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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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  #3701  
Old 2012-07-03, 01:25
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Quote:
Originally Posted by Jasiek View Post
- 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.
Like this?
http://www.youtube.com/watch?v=IGDvc...ature=youtu.be

If I`m not that lazy tomorrow, I`ll make another one for climbing obstacles at the height of his eyes level.
This particular animation from the video may need a bit polishing. Do you have any fancy ideas about the run-jump?
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  #3702  
Old 2012-07-03, 02:30
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Cool, awesome , yeah the left leg seems to be "drifting" a bit.
For the running jump I was thinking about something similar we have now for a regular jump, while for the regular jump I was thinking of a "one leg first" sort of jump.

Made a simple sewer video, the falling doesn't work with the non-main cameras though...:
http://youtu.be/SZIVuvVQREw

Weird thing it's brighter in the video and has washed out colours compared to it in the editor... oh well...
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Last edited by Jasiek; 2012-07-03 at 03:01.
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  #3703  
Old 2012-07-03, 12:18
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Okay, I think I fixed the drifting in both of the legs. I left the body horizontal and vertical movements, so David could get the idea how to move Twinsen, while this animation plays. I committed it to the anims_original folder.
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  #3704  
Old 2012-07-04, 18:07
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Quote:
Originally Posted by Horadrim View Post
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.
You can't really base when free fall start on height heroe<->ground
Mainly because you'll get synchronize problems with animation.
I start free fall when fall start animations is over. Thus if you increase the length of fall start animation, you increase the height, it has direct impact on gameplay (the minimum height of wall twisen gets hurt when he falls from it)
Same for climb start/finish. However for this last case, I fiddle climbing speed with hardcoding. This should be lua scripted later
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  #3705  
Old 2012-07-04, 18:16
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I fixed the game mode -> edit mode crash. And if there is syntax errors or running error for LUA, you should see it on console, and the editor won't exit as before.
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  #3706  
Old 2012-07-06, 09:12
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Made a lua function for map transition. It has some issues with the game->editor mode, so save your map if needed before running game mode...

Here is the syntax :
load_map("assets/testgrid.map")

issue solved, when leaving game mode, you get the map and camera just as when you were edited before pressing game button, even if you go to another room during game mode.
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Last edited by David; 2012-07-07 at 09:32.
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  #3707  
Old 2012-07-09, 02:19
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heroe can pass over small obstacles using Horadrim animation.
sky has stars again, found the bug.
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  #3708  
Old 2012-07-10, 00:10
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Awesome! Will try that out this week .
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  #3709  
Old 2012-07-10, 01:20
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Quote:
Originally Posted by David View Post
using Horadrim animation
This made my day. All new animations I make, get called Horadrim. :P

David, why while jumping and releasing shift, Twinsen falls down? Isn`t the whole jump process "locked"?

Last edited by Horadrim; 2012-07-10 at 01:33.
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  #3710  
Old 2012-07-12, 19:17
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Quote:
Originally Posted by MASSIVE ERROR OF UBER DEATH

-------------- Build: release linux in editor ---------------

Compiling: src/GUIs/editor.cxx
Compiling: src/GUIs/editor_loop.cpp
Compiling: src/GUIs/editor_main.cpp
/media/korniszon/gry/lsa-svn/lsa-svn/src/GUIs/editor_main.cpp:4:17: fatal error: dos.h: No such file or directory
compilation terminated.
Process terminated with status 1 (0 minutes, 9 seconds)
1 errors, 0 warnings
Getting a build error.


EDIT:

Commenting out conio.h and dos.h made it build alright....

The climb animation works really nice, however I think it should have a tiny bit more of a delay, since it seems to start playing too far from the wall. Also I think we need a smaller character capsule, since he often just hangs in the air instead of falling right when he's over a ledge.

Climbing should also work in athletic and other modes I think - to eliminate the weird jumping against a wall thing.
The weird behaviour of being able to walk while jumping when in the sensor box of a camera is still there.
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Last edited by Jasiek; 2012-07-12 at 21:23.
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  #3711  
Old 2012-07-12, 22:38
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I modified the jumping distance and added a backwards movement to the wall hit animation.

Commited the "heroe.cpp"
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  #3712  
Old 2012-07-14, 14:39
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I changed a line of code in hero.cpp to this:

else if(behaviour==BEHAVIOUR_NORMAL)
{
if(can_get_over&&key_forward&&(current_anim=="walk_loop"||current_anim=="walk_start"))
next_anim="get_over";

I figured that the climb over animation should ONLY play when you're walking, since it would often play when climbing on a ladder and near the top. I'm not sure if I did it correctly, but it seems to have fixed the problem.

Also fiddled with the climb animation, so twinsen no longer falls after he climbs to the top of a ladder. And I adde dthe climb_over animation to the Athletic mode.
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Last edited by Jasiek; 2012-07-14 at 15:24.
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  #3713  
Old 2012-07-16, 02:50
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@Horadrim : I'll check what happen
@Jasiek : I'm OK with all the changes you made

I've redone the sound engine. It only has 8 channels now so Horadrim you should ear all the sounds now. Also reviewed sound attenuation. In the test map, captain should say something only earable when close to him. It's only for test purpose (on other maps it plays in loop sorry). Finally the sound are running in a parallel thread, meaning the tune will load while you play the game. It's first time I do multithreading, and first time I use mutex so I'm not 100% sure what I'm doing ! The new library is called pthread.

Please feedback !
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  #3714  
Old 2012-07-16, 10:51
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One thing is I still can't compile without commenting out dos.h and conio.h

I mananged to find both conio.h and dos.h but the dos.h I found needs a file called pc.h which I can't find anywhere.

I'm not sure if I'm missing something, or if you didn't commit these files.
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Last edited by Jasiek; 2012-07-16 at 10:58.
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  #3715  
Old 2012-07-16, 11:02
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those lines can be deleted
those files are not needed
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  #3716  
Old 2012-07-16, 11:04
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I don't have any sounds though.

Unless the config works now, in that case it was disabled in there.

EDIT:

it seems to work once I turned it on in the config.


Is there any way to tweak the climb over? Twinsen tries unsuccessfully to climb many objects in the sewers that shouldn't be climbed.
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  #3717  
Old 2012-07-16, 11:29
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sound is not linked to config file, do you always ear sound ?
climbing could be done only on objects having lateral face with ladder texture (in physics shell). Let me know if you like the idea.
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  #3718  
Old 2012-07-16, 15:28
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Yeah, that seems like an optimal solution.

How about that weird hero behaviour when in one of the custom cameras?
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  #3719  
Old 2012-07-16, 15:34
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I will check what happen
About the obstacle trick I changed my mind. I prefer to have one texture for climbing and another one for obstacles. That will simplify coding and accelerate physics (only one raycast)

Edit : I guess ladder and obstacles texture should be both in level shell only, not object specific. You could have sandbags as we have now but with an extra obstacle texture surrounding it in the level.
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Last edited by David; 2012-07-16 at 15:42.
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  #3720  
Old 2012-07-16, 15:54
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Yeah, it seems prudent that we have the climbable obstacles as a separate texture in the collision shell - just like ladders.


Btw. I had this weird error yesterday. I would duplicate a sensor in the testgrid, then write in the lua console, and save the map, and when I would load the map again the console would spout gibberish (lot's of unintelligible characters) and refuse to run the level.

The map would run again if I delete the LUA script I've written in, in a text editor, but when I ran the level in the editor, in the lua console I got two or three weird characters.
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  #3721  
Old 2012-07-16, 16:21
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Also, I was thinking if we could have XYZ coordinates in the lua code for changing the level? This way you'll be able to choose the place to which you "send" the player.
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  #3722  
Old 2012-07-16, 17:34
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jump weird behaviours are fixed. You don't fly in the camera zone anymore. Also releasing shift key won't end the jump at half way. I remember original game let you do this, maybe for the gameplay ?

For the LUA bug, I would need more step details

For the XYZ thing, I guess we should setup the node instead.
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  #3723  
Old 2012-07-16, 18:42
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My rationale with giving coordinates is that there will be multiple points of entry per level.

Unless, we're going to add a sensor called level_entry or something like that and setup nodes for it....

And then point to it from a different level and indicate the node...


I'll write you more steps with the lua console later.
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  #3724  
Old 2012-07-16, 19:12
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I meant to specify nodes to twinsen itself, setting the different entry points in a list of nodes.
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  #3725  
Old 2012-07-16, 19:34
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here is new testmap with obstacle texture. Now I'll update the code so heroe can only use obstacle animation when in front of those faces
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