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Oh - that, well that's possible too. I was talking about actually rotating the joint with the code - it's just a simple rotation on one axis. Then you can control what direction they look, and for how long they linger in that direction.
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By the way - hands and faces are not being animated by me yet. oDDity is going to re-model everyone to have mitten type hands so I will re-animate them then. And looking left to right can be done in the code (and will be much better to do so) - at least thats what I thought, but no coders have confirmed this yet.
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@Odd: Thanks again @Spar: I reloaded the map but the lightgem is still completely black. Have you tested it with the current CVS version? It should work from this code, but maybe for some reason cv_lg_model.GetSring is returning null? if(strlen(cv_lg_model.GetString()) == 0) mapEnt->epairs.Set("model", DARKMOD_LG_RENDER_MODEL); else mapEnt->epairs.Set("model", cv_lg_model.GetString());
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@Spar: What I mean to say is, D3 already does this, we don't have to do anything with the FOV sweeping code since it's already linked to the head bone. @Odd: That means we shouldn't have to change any of the existing animations, right? Also, can we do all our facial expressions / lipsync stuff as separate anims on the head model?
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@Domarius: I'm not an expert on historical fighting myself, just did some modern sport fencing. I'd say look at the Medieval English and German stuff, broad sword, long sword, maybe the two handed sword postions could be adapted for hammers (although a lot of the 2 handed illustrations involved weird situations where their swords were already locked together which isn't really helpful for us). I think the Renaissance rapier and rapier / dagger styles would be a bit too complicated to code a combat system for.
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Hmm, changing that cvar didn't fix it. Maybe the #DEFINE has to be changed and the code recompiled, but I wouldn't think so.
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What about the model used for the lightgem, was that moved? The reason I ask is that in my copy, the new lightgem is now always pitch black. Could it be failing to load the model if it was moved? [EDIT: Yeah, looks like the lightgem was moved. From the way Spar set it up, it looks like we just have to change the cvar "dm_lg_model" to the new structure, "models/darkmod/props/misc/lightgem.lwo" Then we have to change the defaults in the code when we get the chance]
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I've made a Visual C++ 2005 Project for the SDK demo app - you can download it from here: http://www.rclsoftware.org.uk/download/gra...sdkTutorial.zip The code is explained here: http://www.rclsoftware.org.uk/gravel/v3/sdk/tutorial.html
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For objects this can be done. It depends on how they coded it. If they have common classes for such things it might work, but iof the soundpart is a totally independent code, then it might be different in behaviour.
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While coding projectiles, I would like to write some code that pushes the arrow into the wall by a variable amount. The problem is, I need to figure out the vector to push along. I could just use the velocity, but the arrow is rotating a bit as it's fired, so the axis of the arrow is not aligned with the velocity variable. It's more correct and looks better to have the arrow push in along the direction of its axis when it hits. To do this though, I need a reference direction on the arrow to make my axis direction vector. This depends on the specifics of how the arrow is modeled. Most importantly, which local axis does the arrow axis lie along in the model? I.e., what local direction is the "length of the arrow," x, y, or z? Also, it's important whether the fletching to tip line segment lies along +x or -x directions. First of all, I don't have any modeling program myself; can someone open up the broadhead.lwo and tell me what axis the existing broadhead model is aligned on? Second, either we'll have to be sure to either always use the same axis for the length of the arrow and hardcode it in, or I can add a key/value to define the axis in the def file, so we can correct it easily in the def file. I'm inclined to go with the latter, since it's easier to correct one text entry than re-model the arrow, but I still need to know which axis the current arrow lies along.
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Yeah, that's what I meant. If it's possible. Variabelize not the whole code bit, but the brightness value, so it can be changed easily.
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One of the beta mappers suggested changing it to: "rgb parm11" , so that we can set the rgb highlight when frobbing from the SDK frob code, by setting parm11. Is that possible or can you not pass variables to the rgb command like that?
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How do you refresh? Right now I have to shut down and reload the editor every time I want to see a new skin, which is highly annoying. edit: also, can someone tell me if this is related to the frob code? If so, does it have to be included in the .mtr for any object that can be highlighted?
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Mine isn't. He is Farrell Alverstone, the son of the former Lord Alverstone. His father lost the family fortune between gambling and bad investments, went to debtors prison where he dies soon after, and Farrell ends up on the streets where he gets involved with the thieves guild and learns his trade. He never kills anyone, since it is against the thieves guild code (seeing as how they are paying off the right people to tun a blind eye to their activities, as long as they don't stretch to murder) He doesn't get involved in save the world plots, and no one plays him for a fool. He's a thief, not James 'Garrett' Bond.
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I'd say the "finished game" would comprise all the necessary coding changes (apart from post-release bug fixes or minor patches) to create the experience. Models and textures can be released in packages either before or after the main release, and can easily be integrated into existing partial maps, unlike updates to code which might required dramatic changes to be made.
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The sound engine has enough exposed functions to avoid that problem you're talking about, Sparhawk. Domarius is right in the sense that we have access to all the call to start a sound in the sound engine, and where the code presently stops all other sound on that channel before playing a new sound, we can add in a line to stop all existing lipsync animation as well, before playin a new sound on the CHANNEL_VOICE channel.
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I meant it's difficult to code, not play. I think the whole team would like to have waking up in the game if we could do it well. But even the basic task of getting an unconscious AI to believably transition from ragdoll to model is quite difficult. Yes, T3 did something like this, and we think we can do it as well. Of course, our AI will also do things earlier Thief AI did not, like stop to stare out the window, or randomly leave their route to take a piss, so that will need to be factored in somehow.
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Why would we have to use another sound engine when we have this src that directly processes the OGG/WAV files and generates phoneme timing scripts that can be used for lipsync? I have to agree that I think it'd be sufficient for our purposes if we wrote some code to generate a facial animation based on the phoneme timings, and then save an animation per phrase. Trying to do it realtime would be much more involved (moreso than we need to spend time on IMO) we'd also have to read ahead in the stream, since from what Odd is saying, doing it correctly depends on what they're about to say in the future as well as what they're currently saying.
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They are not. I posted a description how to enable it. The editing windows are not dialogs or other resources, they are simply windows. So they are not stored in a resource file and consequentely you can't hack them with a resource editor. If you want to have a sysmenu on them as well, you must patch the code at the point where they are created.
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Really? I specifically remember guards speaking such things as "Alright, Where are you?" and "Come out, Thief!" with the inception of any sort of audible, be it a loud footstep or even a thrown container of some sort. Perhaps in the actual game code there were certain levels of guard alert, but in the game's presentation it surely wasn't so.
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yeah, i think spar forgot to mention the malicious code we're including to take over all your systems. He lovingly called it "DarkMode"
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That's very interesting. I don't remember ever seeing information about a security update in the readme file for any patch I downloaded, though. Are they just not normally listed? Perhaps to prevent potential hackers from exploiting code vulnerabilities? Also, you said that there are viruses out there that target specific games. That surprised me, I've never heard of such a thing. Could you give an example? The thought of somebody using my downloaded version of Pacman to gain backdoor entry into my system is frightening. I'd imagine that this could be particularly problematic for things like business network systems, where people would have reason to want access to restricted files and incentive to custom-tailor a program to do so.
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Yup. That's also possible. It's easier to code and probably safer.
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No. That's why there are constant security updates and exploits. But this has nothing to do with modern games or not, because you always have that risk. You always run that risk. Not only with games, but anytime you run some code. Installing the operating system already introduces that risk, even if you wrote it yourself. That happens all the time. Games are security updated the same as OSes.
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The poorly written code that you saw deomonstrated is the exact thing that hackers look for to write viruses that will exploit those faults. However, games don't really do anything useful enough for a hacker - access textures, load maps... so hackers can't fool the game into doing anything nasty to your system because its not doing anything that interesting in the first place. Now your OS on the other hand does a lot more interesting things - write directly to RAM, directly to HDD... I dont' specifically know about the HDD access, but as for accessing memory it shouldn't - a poorly written app won't be allowed to mess up your RAM directly and cause a crash that way - each program is allocated one or more pages, and they can be as badly written as they want and mess up those pages all they want - as soon as they attempt to write outside their allocated pages, windows says "This program has performed an illegal operation and will be shut down", and it terminates the program and blanks the pages. Now you know what that error generally means.