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Re: CSiS: Bots, Pathfinding, Detail Mapping, Team Score Displays
[Re: Redeemer]
#365330
03/25/11 11:34
03/25/11 11:34
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
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Posts: 2,640
Earth
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Bots now work with the station game mode. Modified Bot Behaviour: - Turrets are now deployed to defend generators (in previous game modes the positions at which turrets were deployed are random)
- Bots can kill generators and defend generators
- Bots now have a new priority value which determins how much they want to stick to their current target. This means that if the priority is high, they will not switch targets even if they're being shot at by someone else. If it's low, they'll decide to target a new target if that one is shooting at them. This allowed me to give the generators a smaller priority (on average. It's a random value), so that bots who are shooting generators will be more likely to switch targets if they're being shot at than bots who are hunting down an enemy ship.
Edit: The bots are currently simply called "bot-0" to "bot-16". I'll need names. Any suggestions of how I can come up with cool names are welcome.
Last edited by Germanunkol; 03/25/11 11:36.
~"I never let school interfere with my education"~ -Mark Twain
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Re: CSiS: Bots, Pathfinding, Detail Mapping, Team Score Displays
[Re: Germanunkol]
#365340
03/25/11 15:05
03/25/11 15:05
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Joined: Dec 2008
Posts: 1,660 North America
Redeemer
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,660
North America
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You should randomly assign call signs to the bots. Here's a nice website full of call signs you might use. http://www.f-16.net/callsigns.htmlMy personal favorites (as well as a few I made up): Alcatraz Biscuit Clam Duck Elmo Fez Headless Gasm Igor Jester Ketchup Lumpy Mandigo Nugget Omelet Poet Quizno Rico Scooby Thump Ursula VAL Wedge Yak Zulu Your list of call signs should be stored in a text file so that you can easily create new call signs without mucking around in the code.
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WIP effect video
[Re: Redeemer]
#366417
04/03/11 17:43
04/03/11 17:43
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
OP
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OP
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Joined: Jun 2006
Posts: 2,640
Earth
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Thanks for the replies! I might use some of those call signs, thanks  . I like the idea of putting them in a text file. That way the host can choose to create his/her own call signs. New short WIP video: http://www.youtube.com/watch?v=SOQXqLMVeIgWhat do you think of the effect? It's supposed to be an overdone "energy transmition between generators and station". The generators are still lacking their skin.
~"I never let school interfere with my education"~ -Mark Twain
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Re: WIP effect video
[Re: JibbSmart]
#366591
04/05/11 14:13
04/05/11 14:13
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
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OP
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Joined: Jun 2006
Posts: 2,640
Earth
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Thanks  A team member asked me to add flares at the beginning and the end of the beam, and I increased the resolution of the sprites, other than that it's done. If anyone should ever need an animation of lightning, I made a script-plugin for the GIMP to speed the process up, cause I was to slack to make 50 frames per hand every time I wanted to make a new animation. This took much longer than expected. So here's the script if anyone needs it, because I'd hate if this was made for only one use... Well but at least now I know GIMP's script fu which is extremly useful. Usage: - Install by dropping into GIMP's script folder (you can find that under edit-preferences-"folders"-"scripts". Any of the folders listed there will do. Just save it in there as "lightning.scm"
- Refresh the scripts in GIMP (Filters->Script-Fu->Refresh)
- Make a beam on a transparent layer, which goes from the left side of the image to the right side of the image (any straight line will do, blur it a little to get a better effect).
- Call the script from Filters->Custom->Lightning
- Fiddle with the parameters. It won't change your original image so feel free to try different settings with only a few "layers" selected. Note that "layers" is the equivalent to the number of frames the animation should have.
- Save as png of tga file with a "+XX.tga" ending, where XX stands for the number of layers/frames.
- Ready for use in 3dgs.
P.S. The script could also be useful for any other distorted animation. It works by taking the base layer, duplicating it and displacing each of the duplications with a random noise layer. This means it doesn't have to be a beam, it could also work with a circle or any other object that you want randomly distorted.
; Script by Micha Pfeiffer
; Used to quickly generate a set of layers from a base layer which are all displaced by a random cloud layer.
(define (generate-lightning-layers inImg inLayer inNumberOfLayers inRoughness inIntensity inBeamsPerLayer)
(let* (
(width (car (gimp-drawable-width inLayer)))
(height (car (gimp-drawable-height inLayer)))
(newImg (car (gimp-image-new width height RGB)))
(noise-layer (car (gimp-layer-new newImg width height RGB-IMAGE "Noise" 100 NORMAL-MODE)))
(roughnessLow (/ inRoughness 2))
(roughnessHigh (/ inRoughness 2))
(i 0)
(j 0)
(layer-copy1 0)
(selection 0)
(film-image 0)
(imgList (cons-array 1 'long))
(offset-y 0)
)
(aset imgList 0 newImg)
(srand (realtime))
(set! roughnessHigh (- 255 roughnessHigh))
(gimp-image-add-layer newImg noise-layer 0)
(gimp-edit-copy inLayer)
(while (< i inNumberOfLayers)
; copy the selected layer, create a new displacement map,
;(set! layer-copy (car (gimp-layer-copy inLayer FALSE)))
(set! j 0)
(while (< j inBeamsPerLayer)
(set! layer-copy1 (car (gimp-layer-new newImg width height RGBA-IMAGE "Displaced" 100 NORMAL-MODE)))
(gimp-image-add-layer newImg layer-copy1 -1)
;(gimp-layer-add-alpha layer-copy)
(set! selection (car (gimp-edit-paste layer-copy1 FALSE)))
(gimp-floating-sel-anchor selection)
(plug-in-solid-noise RUN-NONINTERACTIVE newImg noise-layer 0 0 (rand 99999) (+ 1 (rand 2)) (* (/ 15 inBeamsPerLayer) (- inBeamsPerLayer j)) (+ 2 (rand 3)))
(gimp-levels noise-layer HISTOGRAM-VALUE roughnessLow roughnessHigh 1.0 0 255)
(plug-in-displace RUN-NONINTERACTIVE newImg layer-copy1 inIntensity inIntensity TRUE TRUE noise-layer noise-layer 0)
(gimp-layer-set-opacity layer-copy1 (+ 70 (+ (rand 10) (* (/ j inBeamsPerLayer) 20))))
(if (> j 0)
(gimp-image-merge-down newImg layer-copy1 2)
)
(set! j (+ j 1))
)
(set! i (+ i 1))
)
(gimp-image-remove-layer newImg noise-layer)
(set! film-image (car (plug-in-film RUN-NONINTERACTIVE newImg 0 0 '(0 0 0) 0 "" '(0 0 0) FALSE FALSE 1 imgList)))
; create a group to undo all the changes in this script with only one click
(gimp-image-undo-group-start film-image)
(set! offset-y (/ (- (car (gimp-image-height film-image)) height) 2))
(gimp-image-crop film-image (car (gimp-image-width film-image)) height 0 offset-y)
(plug-in-colortoalpha RUN-NONINTERACTIVE film-image (car (gimp-image-get-active-drawable film-image)) '(0 0 0))
(gimp-image-delete newImg)
; display everything you've done:
(gimp-display-new film-image)
(gimp-displays-flush)
; end the undo group
(gimp-image-undo-group-end film-image)
)
)
(script-fu-register "generate-lightning-layers"
_"Lightning..."
_"Generate multiple displaced layers"
"Micha"
"Hrvoje Horvat"
"01 April, 2011"
"RGB* RGBA*"
SF-IMAGE "Input image" 0
SF-DRAWABLE "Input drawable" 0
SF-ADJUSTMENT _"Number of layers" '(5 1 200 1 10 0 1)
SF-ADJUSTMENT _"Roughness" '(140 0 255 1 10 0 1)
SF-ADJUSTMENT _"Intensity" '(6 0 50 1 10 0 1)
SF-ADJUSTMENT _"Beams per Layer" '(3 1 10 1 5 0 1)
)
(script-fu-menu-register "generate-lightning-layers"
"<Image>/Filters/Custom")
~"I never let school interfere with my education"~ -Mark Twain
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New CSiS video
[Re: Germanunkol]
#367549
04/14/11 15:33
04/14/11 15:33
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
OP
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OP
Expert
Joined: Jun 2006
Posts: 2,640
Earth
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Hey, we uploaded a new video and screenshots of the new game mode, "capture the station": Video:Video showing "capture the station" modeShows some bots fighting me in the new game mode. Screens: CSiS Gallery We are planning to make every game mode work in every level... Comments and critique are welcome!
Last edited by Germanunkol; 04/14/11 15:44.
~"I never let school interfere with my education"~ -Mark Twain
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Re: New CSiS video
[Re: Germanunkol]
#367550
04/14/11 15:54
04/14/11 15:54
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Joined: May 2009
Posts: 1,816 at my pc (duh)
darkinferno
Serious User
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Serious User
Joined: May 2009
Posts: 1,816
at my pc (duh)
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lol finally a video above 30seconds  watching  [WATCHED] you need to reupload this video with sound =[ hmm, liking the overall feel, explosions are real nice [OPTIONAL SUGGESTION] wish there was some effect for lying through the generators beam, idk what, damage ? some cosmetic effect ? not sure ...
Last edited by darkinferno; 04/14/11 15:59.
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Re: New CSiS video
[Re: darkinferno]
#367627
04/15/11 16:29
04/15/11 16:29
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
OP
Expert
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OP
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Joined: Jun 2006
Posts: 2,640
Earth
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I'm thinking about making the beams damage the ships, yes. I'll have to make the bots avoid it first, though.
The explosions: some hate them, some like them. I'm really confused...^^ I'll look into them again though, when I find the time, and maybe fix them a bit. We still have the rotating-sprite problem: sprites do not face the camera properly when you tilt and reach 90°...
I forgot to capture sound when I recorded the video. But the main Problem is that acknex does not seem to like my sound card. All sounds playing in the game are played back in a weird way, with lots of scratching.
~"I never let school interfere with my education"~ -Mark Twain
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Re: New CSiS video
[Re: Germanunkol]
#367638
04/15/11 21:06
04/15/11 21:06
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
Expert
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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I like the explosions. All in all looking really good, and I really want to hear what it sounds like!
Jibb
Formerly known as JulzMighty. I made KarBOOM!
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Re: New CSiS video
[Re: Germanunkol]
#367641
04/15/11 21:28
04/15/11 21:28
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Joined: Jan 2002
Posts: 4,225 Germany / Essen
Uhrwerk
Expert
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Expert
Joined: Jan 2002
Posts: 4,225
Germany / Essen
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We still have the rotating-sprite problem: sprites do not face the camera properly when you tilt and reach 90°. You shouldn't rotate with the tilt angle, but instead leave pan and tilt at 0 and just rotate around the roll axis. Or did I misunderstand your problem?
Always learn from history, to be sure you make the same mistakes again...
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