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Re: Intense Ai: New Demo!!![OFF TOPIC] [Re: LarryLaffer] #56552
10/25/07 02:04
10/25/07 02:04
Joined: Sep 2003
Posts: 648
Switzerland
snake67 Offline
User
snake67  Offline
User

Joined: Sep 2003
Posts: 648
Switzerland
Nice. Will it work with A6.5 too?

Re: Intense Ai: New Demo!!![OFF TOPIC] [Re: snake67] #56553
10/25/07 04:23
10/25/07 04:23
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

Senior Expert
Orange Brat  Offline

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
Quote:

making sure it works for A7 and adding a feature for Orange Brat's game




As I already mentioned in PM and in the Contributions thread, thanks for doing this. The fact that you singled out that feature and even mentioned me (because you want me to shut up about it ) was beyond generous. Unless I discover some insanely crazy bug(s) or show stopper it'll definitely be offered as an optional feature for those who would rather point and click than use direct control. Thanks again.

...oh yeah, and just so it can be officially documented, here's the screenshot I sent you in that PM showcasing that bizarre behavior. I'd never feature any kind of design in my own work to duplicate this, but others might be able to find similar problems that may or may not help lead to a fix (assuming this isn't simply a waypoints issues). The clicked on spot is where the player model is at. That's one piece of info I had left out beforehand:




My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: Intense Ai: New Demo!!![OFF TOPIC] [Re: Orange Brat] #56554
10/25/07 12:08
10/25/07 12:08
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Isn't this just by allowing clicking on certain "error save" areas?
In case of your example, a function should test how close the point is to a wall, and if it is too close, it should disable clicking and change the pic of the mouse pointer accordingly.

My guess is that the pathfinding entity is already in the block, and because of that, it can trace to the point above that block.

Re: Intense Ai: New Demo!!![OFF TOPIC] [Re: Pappenheimer] #56555
10/26/07 03:40
10/26/07 03:40
Joined: Jul 2004
Posts: 1,205
Greece
LarryLaffer Offline OP
Serious User
LarryLaffer  Offline OP
Serious User

Joined: Jul 2004
Posts: 1,205
Greece
Hi all!

Quote:


Nice. Will it work with A6.5 too?





Intense Pathfinding works for all versions of A6 and A7, including A6.5. IntenseX however will only be available for A7, to take advantage of the free physics, bones, and the new customizable panel system. The upgrade costs from any A6 to the respective A7 edition is relative small and definatelly worths the money.


Quote:


As I already mentioned in PM and in the Contributions thread, thanks for doing this. The fact that you singled out that feature and even mentioned me (because you want me to shut up about it ) was beyond generous. Unless I discover some insanely crazy bug(s) or show stopper it'll definitely be offered as an optional feature for those who would rather point and click than use direct control. Thanks again.





No problem! The reason I did this even though no one else asked, was seeing how you were stuck with navigation in your game's thread, and i knew i could help so it would be a really shame not too. Thank you for being patient for this for over a year now


Quote:


...oh yeah, and just so it can be officially documented, here's the screenshot I sent you in that PM showcasing that bizarre behavior. I'd never feature any kind of design in my own work to duplicate this, but others might be able to find similar problems that may or may not help lead to a fix (assuming this isn't simply a waypoints issues). The clicked on spot is where the player model is at. That's one piece of info I had left out beforehand:





Yeah I was afraid you might find this. I made you a picture to explain why this bug happens



So if the camera angle is fuzzy(the wall that you are trying to click does not face to the camera at all), there's the danger that the new point that will be calculated along the Camera->spot line will also be inside the wall, causing problems. To fix that, i'll have to calculate the new spot using the wall's normal, instead of the line between the spot and the camera. Ignore this bug for now, and i'll make a new version soon.


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