's call the first object the independent object, and the second the dependent object. The independent object is at a set point in space, but it can rotate horizontally (Euler z-rotation). The dependent object should 'follow' the the independent object when it rotates, so that the relative position and rotation of the dependent object always stays the same. I have the relative position and rotation numbers available (in Euler notation), and I need to convert those to the absolute position and rotation values for any given Z (horizontal) rotation of the independent object.

     

    For the position it was easy, it was a matter of measuring the distance between the two objects, and then use sine and cosine with the z-rotation of the independent object to calculate the new x-y-z coordinates.

     

    I am stuck with the rotations however. Because, for example, x-rot=30, y-rot=50, z-rot=0 does not have the same relative rotation as x-rot=30, y-rot=50, z-rot=45. Changing the z-rotation requires the x-rotation and y-rotation to change as well, if you want to keep the same relative rotation. This is just how the Euler notation system works right?

     

    So like the title says, I need to convert the relative rotation of the dependent object to absolute rotation, where the z-rotation of the independent object is variable. I think it's similar to a satellite situation?

     

    I DO have the relative rotation values available in Quaternion as well, but like I said, I don't understand them. Telling me to multiply two Quaternions with different rotation values (or something like that) doesn't really help, because I have no idea how to do that, unless the steps are explained in detail.

     

    So if possible, can you tell me how to do it all in Euler notation?

     

     

    Thank you very much in advance!

  9. Hi, I am from the MERP team and am working on a very ambitious project for that mod. I have a question about animations.

     

    Is it possible to have third person attack animations that can go up and down? In third person, if you attack to ground, your character just swings straight in front of you. I need attack animations in which the arms/weapon can move vertically according to your viewing angle.

     

    I assume it can't be done for the vanilla animations, but is it possible to create new animations that can do this?

  10. I found this to be untrue. When a NPC sits down on a chair by an AI package the OnActivate block is not run.

     

    I tried this with merely:

     

    Begin OnActivate

    messagebox "Activated!"

    end

     

    The NPC walks to and sits down on the chair right before my eyes. No messagebox. I disabled the NPC and activate the chair myself, and the message pops up.

     

    This is on a clean Oblivion install with SI and the latest update.

  11. I would like a way to determine what actor or object initiated an attack or cast from within a script. For example, a targeted spell's script runs on the target. I would like this script to know who initially cast the spell. --Mrflippy

     

    I haven't looked too indepthly at the spell creation window, but wouldn't it be possible to have two Script Effects, one with range Target and the other with range Self? Then just have the Self one report who self is to the other script, or to another script.--DragoonWraith 11:27, 10 May 2006 (EDT)

     

    I have now looked into this, and it is definitely possible. Just create a spell with two script effects, one on Target and the other on Self.--DragoonWraith 22:20, 13 May 2006 (EDT)

     

    About the part in Bold, how do you transfer variables between Magic Effect scripts? I thought only quest variables can be modified by other scripts? I can't use that, because the spell is cast several times at the same moment, thus the scripts would overwrite each other.

  12. Scripts on objects (save actors in high level processing) are only run if the player is in the same cell, so that could be it. I'm not sure if the OnActivate block can be triggered by the NPCs AI though.

     

    Thanks for your reply!

     

    Do object scripts still run when the player just left the object's cell but that cell is still in the memory? I.e. if you walk back in there is no loading time.

     

    And the variables in an Object script hold on to their values until the cell containing the object is reset, am I right?

  13. It depends on what happens in the script. If it's just focussed on the player. a la, player.additem...it won't work on the npc of course.

    If possible, share the script and we can take a look at it.

     

    Merely this doesn't work:

     

    scn OnActivateChair

     

    short Activated

     

    begin OnActivate

    if Activated == 0

    set Activated to 1

    endif

    end

     

    begin GameMode

    if Activated == 1

    MessageBox "Chair was activated by someone"

    set Activated to 0

    endif

    end

     

     

     

    I think it is because the NPC is in the middle of it's AI package when I enter the cell, i.e. the actor is supposedly already in that chair for a long time when I enter that cell. That's why the OnActivate block is skipped?

     

    If that's so, is there any other way to get the ActionRef of the chair?

     

    I was thinking of letting the chair cast a script effect spell with a small AOE on itself every 0.5 second to get the refID of the actor in the chair...

  14. I have an OnActivate block in an object script attached to a chair. However, when the chair is activated by a NPC through an AI package, the OnActivate block does not run. When I activate it myself, it does work.

     

    Is there any way for a script to detect when a chair has been activated by a NPC?

     

    The NPC seems to bypass the OnActivate block and uses the default activation it seems.

  15. I was under the impression that you wanted a universal mod that would work on all weapons at all times and all places. If I understand you correctly, your mod is a bit more limited, and can therefore be more easily built. But it really doesn't matter how you get there just as long as you get the weapons you want.

     

    Hmm what do you mean with universal? The mod I just created can be used on any weapon. There is just one catch, and that is that the new weapon will have a different FormID, but as far as I know it is impossible to get around that if you want the changes be saved in save game.

     

    If you have suggestions to expand the features, I'd love to hear it.

  16. I think it would be very hard to do such a thing in-game. It might require some pretty hefty OBSE scripting.

     

    It would, however, be very easy to make or alter a mod to give the stats you want to the weapon you like.

     

    If you learned a bit of modding, it would be easy for you to do.

     

    Otherwise, I bet that if you posted the specifics of what you want, then somebody would be happy to make the mod for you.

     

    Actually it would be pretty easy to make. You just clone the two weapons, so they have unique formID's and changes will be stored in the savegame, and no other weapons will be affected. Then you just use the OBSE functions GetWeaponReach/SetWeaponReach, GetAttackDamage/SetAttackDamage, GetWeight/SetWeight, GetWeaponSpeed/SetWeaponSpeed.

     

    In addition to that, a check with GetWeaponType could be in to make sure you can't transfer stats between onehander/twohander and blunt/blade/bow/staff.

     

     

    Okay okay, I'll make it myself then...

     

    EDIT:

    Done:

    http://www.tesnexus.com/downloads/file.php?id=32378

×
×
  • Create New...