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Little Script Adventure An open-source 3D engine with assets and tools for all future LBA fan-games.

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  #3676  
Old 2012-06-29, 18:33
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Horadrim Horadrim is offline
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Some outside-ish ideas:
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  #3677  
Old 2012-06-29, 19:16
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Yeah, I was thinking the same thing .

Was aslo thinking about how to make the sea so it's turbulent and with waves hitting the rocks.
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  #3678  
Old 2012-06-29, 19:18
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Quote:
Originally Posted by Jasiek View Post
Was aslo thinking about how to make the sea so it's turbulent and with waves hitting the rocks.
I guess it`s up to David to think out something.
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  #3679  
Old 2012-06-29, 20:27
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Nice, ladders work! Now to fix the climb animation I messed up .
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  #3680  
Old 2012-06-29, 21:55
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David, is there a list somewhere of commands I could use in the lua console?
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  #3681  
Old 2012-06-30, 13:23
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Where do you set up jump height in the code? somewhere in heroe.cpp? Would like to fiddle with that.

Also, you can move while jumping, run in the air etc. Falling doesn't seem to work.
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  #3682  
Old 2012-06-30, 15:30
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Quote:
Originally Posted by Jasiek View Post
Where do you set up jump height in the code? somewhere in heroe.cpp? Would like to fiddle with that.

Also, you can move while jumping, run in the air etc. Falling doesn't seem to work.
The jump height should be the m_jumpSpeed = 10.0; in the character_controller.cpp .

EDIT: Talking about jumping and heights, it comes to my mind that Scot Rogers has a wonderful book on game design, full of nice tips and this is what he says about the character based measurements, which I think could be very useful:
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  #3683  
Old 2012-06-30, 16:57
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Hey thanks, yeah that looks about what I was thinking about it.

Weird thing, I appended the ladder to the player model (which is too big btw, should be 0.004 of the current size so it's 1:1 with the game - but nothing can be done about it now I think, since rescaling the animated rig now results in busted animations...), made some new climb start and loop animation, and it's out of synch in the game (he grabs the bars at the wrong height).

Speaking of which, I sort of started to think that for the climb to look natural, anything below 6 bars on the ladder needs a single climb animation for the whole sequence.

Above the 6 bars we'll need the start, the loop and the end. I also think that when you press the up arrow once, he should move one bar up and stay up in that position.
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  #3684  
Old 2012-06-30, 17:15
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I`ve been always thinking of a sandbox level with all basic stuff in it (like platforms, ladders and gaps to jump over them), but without any fancy lights or textures, just checker texture and the models, so it could load extremely quickly, to test everything in the fast way. And a "reload animation(s)" feature to test all changes in the animations we make in real time.
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  #3685  
Old 2012-06-30, 17:17
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Quote:
Originally Posted by Horadrim View Post
The jump height should be the m_jumpSpeed = 10.0; in the character_controller.cpp .
Doesn't make any difference, any other settings around it too.
(yes I did rebuild it after changing it...!)


Quote:
Originally Posted by Horadrim View Post
I`ve been always thinking of a sandbox level with all basic stuff in it (like platforms, ladders and gaps to jump over them), but without any fancy lights or textures, just checker texture and the models, so it could load extremely quickly, to test everything in the fast way. And a "reload animation(s)" and feature to test all changes in the animations we make in real time.

Yeah, seems prudent to do.
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  #3686  
Old 2012-06-30, 19:58
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Quote:
Originally Posted by Jasiek View Post
Doesn't make any difference, any other settings around it too.
That`s strange, Twinsen jumped higher, when I was modifying this variable with greater numbers.
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  #3687  
Old 2012-06-30, 22:55
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Maybe I need to rebuild the whole project after I add the changes, not just make a new build. But yeah, there was no changes there....

Anyway, added a test level called testgrid.map with two ladders, and some stairs.
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Last edited by Jasiek; 2012-06-30 at 23:21.
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  #3688  
Old 2012-06-30, 23:27
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It seems that you`ve forgotten something:

Code:
loading object lupin_burg_level.000
loading model assets/levels/testgrid/testgrid.obj
couldn't find model assets/levels/testgrid/testgrid.obj
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  #3689  
Old 2012-06-30, 23:55
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Should be ok now.
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  #3690  
Old 2012-07-01, 00:40
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Ok this is really weird, the jumping works totally differently in the sewer map.... In the sewer map I can start running in the air in any part of the jump sequence, in this new map I added it works correctly and I can't move while jumping...

On the other hand, cameras won't work in the test map.......
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Last edited by Jasiek; 2012-07-01 at 00:47.
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  #3691  
Old 2012-07-01, 06:28
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*waiting for David*...
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  #3692  
Old 2012-07-01, 11:35
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Which got me to listening to Ozzy Osbourne - Waiting for Darkness
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  #3693  
Old 2012-07-01, 13:38
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Ok I'm positive that the weird way twinsen acts is only when in one of the cameras in the level, once you remove one or get out of their range he starts acting like in the test level.

Also fixed the cameras in the test level, they needed a "==true" instead of a "==1" since David changed that.


EDIT:

And added a set of sliding doors to the testlevel.

I'm thinking of how to make a button control calling an elevator.

EDIT:

There's a sensor in the test level if you press space while in it a door will open - this could be used to call an elevator, or in general to open doors and move other stuff.
Is there a way to call a specific animation and force a specific player location ( so the model is forced into a correct position so that the animation fits the object)?
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Last edited by Jasiek; 2012-07-01 at 14:34.
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  #3694  
Old 2012-07-01, 15:46
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The only things I could see, concerning the animation and location forcing, are the
set_anim("put animation name from the list here")

and the:

move_to_node()

The only problem I could see is that it seems that the engine doesn`t yet have any front/back identification of the characters, so it could rotate them, before they go to a specific node. I tried setting a new node, with different rotation, but it doesn`t seem to work, the character starts walking like Michael Jackson with his moon walking step.

Last edited by Horadrim; 2012-07-01 at 15:53.
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  #3695  
Old 2012-07-02, 11:48
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Cool, test map is really useful !
I want functions to be more uniform. Instead of having distance(A) to get the distance between current object and object A, I will instead set this :
distance(A,B)
and the possibility to write distance(this,B) where "this" refer to current object. This will allow me to reduce API a lot. Keyword "this" is really needed to my mind.

In the snippets you forgot the wait(...) feature, that allow dead times between 2 events. The has_waited function make sure the time has ellapsed. I will write a list of functions in doc.

To change jump height, change this line 633 in heroe.cpp
controller->setJumpSpeed(...);

I will check what happen with jumping weird behaviour, maybe you can tell me more ?
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  #3696  
Old 2012-07-02, 12:37
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To check the effects all you need to do is to step into the range of any camera, jump, and start walking while jumping. There's also some issues with falling.

Only happens in the custom cameras, outside it all works correctly.
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  #3697  
Old 2012-07-02, 12:45
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I`ve also noticed that when I jump and then press forward, Twinsen`s animation changes to the "free fall" animation and when he hits the ground, the dying animation follows.
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  #3698  
Old 2012-07-02, 13:35
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Oh yeah, but that happens in the default camera, not in the other cameras.
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  #3699  
Old 2012-07-02, 14:37
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No matter where it happens, it happens :P . I doubt that this is normal or intentional.
David, idk how you made the engine to handle free fall, but what about shooting a ray, while Twinsen is in the air (even using a keyframe of his jump animation, to determine the apogee of his jump) and computing the distance, between Twinsen and the ground and using some variable, like the ones for gravity and jump height, to compute the fatal fall for Twinsen? I see that you used something similar for the slope angle.
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  #3700  
Old 2012-07-02, 21:55
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Quote:
Originally Posted by David View Post
To change jump height, change this line 633 in heroe.cpp
controller->setJumpSpeed(...);
Great! I changed this to 6 and it seems pretty optimal. Where could I change the jump length? He seems to be hovering in the air a bit at the end.

Horadrim I just meant that for the sake of being clear what errors happen where, not that it's not important!


EDIT:

I uploaded a hero.cpp with changed settings for the jump, Twinsen sort of jumps the right height and doesn't glide at the end of the animation. The distance could use shortening though. And it would be cool if he would start falling if he hits something - so he doesn't glide over a wall.

I also had two ideas about jumping:
- instead of jumping on stuff that's sort of the like that big "step" on the "1st floor" of the testmap I'd rather Twinsen would somehow climb it, instead of jumping against it.
- we really should have a running jump that makes you jump further.
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Last edited by Jasiek; 2012-07-02 at 22:18.
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