[MOD]Ambidexterity Module (Shield Module Branch)

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l3lessed
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Joined: Mon Aug 12, 2019 4:32 pm
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Re: [MOD]Ambidexterity Module (Shield Module Branch)

Post by l3lessed »

Here is where I am with slow updates.

I fixed al l previous reported issues I believe.
I also aligned the hit ray arc with animations from beginning to end, so it should line up much better with the weapon sprite position. No more early hits on the front of the animation.
I also fixed a memory leak with my spark systems not destroying themselves. Now they will and not build up in the engine.
The stab attack is much better with alignment and look too. No more hitting things without seeing the weapon. It feels much more like a real stab.
I've also improved the recoil system and animation further. There is now a recoil bounce back effect. The weapon stops for a few frames on hitting an npc to simulate a stuck weapon, and then it will do a pull out that goes faster. If it hits a solid object, it bounces off right away.
I also am improving enemy hit with 0 damage behavior. It will play spark and the enemy will either move or do an attack animation so it seems like they countered your attack visually.
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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Fren_Doge
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Joined: Wed Jan 25, 2023 12:17 am

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

Post by Fren_Doge »

Just a heads up that the most recent build for the Ambidexterity mod appears to be broken, or I'm missing something. It's as if it's not even activated, or something failed to load on startup and so the whole mod is inactive.

Here's the steps I took to narrow down potential causes and verify it's (most likely) not my setup causing this.
  1. Tried a simple restart
  2. Tried loading Ambi at the VERY bottom of my load order
  3. Tried loading Ambi at the VERY top of my load order
  4. Tried loading only Ambi by itself
  5. Wiped the current version of Ambi (Deleted all the files to verify there's no issues with overwriting), this worked. Mod functioned as normal on previous version regardless of load order and active or inactive mods.
  6. After verifying it was the current version having a hiccup, installed Exception Monitor and made a new character with only Ambi+Exception Monitor active (Admittedly I have a few quest packs installed, though I doubt those would interfere with this. Wanted to mention that though.)
Exception Monitor threw this at me:
Exception Report [9F3B7177] Daggerfall Unity beta 0.14.5 Windows

An unhandled exception was thrown.

[Description]

Code: Select all

BadImageFormatException: Could not resolve field token 0x04000113, due to: Could not load type of field 'AmbidexterityModule.AmbidexterityManager:animationManagerInstance' (3) due to: Could not resolve type with token 01000047 (from typeref, class/assembly AmbidexterityModule.AnimationManager, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null) assembly:Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null type:AmbidexterityModule.AnimationManager member:(null) signature:<none> assembly:data-000001A9EFF940A0 type:AmbidexterityManager member:(null) signature:<none>
[Stack Trace]
Thanks for all the mods you put out, fren. I appreciate all the work you do, glad I could break my lurking spree with a post that's hopefully helpful. :)

l3lessed
Posts: 1358
Joined: Mon Aug 12, 2019 4:32 pm
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Re: [MOD]Ambidexterity Module (Shield Module Branch)

Post by l3lessed »

I hear you. This is the result of accidently referring to a script object I didn't use or build into the mod anymore. I'll drop a recent build with a fix tomorrow.

I'm working on releasing another build.

I'm very close to a release version. I finally smashed a frame skipping bug when hitting objects with animation smoothing. No more random weapon frame appearing and disappearing. I also improved the smoothed animations with physical weapons enabled by redoing the alignment, so now it aligns visually throughout the whole animation when detecting hits, and provides feedback in the form of particle system sparks upon a hit.

I also have dumped a ton of time into updating the classic animation system to work better with physical weapon setting. I smoothed out the routine a little for basic animation appearance. I also put in a switch in for the physical weapon setting so classic animations will only shoot a ray out when the frame updates. This will allow me to align the classic animations with the hit detection ray, so each frame update will check for a hit in classic animations and bounce back if detected; it looks much more sensible visually, as the weapon doesn't skip to the closest frame to the hit like before.

I'm now just trying to sort out lining up the hit rays with the classic animation frame position, then release will drop.

Your welcome. I need to get back to my other mods, especially fixing some mod breaking issues in the compass mod.
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
Posts: 1358
Joined: Mon Aug 12, 2019 4:32 pm
Contact:

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

Post by l3lessed »

Release will have to wait to next week.

Building two separate animation systems is getting a little complicated code and logic wise. Nothing like trying to weave modern smoothing lerp code into a classic tick based animation system, construct a arcing hit ray detection system not present, and be able to properly run all the new systems in combination with the old tick based animations too.

Point being, I decided it would be better to break my animation numerator into two separate ones that are called on the attack start. This way, it minimizes unneeded checks in the animation numerator code, improving its performance and stability. It also makes it easier to work on and track down animation issues between the two systems.

However, I should have a stable release, with the new classic animation hit detection system for physical weapons, enemies automatically playing attack animations anytime you hit them but do no damage so it seems like a real duel visually, particle system sparks when hitting objects for visual hit detection feedback, and an improved hit trace alignment with the smoothed animations (It aligns pretty much spot on no matter the place of the hit in 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.

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