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Marleys Ghost

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Posts posted by Marleys Ghost

  1. From what I can tell most people use C++ or BMax around here. Lua is becoming more popular but (I think) because of LE2's poor Lua IDE/debugger

     

    I use predominantly Blitzmax and Lua but also c++ and Lua, I don't recall having any major issues relating to LE2.x's Lua IDE/debugger or with how Bmax and c++ interact with lua in LE.

  2. I am trying to set the ZipstreamPassword but it keeps crashing.

    SetZipStreamPassword("assets.pak","2012");

     

    I have made a zip file with password of the assets folders using winrar.

    Renamed the .zip to .pak.

    http://www.leadwerks..._hl__encryption

     

    Anything else I should add or change?

     

    Try using Winzip.

    Make sure .zip format is selected in Winrar

    Make sure the URL for the .pak is correct in relation to the .exe

     

    http://www.leadwerks.com/werkspace/topic/4488-pak-files-relative-to-exe/page__hl__setzipstream#entry39257

     

    http://www.leadwerks.com/werkspace/topic/3435-exploring-of-setzipstreampassword/page__hl__setzipstream

  3. Pixel, I would reccomend stuff like twigs, grass, debris in your scene, the village is a little to well-kept tongue.png Other then that it looks great!

     

     

     

    please don't think of this as a finished scene. It's primary purpose is to test AI so I've added no vegetation layers or terrain decals; which is what I'd eventually use along with more textures to embellish the scenes with to break up that uniformity. None of these are needed for the path finding and AI tests. The ground is a totally flat terrain too which in any final scene would not be the case.

     

    I guess you missed that part?

  4. Some of the TGC models packs can be problematic with direct import into UU3D, you may have to try other routes like Fragmotion to UU3D or try the Mender app, or even write a small converter to dbo format in DBpro, before getting some .x format models from TGC into UU3D.

  5. @Michael: So new models are a "small" update? Maybe they post more because they do more to update their catalogue? but looking at the off topic index, its hardly awash, 6 out of 15 and one is yours. Maybe it seems like there is a lot of ads in the off topic section as they are the only ones who post there regularly (regularly = 3 to 4 times a month!), its hardly a hot bed of conversation. You say "wait to make a bigger announcement"? what about time limited special offers? hardly good to post after the fact! lol ... I frankly dont see the problem with the few vendors who post here informing us of the latest models, deals and music, seems more like a storm in a bloody teacup with a hint of sour grapes.

  6. If its a stability issue then move the center of gravity thats the only setting I changed in the script for the Monster Truck with regard to the trucks setup.

     

  7. Really interesting MG. Those modules can be had for a song and re-purposing them for LE is a a great idea, but you took it beyond the idea stage and actually did it. Awesome work.

     

    Thanks Flexman, not sure its awesome work though lol. I spent another couple of hours on the intergration today after the cycling finished (now THAT was awesome work by team GB!), heres the result:

     

     

     

    Blog entry: http://www.leadwerks...dark-ai-part-2/

    • Upvote 2
  8.  

    If you are thinking about using Dark AI as a cheap option for an AI solution and are wondering how to use both LE2.5x and Dark AI together then I suggest the best way to think about how to interface the two, is to think along the lines of how EKI One works, where you have two parallel but identical worlds running at runtime and the interface is the channeling of information between "identical twins" with one twin in the "AI world" and the other in the "Game world", that is what one "twin" is doing in the "AI world" the other is mirroring in the "Game world", the interface merely opens a line of communication between them so they know what each other are up to. The "Game world" is the physical world in which the player interacts, but the "AI world" is merely a "ghost world" that overlays it. Sounds more complex than it really is.

     

    Most of the commands for Dark AI relating to collision objects can be used, except the couple that relate specifically to DBobjects and levels. None of the debug commands are of use as they will probably rely on a DX7/DX9 drawing context and not an OpenGL one like LE2.5x. The good news, the other 128 commands should all work via some good interfacing, which will require a good working knowledge of the LE API and a good understanding of what those Dark AI commands actually do. Although there are some automatic behaviours from which information can be retrieved and used in the interfacing to LE, the best option I would think is to create NPC types/classes and use FSM's in conjunction with the Dark AI command set to create behaviours, it gives more control and should allow a higher level of complexity in behaviour. Just remember, you get what you pay for! You can download a demo of Dark AI working in DarkBasic Pro here, should give you some idea of what to expect.

     

    Of course, NPC entities (and objects) can all be tied to the integration with lua scripting allowing placeholder placement in the editor, with settings and values passed to the application for each when loading the scene.

     

    As I said this was just an hour and half's work, an experiment to see if it could be used.

     

    Blog entry: http://www.leadwerks...-dark-ai-daile/

     

    Demo of DAILE

     

    WASD to move the player, mouse look, mouse wheel to zoom in and out. Note: There is no physics collision between the player and the obstacles, this is intentional and was used to check the virtual boundaries worked with the NPC's (that is, although the player could pass through them the AI had to plot a course around).

     

    NPC1-3 : Freindlys that will follow the player and defend him.

    NPC4 : Enemy that defends the circled zone when the player enters it.

    NPC5-6 : Enemies that are set to chase and attack (and search for) the player and his allies.

    NPC7-15 : Neutrals who will just move about.

     

     

     

     

    • Upvote 1
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