[MOD]Ambidexterity Module (Shield Module Branch)

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imsobadatnicknames
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Re: [MOD]Ambidexterity Module (Shield Module Branch)

Post by imsobadatnicknames »

l3lessed wrote: Sat Oct 10, 2020 10:28 pm Probably nothing to do with that. Good guess. I still need to see how dream textures render. I did try to keep the original import code chunks in place within the code in the hopes custom textures still work.

I need to load a werebeast save myself to track down the bug.
I just tested out your last commit. The stretched out wereclaw is still a problem but the cast animation isue is indeed fully solved :)
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

l3lessed
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Re: [MOD]Ambidexterity Module (Shield Module Branch)

Post by l3lessed »

Thanks for verifying that.

Will get the claw sorted out. I will get a werebeast save going so I can track down where the rect is getting screwed up.

Also, found another big issue before I can do a public release. I was an idiot and used a numerator to setup the animation calculation. Well, animation/attack speeds are again massively frame dependent because all numerators wait for the next frame to return their results.

I have to move all of the animation code out of the numerator and set it up into the update loop to track time properly, separate from waiting for the numerator return every frame. Probably in the long run, I will need to do some time control measures too for massive FPS shifts.

Some good news though, left handiness is in, with shields and all.
My Daggerfall Mod Github: l3lessed DFU Mod Github

My Beth Mods: l3lessed Nexus Page

Daggerfall Unity mods: Combat Overhaul Mod

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Midknightprince
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Re: [MOD]Ambidexterity Module (Shield Module Branch)

Post by Midknightprince »

Just enter: deseaseplayer werewolf in the console and wait a week, np...
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l3lessed
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Re: [MOD]Ambidexterity Module (Shield Module Branch)

Post by l3lessed »

TY
My Daggerfall Mod Github: l3lessed DFU Mod Github

My Beth Mods: l3lessed Nexus Page

Daggerfall Unity mods: Combat Overhaul Mod

Enjoy the free work I'm doing? Consider lending your support.

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Midknightprince
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Re: [MOD]Ambidexterity Module (Shield Module Branch)

Post by Midknightprince »

Sorry I keep bugging you man this mod looks cool..
I swear man that's all :D
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l3lessed
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Re: [MOD]Ambidexterity Module (Shield Module Branch)

Post by l3lessed »

No problem man. Thanks for all the help.

Good news. I figured a way around the unity time being connect to fps or physics and it screwing with weapon attack/animation times. Using the good old system diagnostic stop watch. This decouples the animation lerp timer/frame calculator from the FPS. The original game render would never affect attack speed unless it rendered under 15 FPS on a constant basis. This is because the fastest melee attack speed with 100 speed is .22 seconds at 5 render frames.

On to werebeast bug.
My Daggerfall Mod Github: l3lessed DFU Mod Github

My Beth Mods: l3lessed Nexus Page

Daggerfall Unity mods: Combat Overhaul Mod

Enjoy the free work I'm doing? Consider lending your support.

l3lessed
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Re: [MOD]Ambidexterity Module (Shield Module Branch)

Post by l3lessed »

Just pushed the weapon animation/attack time fix.

Animation/attack times are now within the FixedUpdate cycle to ensure it always returns proper deltatime no matter the FPS. FixedUpdate will adjust tick returns based on user fps to ensure frame dependent code/physics don't wig out.

I opted to not used a stopwatch timer because of some added complications it would require work arounds for.

Left handiness is in too, just don't use physical weapon setting or the arc cast will be reversed for the animation.
My Daggerfall Mod Github: l3lessed DFU Mod Github

My Beth Mods: l3lessed Nexus Page

Daggerfall Unity mods: Combat Overhaul Mod

Enjoy the free work I'm doing? Consider lending your support.

l3lessed
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Re: [MOD]Ambidexterity Module (Shield Module Branch)

Post by l3lessed »

Left-handiness is in and working, including physical weapon settings/expansion. I need to push it to the repo though.

Now, hammer out werebeast bug and I think game breaking issues are resolved.

Before public release, I will add in custom melee ray cast arcs to align with the more complicated fist animations.

Animation times are synced up with classic, and I believe all classic mechanisms are in for both hands.
My Daggerfall Mod Github: l3lessed DFU Mod Github

My Beth Mods: l3lessed Nexus Page

Daggerfall Unity mods: Combat Overhaul Mod

Enjoy the free work I'm doing? Consider lending your support.

l3lessed
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Re: [MOD]Ambidexterity Module (Shield Module Branch)

Post by l3lessed »

Werebeast bug is fixed. Like I thought, it was a improper weapon state for the sprite rect being loaded. Missed a trigger in one of my loops resetting the rect back to default idle hand, thus causing the skewing of dimensions.

I'll push it to repo by the end of today.

I still am not seeing any issue with advanced archery and roleplay and realism. It overrides my animation times with its own, and it seems everything else works with this.
My Daggerfall Mod Github: l3lessed DFU Mod Github

My Beth Mods: l3lessed Nexus Page

Daggerfall Unity mods: Combat Overhaul Mod

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l3lessed
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Re: [MOD]Ambidexterity Module (Shield Module Branch)

Post by l3lessed »

I pushed all the changes to repo.

I need to fix the misalignment of the attack sprites, and technically it is ready for release.

The Physical weapon setting still needs custom arcs for the beast and melee hand attack animations, but outside that, it seems to be running stable now.
My Daggerfall Mod Github: l3lessed DFU Mod Github

My Beth Mods: l3lessed Nexus Page

Daggerfall Unity mods: Combat Overhaul Mod

Enjoy the free work I'm doing? Consider lending your support.

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