Oblivion + Mount & Blade combat

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Ilex 说:
Jhnking 说:
I sadly don't think he can do that, Toffey. It sounds like It's really hard to code if it is even possible.
Upping the weapon damage / lowering NPC health is probably one of the easiests things to do.
I thought he was talking about how M&B Damage works.

Like having more momentum in the swing/stab/whatever affects the damage.
 
Jhnking 说:
Ilex 说:
Jhnking 说:
I sadly don't think he can do that, Toffey. It sounds like It's really hard to code if it is even possible.
Upping the weapon damage / lowering NPC health is probably one of the easiests things to do.
I thought he was talking about how M&B Damage works.

Like having more momentum in the swing/stab/whatever affects the damage.

Why nobody tried to use some CryEngine for better M&B is beyond me :smile: Oblivion might be fun for single player audience, as it's easy to mode and have many asset that can be used to recreate M&B with really big map, but many people play M&B for it's multiplayer, not singleplayer.
 
I have been away for a while, but I'm back, and with a new video that I myself consider a LOT better:

Video: MERP & Blade - Twohanded Polearm combat

I learnt animating myself about 10 days ago, the above is the result, even though it's still WIP. More staggers will be added, and the thrust-block-deflect will be improved.

What do you think? Any suggestions?

Jhnking 说:
I thought he was talking about how M&B Damage works.

Like having more momentum in the swing/stab/whatever affects the damage.

I got that planned. It requires quite a bit of math, but it's definitely possible to calculate the speed and vector of weapons and characters. Damage types (Cut/Pierce/Blunt) will also be in, but a bit different than in Mount & Blade.
 
Looks a lot better with the inclusion of a bit of footwork. :smile:
As for the animations, if that's your first effort I'm rather impressed.
 
Kronic 说:
Looks a lot better with the inclusion of a bit of footwork. :smile:
As for the animations, if that's your first effort I'm rather impressed.

Thanks. If there is any anim in particular that could use some work, please let me know.
 
After a rewatch, I'd say the main issue is a bit of jumpiness in the transitions between states, such as attack to neutral, or attack ready to different attack.

EDIT: Clearest if you watch the hands/elbows of the agents.
 
So the transitions between anims should be slower? Mostly transition-to-blocking I guess? Those have the lowest transition numbers.
 
I'd say smoother rather than slower. Again, watch the agents hands and elbows (I was looking at the one on the left mostly). It may just be the angle, but you'll notice his hand occasionally jumps off the haft:

haft.png

Moving from L block to R block.
haft2.png

Downwards hack

And sometimes the elbow movements look off. I can't quite pin down the words to say it, so I'd recommend looking closely. It may just be the angle though.
 
Ah, that way. Transitions between anims are created on the fly by the engine, and since the weapon is technically only attached to the right hand, it can happen that in such a transition the left hand lets go of the weapon... Not much I can do about that, except for toning down these feinting-rages. It seems to happen often when it tries to transition while inside another transition already.

Thanks!
 
It is very awesome. I see spears in Oblivion, let alone trying to include some good combat, and I tear up a little.
 
I just implemented auto blocking so I could actually take part in the fight. It's quite addictive, I've been fighting for almost 30 minutes just for the sake of it. For myself, I consider my attempt to capture the element of fun of Mount & Blade in this mod successful already.

Polearm Player Combat Video
 
That is spectacular. The animations and everything have been really smoothed and improved. I'm impressed.
 
It is coming along great, but I don't think he changed the animations. How is/will manual blocking work in comparison to M&B?
 
BattleOfValmy 说:
It is coming along great, but I don't think he changed the animations. How is/will manual blocking work in comparison to M&B?

Lyze was referring to a video of several months ago, which had flawed animations.

Manual blocking works the same as in Mount & Blade.
 
Getting rid of the obnoxious clanking sounds would be great... and making the AI a little less spammy.
 
Bgfan 说:
Getting rid of the obnoxious clanking sounds would be great... and making the AI a little less spammy.

But that would kill the elders scrolls spirit :grin: However, I think Octavius said he's going to do something about the sounds at some point.

The main problem I see with the animation is that the arc of the weapon is intermittent. Makes it hard to time hits and blocks. Otherwise it looks damn good, and judging from the videos, it seems to work quite well.
 
Sound Chaser 说:
But that would kill the elders scrolls spirit :grin: However, I think Octavius said he's going to do something about the sounds at some point.

So true. :grin:

I actually sent the author of More Metal Sounds a PM a week ago if I could get permission to use his sounds. Since he apparently gathered/created those himself and are not a part of Mount & Blade, they aren't copyrighted. The author hasn't visited these forums for more than half a year though, so I'm not sure what to do now.

I could ask my fellow audio team members of MERP to create sounds, but they are composers, not sound effects dudes. Also, More Metal Sounds would give MERP&Blade a Mount&Blade-ish feeling, since MMS is used by many.

Sound Chaser 说:
The main problem I see with the animation is that the arc of the weapon is intermittent. Makes it hard to time hits and blocks. Otherwise it looks damn good, and judging from the videos, it seems to work quite well.

Any anims in particular? I don't really see what you are talking about.
 
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