Quinch

Legend
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  1. Some more info - the hexes are definitely limb orientation. Didn't get around to looking into the decimals, but I think I've got the joints indexed.

    1-3: Right lower leg
    4-6: Right upper leg
    7-9: Left lower leg
    10-12: Left upper leg
    13-15: Left forearm
    16-18: Left upper arm
    19-21: Right forearm
    22-24: Right upper arm
    25-27: Head
    28-30: Torso
    31-33: Ragdoll as a whole
  2. Here's another piece of the puzzle - I pulled out the ragdoll data from all the recorded demos I had and got the minimum and maximum values for each segment;

    1 133-599
    2 346-653
    3 362-615
    4 272-744
    5 310-791
    6 313-730
    7 84-596
    8 352-686
    9 393-716
    10 323-765
    11 322-786
    12 281-703
    13 406-685
    14 104-673
    15 445-596
    16 239-851
    17 121-577
    18 217-801
    19 294-796
    20 250-915
    21 242-763
    22 238-802
    23 450-898
    24 227-792
    25 238-763
    26 281-888
    27 300-758
    28 217-707
    29 304-751
    30 270-673
    31 87-968
    32 18-1012
    33 79-988
  3. Are you sure the guy has the same PID as the movement commands he's supposed to be following?
  4. /signed, with stipulations

    1} The hero/villain needs to be under supervision. That means that their activities are limited to team objectives. They can't attack anyone outside the mission, can't trade or in any way act outside their MO. While they might be forced or encouraged to deviate from what they usually do, they still are heroes or villains and the world will treat them that way.

    2} The drop points idea is good. However, to keep with the theme, each level range {five or ten increment} should have its thematic mission or miniarc to enable them to invite the opposite side. For villains, an example might be placing hidden bombs in an orphanage or something similar, a blackmail scheme to coerce the hero to do his bidding, "or else". For heroes... eh, I don't know.

    3} In no case should the probationary team outnumber the home team - in fact, it may even be better if they had to count LESS. Truly evil villains would have little compulsions about turning on those who trust them if given even odds, and valiant heroes might be willing to take the risk if it may stop the villains from endangering others to coerce them again. With imbalance of power, in both cases it could be explained by being too risky to rebel.

    3} /signed TimeLord's "straying" consequences.
  5. Quinch

    Walking police

    Huh, odd. If I set the MOV in the same frame I spawn the actor in, nada. But if I spawn him earlier and slap the MOV about two hundred frames later, works fine.

    In any case, thanks for the help... moving right along...
  6. Quinch

    Walking police

    Just a quick question, anyone know a walking MOV compatible with the "MaleNPC_225" model? I've tried out a bunch of them, including "walk", "walkcycle", and "idle_walk_cycle" and none of them stick. Can that model walk at all, and if not, are there any other non-contact beat cop models I can use instead?
  7. Quinch

    PPD car models

    Cool, that works. Thanks.
  8. Quinch

    PPD car models

    Quick question - is there a stationary squad car model and under what model name? Codex lists "PPD_SquadCar" as one of those, and I have that model mentioned in recorded demos, but actually placing it doesn't show up anything. There's also "Cars_PPD" which works in terms of valid models, but it's spinning its wheels, which makes it look wrong.
  9. Speaking of the demo wiki, it seems that someone forgot to mention the most important thing about the Player tag - the distance cutoff. Depending on the world/character detail values, entities will fade and completely if they get too far from the Player-tagged entity.
  10. A few days ago the Virtue LFG global channel has been formed and is gradually amassing members {mostly through broadcast advertising until the word-of-mouth factor kicks in}. Its purpose is that of a wide-range Request channel, in that it aims to provide a centralized location in which anyone can post their team-related request and be seen by players outside of their current zone.

    Currently the channel is aimed for heroes, rather than villains. Considering the likely confusion between requests for both hero and villain teams, co-op zones notwithstanding, if anyone wants to start and maintain a "Vice LFG"-styled global, so much the better.
  11. Visually, it's... well, let's call it impressive. Definitely a welcome stylistic break from the endless caves, warehouses and buildings of Paragon, and even though a lot of it is simply for show, the show is by all means worth the price of admission. The Task Force literally made me go "Wait, what?" and though the roman soldiers, especially the Emasculators are a little tough on my hold-focused mind troll, they make me work a bit more than the usual "pop domination, let the blasters mop up" technique and have to occasionally use levitation to stop the determined ones for making a beeline for the squishies.

    So, very pretty, content slim but enjoyable. Has its share of bugs, needs a few "mind the gap" signs, but that's probably fodder for another thread.
  12. re: Blackberry
    That'd be cool, but the problem is, there is no "weapon on shoulder" emote, and the game engine doesn't have an option to make custom emotes. Hell, I'm not sure if I could pull off ragdolls anymore, since they're no longer recorded. Offhand, anyone know if they're still *rendered*, for example from older demorecordings? As such, I'm stuck with only using the emotes that are compatible with each model. Weapon-spinny Jaegers, tho, that might be interesting to see.

    re: Hericane, ddgryphon, Turbo Ski, Ironik
    Thanks. The thought of making a tutorial's crossed my mind, but I'm a bit swamped as it is. Maybe once I've got some time to write one.
  13. Yeah, I considered putting them in the rear, but no matter where you put them....

    They're ugly!
  14. re: Yuri

    Yeah, but tell me that a contingent of Nemesis troops parading through Galaxy City wouldn't be an awesome thing to behold.
  15. AutoIt, a scripting app. It's mostly designed for automating Windows actions, but it's pretty simple to write in.
  16. A bit of scripting, actually. I can upload the actual code somewhere if anyone wants a closer look. As it is, it's not that complicated, the biggest pains were figuring out the landscape and slopes.
  17. I've finally gotten around to cleaning up and adding the background music to a piece of demowork I finished a while ago. It's not all that much to look at, but I figure it might be an entertaining way to kill a few minutes.

    Thus, I present to you... Nemesis on Parade .
  18. Nnnnno? RAR is a file compression format, akin to ZIP, but with more efficient compression. The uncompressed file is about twenty megs big, a touch largish for a download. As for how you play it, there are a few prominent threads on the boards regarding demo playback; check with those if you need a how-to.
  19. Yeah, considering how many times I had to go back and tweak, manually writing all of these would have taken me years. After the scene is set, all of the movement is done inside a loop; one section calculates where each soldier is at any given frame, one determines where the camera is, another how the camera faces and so on. About two thirds of the time spent on the demo weren't writing or compiling it, but actually waiting for the client to load so I could test it out. {coughneedinclientdemoloadingcough}

    To Torroes, I'm using a program called AutoIt, though for this type of thing it might be more efficient if I finally got around to learning a programming language. As it is, the whole script is about three hundred lines long; almost all of the crowds are randomly generated and since the soldiers move at a steady pace of 0.1 unit per 25ms it's simple to calculate where each one is; as far as they are concerned, the biggest problem was working out the slope angles.

    And as for what it's for... well, wouldn't you like to know?
  20. I've used a scripting tool to generate most of the demo {everything apart from the setting and door placement}. The camera movement was the part that was kicking my [censored], to be honest; I had to find out the trig equations needed to calculate the camera tracking and rotation, and most of the actual camera movement is also just basic math.
  21. Hmmm. All right, I guess so, but I'd appreciate a mention of the source so as to avoid any subsequent confusion.
  22. I.... spoze. Depends on the project.