Combat Overhaul Alpha

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Ommamar
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Re: Combat Overhaul Alpha

Post by Ommamar » Wed Sep 25, 2019 8:24 pm

Dang was hoping with the links there was a download available to use what you had completed so far. It is no problem for the pace it should be dictated by you based on what your life allows for. Personally impressed with what I have seen and look forward to further advancements. DFU is definitely not going anywhere for me so if it is tomorrow or a year down the line I will play it when you are satisfied with it enough to make it publicly accessible.

l3lessed
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Re: Combat Overhaul Alpha

Post by l3lessed » Wed Sep 25, 2019 10:51 pm

Thanks for the encouragement. To give you a probable time frame for first release, I'm thinking within a month if no large things come up; Will still be a seperate unity build for first release. I think I'll be home alone most this weekend, so, I'm hoping to get some things hammered out on between personal/gaming time.
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l3lessed
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Re: Combat Overhaul Alpha

Post by l3lessed » Sat Sep 28, 2019 2:14 am

I finished the four main animations for the flail finally.

These ones are trickier than the swords, as there are more moving parts. I had to hijack certain frames and flip them and then offset them during specific animation frames. In the long run, I like the result. Took some time though, but helped me learn more about the current sprite gui system.

I also added a small animation speed boost to a few frames to simulate the natural inertia of physical weight. As an example, down swings pick up speed over the time frame of their animation. The flail left and right swings pick up speed as they enter the top of their arc, and slow down as they exist, simulating the inertia of the metal ball.

On to fists, daggers, and mace, and then first set of animations are done. I won't be doing animation work on the left down or right attack on the first release. Those will be added to the second release. I am sticking to up, down, left, and right, as those are tied to the movement direction and attack button combination. This allows attack type choice by using movement key direction plus attack key to initiate that attack type.

I switched back bobbing sprites to the default so there wouldn't be issues with default enchanted weapons. As a result, some of them have clipping issues, but it is a quick fix. Ignore it in the video.

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Jay_H
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Re: Combat Overhaul Alpha

Post by Jay_H » Sat Sep 28, 2019 2:42 am

Whew, this is fantastic stuff. What an improvement.

Out of curiosity, what's the swing speed used there as the Speed attribute? 50 Speed?
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l3lessed
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Re: Combat Overhaul Alpha

Post by l3lessed » Sat Sep 28, 2019 2:54 am

Couldn't tell you off the top of my head. Just some random character I created for testing.

I can tell you, the animation system I'm using, takes the default animation time that is computed by the formulas, divides it up, and then starts the offsetting. So, it shouldn't matter your attack speed, if I get my formulas correct.
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Jay_H
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Re: Combat Overhaul Alpha

Post by Jay_H » Sat Sep 28, 2019 2:56 am

Ah, good. It seemed a bit slow compared to what I'm used to, but that's presumably because the base character is slow. I'll assume this won't adversely affect swing speed.
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l3lessed
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Re: Combat Overhaul Alpha

Post by l3lessed » Sat Sep 28, 2019 3:01 am

It should not. When finished, all numbers should be based off the players attack speed after all modifiers. I'm not forcing or hard coding in anything for the attack speed, past using it to figure out the proper animation timing for offsets and their amount.

The current animation system grabs the attack speed then uses a formula to compute the animation attack speed and then assigns that to each 1 of the 5 frames to get a total attack animation done. So technically, the actual attack time would be the assigned animation time * 5.

I merely hijack this process, divide it by 12 for each frame, and then insert offsets based on animation time assigned. So technically, my animations approximate a 60 or so fps animation by taking the 5 animation frames and dividing them into 12 offset frames (12 * 5 = 60 frames over the time of the animation).

Might be over explaining.
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Jay_H
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Re: Combat Overhaul Alpha

Post by Jay_H » Sat Sep 28, 2019 3:10 am

Sure, it's great to see a little under the hood :) I'm sure you're doing it fine, and your explanation makes clear that the base gameplay won't be negatively impacted.
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Ommamar
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Re: Combat Overhaul Alpha

Post by Ommamar » Sat Sep 28, 2019 5:46 pm

Great work!
Another factor I think that could effect things is the mouse settings found in the DFU advanced menu. I have found that they really effect how the traditional mouse movement attacks look and felt. When I first tried DFU I found the game very difficult using the mouse swing attacks. Everything was very labored and it felt like my weapon was moving through molasses. After adjusting the settings the initial speed didn't pick up but the animations where much smoother.
I understand right now this is all testing so you aren't to focused on dialing in the settings but might be something to consider in the future.
How far are you going to go with the weapon impact? It seems like weapons just kind of stop swinging at the point of contact with objects like the wall and shelves. Very noticeable on the flail, I am sure it is more work with the animation and also know you have much going on but impressed with what you have done and would like to see it react as real as possible.
For hand to hand are you going to include the kick animation as well? I know there is 4 or 5 animations to deal with just the fist but I have always liked how much flavor the kick animations add. It would also make sense if a kick did more damage but I know it is all tied into one modifier so might not be feasible with the current system.

l3lessed
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Re: Combat Overhaul Alpha

Post by l3lessed » Sat Sep 28, 2019 7:26 pm

What your describing makes no sense to me from the engine coding perspective.

All attack speeds are set based on a single formula. All the mouse swing attacks do is wait for the player to go over a certain yaw angle, then it triggers the exact same attack animation and raycasting as the click type attacks. There is no difference when it comes to attack speeds and animations. They all pull from the same routines, formulas, and scripts. It probably felt slower because it is harder to initiate the attacks using the dragging, so it seems more sluggish. However, the animations and attack speeds are the same always, no matter what in default DFU.

My mod adds small attack speed variations based on weapon weight and range. However, that is not built into default DFU. All weapons have same range and attack speed in default DFU.

And yes, the kick animation will be the backwards movement + attack. Plan on adding a small push bonus to that attack too to give it more of a distinct kick feel and add a little variety and complexity to melee combat.
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