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Intense Ai: Official Thread
#196967
07/24/06 02:22
07/24/06 02:22
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Intense Ai: Official Thread
[image]http://www.intenseillusions.com/intesneailogo.jpg[/image] Ok guys, The release of Intense AI and our official demo is only a week or two away. We wanted to start this thread off by showcasing our new Video tutorials that are now in production. Here is part 1 of our starter series. We will post more here in the days leading up to the release. You can find the video here: (26 Megs DIVX) Intense AI Starter Series Part 1 And here is just a quick snapshot from the tutorial. [image]http://www.intenseillusions.com/tutex.jpg[/image] Thanks, lots more to come and feedback is welcomed!
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Re: Intense Ai: Official Thread
[Re: Matt_Coles]
#197070
02/11/07 15:01
02/11/07 15:01
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Joined: Jul 2004
Posts: 1,205 Greece
LarryLaffer
Serious User
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Serious User
Joined: Jul 2004
Posts: 1,205
Greece
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Hello everyone! IntenseX release date is drawing close now, so i've decided to put up a small Beta test before i actually release the final version. This will help me narrow down any bugs that might have slipped away, see if the tutorials are lacking in some way and maybe add any last minute highly requested features. So here's the deal.. I'll start with the IntenseX Basic version. I'll open the online shop where the first 10 people will be able to buy the IntenseX Basic Beta for a discounted price(something around 10% i think..). I'll later do the same for the other IntenseX editions. So probably I'll be giving up about 30-40 Betas, before i release to the public. If you're wondering if you should enter the beta, here's a few good reasons why you should.. You'll get IntenseX before everyone else. The final release date could be 1 month or more, after all the Betas are released. You'll have a chance to request any new features that you think should have been there and are not! I'll really keep an eye on my beta testers, so while you're using intenseX for your own projects, you'll get excellent support by me. I'll even guide you step by step, if you find the information on the tutorials lacking. You'll get a discount. Of course, after the final version has been released, you'll be able to update for free. (you won't need to re-install the new update to your project. IntenseX updates to existing projects with one click. That's pretty much it. I expect the IntenseX Basic beta to start somewhere next week. I've also taken some time and made a little feature list of all IntenseX editions. It grew quite big over the years... Here goes... Please let me know if some feature description is unclear to you, i'd be happy to explain more. The features that start with "Intense", like Intense Dialogues, Intense Pathfinding, Intense Script etc, are actually individual tools that i've merged into IntenseX. I'm going to write detailed descriptions about each one of them later on, because typing down the feature lists of each one of these tools to the list above would make it 10 times bigger. Cheers, Aris
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Re: Intense Ai: Official Thread
[Re: LarryLaffer]
#197071
02/11/07 17:51
02/11/07 17:51
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Joined: Mar 2003
Posts: 3,010 analysis paralysis
NITRO777
Expert
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Expert
Joined: Mar 2003
Posts: 3,010
analysis paralysis
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few questions: 1)what does open source, closed source mean? I am assuming it means you can look at and modify the code for your own projects but not for re-distribution? 2)what are "agent attributes?" 3)what is "configurable npc addon?" 4)so if I understand correctly, then there is no need to buy the intense dialogues if you have one of the 2 higher versions? 5)does this ai work in 3d, with aircraft? seek, avoid, goals, etc? Quote:
The features that start with "Intense", like Intense Dialogues, Intense Pathfinding, Intense Script etc, are actually individual tools that i've merged into IntenseX. I'm going to write detailed descriptions about each one of them later on, because typing down the feature lists of each one of these tools to the list above would make it 10 times bigger.
My other questions fall under this catatgory
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Re: Intense Ai: Official Thread
[Re: NITRO777]
#197072
02/11/07 18:36
02/11/07 18:36
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Joined: Jul 2004
Posts: 1,205 Greece
LarryLaffer
Serious User
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Serious User
Joined: Jul 2004
Posts: 1,205
Greece
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Hey Nitro, Quote:
1)what does open source, closed source mean? I am assuming it means you can look at and modify the code for your own projects but not for re-distribution?
Exacly. You can choose between using IntenseX open source or closed source. Open source gives programmers the ability to modify IntenseX code, but they'll need to Obfuscate or Resource the code themselves before re-distribution. I offer the choice of having the project e-mailed to me, so i can build the Resource file for you, if you're not an A6 Pro user. I'll have to check with conitec and see if doing that is ok with them.
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2)what are "agent attributes?"
Health/Armor,Walk/Strafe/Run Speeds, Starting WeaponId/Ammo, Accuracy, AnimSetting, Body_Type,TeamId,PersonalityId,Material.. stuff like that. All customizable.
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3)what is "configurable npc addon?"
Models you want attached onto Npcs. If you've played Mother's Den, some agents wore glasses while others didn't. The glasses were an addon, as well as the helmet of the Strafes(big red creatures).
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4)so if I understand correctly, then there is no need to buy the intense dialogues if you have one of the 2 higher versions?
Yes, I'll stop selling Intense Dialogues once IntenseX is out. All tools I've ever made, including I. Dialogues, Intense Ai, I. Pathfinding etc, are now merged into one. People who have already bought Intense Dialogues will get a discount towards buying an IntenseX edition.
Quote:
5)does this ai work in 3d, with aircraft? seek, avoid, goals, etc?
I'd love to see my Ai working on an enemy spaceship. I guess the Intense Pathfinding code would need to be modified to ignore gravity. And same goes for the agent movement physics.. But the decision making will work normally and so will most of the goals(although i'm not sure how effecient the Taking Cover goal would be on a spacecraft game.) I'd be willing to work with you on the conversion. It will give me a chance to include a spacecraft movement/pathfinding on future IntenseX versions.
Cheers, Aris
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Re: Intense Ai: Official Thread
[Re: Mondivirtuali]
#197075
02/12/07 08:33
02/12/07 08:33
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Joined: Jul 2004
Posts: 1,205 Greece
LarryLaffer
Serious User
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Serious User
Joined: Jul 2004
Posts: 1,205
Greece
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Hello all, Dusty, I'll try to do that sometime after all the Betas are complete. I'm also thinking of releasing the resulting demos that are made from the IntenseX tutorials, so you can see in a nutshell, what each edition is capable of before buying. I'll also ask from the beta testers if they can release(resourced of course) any solid first attempts they make with intenseX used in their own projects. Hopefully there'll be plenty of examples soon... Mondi, Here's how headshots work. Every Agent(Player or Npc) has a body type Id. Each body type has some predefined percentage numbers, of where do crucial parts of his body are, height wise. So in a normal human, the center of his eyes is about 92% of his total height. Having that information, i can figure out where his head is, and if a bullet got him there, without the user having to figure out vertex matrices from MED which are different for every model. You can of course change the percentage numbers through WED, if your creatures have their eyes on their feet instead . There are fully customizable blood spray effects and a blood pool effect for when an agent gets hit or dies. I call all these, game effects. I haven't used any bones animated models yet.. They should work like normal vertex animation do. If you know where i can download some models already animated with bones for the basic anims at least(walk,attack,hit,die...), plz let me know and i'll give it a shot. Cheers all, Aris
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Re: Intense Ai: Official Thread
[Re: LarryLaffer]
#197076
02/12/07 10:59
02/12/07 10:59
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Joined: Oct 2005
Posts: 528 Italy
Mondivirtuali
User
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User
Joined: Oct 2005
Posts: 528
Italy
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Quote:
There are fully customizable blood spray effects and a blood pool effect for when an agent gets hit or dies. I call all these, game effects. I haven't used any bones animated models yet.. They should work like normal vertex animation do. If you know where i can download some models already animated with bones for the basic anims at least(walk,attack,hit,die...), plz let me know and i'll give it a shot.
I never to this but now Med should be capable of converting bones animation to vertex animation.. I am a noob in modelling but still I want to use MY models , at least for monsters , baddies, ambients ( things like animated plants ..think to Alice ). I find much more easy to animate a model using bones instead vertex .
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