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Messages - Smoke39

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11
I hadn't thought to just set a timer for some reason.  Durr.  Sight and sound might be interesting to mess with sometime, but I think for my current purposes considering an enemy idle 12 seconds after the last time AIF_ATTACKING or AIF_RUNNING was set is sufficient.

For the sake of documentation, since you mentioned a few, are there any other flags that aren't enumerated in the scripting engine that you're aware of?

Thanks for the insight. :)

12
Turok Dinosaur Hunter Modding/Mapping / Determining when an enemy is idle
« on: November 09, 2017, 09:42:14 PM »
Been trying to come up with a way to determine when an enemy is just standing or wandering around.  I tried using kActor::GetTarget(), but it seems to get set to the player once you're within a certain range, even before they notice you.  It's also non-null even before that. (edit: this was an error in my testing)

kAI::AIFlags() or the enemy's animation can check for running and attacking, but standing, turning, and walking are all used both in and out of combat.

Any ideas?

13
Turok Dinosaur Hunter Modding/Mapping / Re: Cutscene Help
« on: September 28, 2017, 04:29:31 PM »
I'd probably go with call StartCinema when player moved a certain distance as the best choice I know of to keep scoped movement.

I considered something similar, but it doesn't take much movement to reveal big holes in the level.  On the other hand, there aren't a whole lotta places you'd even want to use a scope on level 5, and it seems to be the only level with problems.  Maybe I'm worrying too much about an edge case?

Anyway, I've mocked up a few different methods and posted them, along with the other feature I alluded to, in the Turok+ thread for y'all to try out for yourselves.  Le'me know what you guys think.

14
Turok Dinosaur Hunter Modding/Mapping / Re: Cutscene Help
« on: September 27, 2017, 02:08:38 PM »
Having worked with cutscenes briefly, all the other code for stuff loading stuff is still relative to turok himself, not the camera. You probably have to have the game itself render more chunks to fix.

Number 1 sounds pretty bad. Does this mean you'd be able to skip triggers?

Well, the player still moves like normal (CMF_LOCK_PLAYER is omitted from StartCinematic()).  Buttons, checkpoints, save totems, and enemy ambushes still work, so it seems to me like it's just rendering stuff that gets locked in when starting a cutscene, unless there's some way to signal a refresh we don't know about.

I considered "restarting" the cutscene to force a refresh, but CinematicState() doesn't return a reference, so as far as I can tell we can only skip the fade out with StartCinematic() flags, not the fade in.

A scope feature sounds cool! Like in T2. Wish I could help :(

Well, like I said, I have a workaround in place, so it's really just a matter of whether you can move while scoped or not.  Do you think the feature would be worth it if you unscoped any time you moved?

Maybe I'll put together a preview so y'all can try it out first.  I've been thinking about putting one together for another experimental feature, anyway.

15
Turok Dinosaur Hunter Modding/Mapping / Cutscene Help
« on: September 27, 2017, 03:56:16 AM »
I have a scope mostly working by using a cutscene to change the FOV, and making the camera move along with the player.  There are two technical problems, though:

1. Sector properties are not updated when moving from one sector to another (e.g., fog color and distance don't change when entering/exiting a cave).  This one's not so bad, since players are unlikely to move too far while scoped anyway.  I could also disable the scope if you move too far, if I really wanted to minimize the issue.

2. Level geometry occlusion doesn't always update.  So, for example, if you zoom in, then walk around a corner, any level geometry that was originally blocked will still not be rendered (screenshot).  I think I've only seen this happen on level 5 (even the corridors of level 8 seem fine), but it's a pretty big error to expect players to just re-scope and ignore.

Currently, as a workaround, I have it so you can't move while zoomed in.  If you try, it just deactivates the scope.  This isn't terrible, but it's kinda clunky and feels like a lame compromise.

Anyone have any idea if there's some "proper" way to update the camera so sector properties and level occlusion actually get updated?  Here's how I'm doing it currently:

when activating the scope:
Code: [Select]
Camera.StartCinematic( CMF_NO_LETTERBOX | CMF_SHOW_HIDDEN_OBJECTS | CMF_NO_INITIAL_FADEOUT );
// at least one of these allows camera position to be updated in OnTick() after key acquisition cutscene
Camera.ClearLookAtActor();
Camera.ClearFinalView();
Camera.ClearViewTracks();

in OnTick(), while scope is active:
Code: [Select]
kStr s;
if ( Sys.GetCvarValue("r_fov",s) )
Camera.fov = s.Atof() / ScopeMag;

kPuppet @owner = self.Owner().Actor();
// update camera orientation
Camera.origin    = EyePos();
Camera.pitch     = owner.Pitch();
Camera.roll      = owner.Roll();
Camera.yaw       = owner.Yaw();

I tried using Camera.SetEyeView() to see if it would more robustly update the camera's position, but it did nothing on its own, and fixed neither issue when used in conjunction with setting Camera.origin.  I've also messed with some other camera functions, but haven't been able to get them to even do anything. :/

16
Turok 2 Seeds of Evil / Re: Turok 2 EX Turok 2 remaster 2017
« on: September 09, 2017, 02:27:34 PM »
Can confirm that the unmodded image is correct, at least on my cartridge. :P
In that case I don't expect Night Dive to change it.  Judging by the HUD icon and the color around the lens, I do believe this was the intention (plus I just think it looks better), but unmodded doesn't really scream "error" like the plasma rifle did.

There is no difference whatsoever.
Additional detail around the outside of the back of the scope.

17
Turok 2 Seeds of Evil / Re: Turok 2 EX Turok 2 remaster 2017
« on: September 08, 2017, 09:41:51 PM »
I think the tranquilizer has another mirrored texture wrapping error like the plasma rifle did.

Top is unmodded, bottom is with scope U coordinates doubled.

18
Kaiser's notes aren't code, they're just specifications of the file formats.  If you missed my earlier post about it, I wrote my own C-style pseudo-code that represents the data in the same structure as the files, with some additional comments on how all the parts fit together.  You can find my notes at the bottom of my guide, which is linked in my sig.

Just read each variable in order.  When you get to an array, read each element in sequence.

19
But honestly, failing all of this? I think just making it upgrade the shotgun and having it only consume 1 shot despite shooting more, would be the best compromise. I don't think players will care all that much, I don't think any of us really cared in Turok 2 that it was double barrel and only used 1 shell.

Either way, its a really cool proof of concept and I'm just excited that you got animations working which I'd like to ask how you did it, if possible? Animation support has been halting my more complex ideas.

Using only 1 shell is a cosmetic issue in T2.  In T1, it's a balance issue -- the difference in ammo efficiency between the double shotgun and auto shotgun would be pretty big if it only used 1 ammo.

Animations are just converted from T2's format to T1's.  They're mostly the same, so it wasn't that hard.  Converting from other formats, like obj or something, will require more research.

Hey Smoke any reason why some mods are not compatible with each other?  I use your mod and Level mods but every time i start the game via Editor Mode a box always pops out.

Like Jay said, if two mods try to override the same file, they'll conflict with each other.  I think Duke's maps only include main.txt to make "new game" start his map.  If you subscribe to Turok+ after the map (to make it take precedence in the load order), and load the map manually, it might work.

I advocated for reorganizing main.txt in the base game to reduce the chance of maps and mods conflicting over it, but never got a response.  We could do it ourselves, but it'd require everyone agreeing to the standard, and would be an additional hoop for players to jump through.  And there'd still be other files that could be in conflict (e.g., the defs files).  Kex just isn't very modular when it comes to its file structure, so it's kinda inherently prone to conflicts.

20
It's progressing well, but I'm not sure how I should integrate it into the game.  Upgrade for the shotgun (would require yet another keybind for single/double shot toggle), replace the auto shotgun (lose the auto shotgun), or just as a third shotgun (weapon list is already long, weapon order issues).

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