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aiaf

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Posts posted by aiaf

  1. I tried 4.6.There is still the problem with the platforms in level1 and level1a.Aside from that all seem to work ok.

    I dont know if its leadwerks or the script to blame.

    Scripts\Objects\Physics\NoGravityWithPhysics.lua is the script , i tried to fix it but no luck.Maybe you can have a look.

    Well figure a way to solve that platform script problem.

     

    I adapted level 1a to not use anymore the platform script, its ok , its become a bit easier this way.

    I think we should upgrade to 4.6.Waiting for your input , if ok ill make the commit with the new 4.6 binaries/files

     

     

  2. That Kairo game looks awesome.

    Mine resulted as it is because i was thinking abit about mist.

     

    There is also a somewhat main quest that start from the right side of the map (you need to explore all pyramids to find bits of the commands from the VR level).The monolith there is the ship AI and explain this somewhat.

    I have to signal that better for people to go there.

     

    Quote

    If there was something interesting at the top then the pay-off would be quite satisfying.

    Agree, there are some things on the upper level.

    After you climb the tower first time. the chief robot  opens another way to a pyramid so you can get the last part of the VR command, If you spot this you dont have to climb the tower again.

    You have to talk to all upper level robots to activate the teleporter.They send you to reactivate the generator on lower level (big cubes on the right).After that the chief robot send you to kill a rogue robot on the lower level.And you are open a hidden way to another robot that will give you spell powers (this is not finished yet).

    Ill try add some more puzzles.

     

    Quote

    I think I found the collapsing blocks a bit frustrating.  Now that there are just a few of them it might seem a little mean that they look identical to the others.  It might be better if they were slightly different somehow so you knew you were doing such a section

    They are a bit different they move slightly.But probably is not enough to notice.

    Still have to tweak some areas that are too hard.

     

    I will try to update to 4.6 again.

  3. I can setup waypoints from code and put them in gworld, but if is a simpler way to do from editor im all ears, do tell.

    I need the first waypoint to be after the player climbs the tower.

     

     

  4. Level01a is about exploration and some story.

    Story wise you enter the dream world (sleep).At the moment its a about a robot society, but could be anything(fantasy setting etc) is a dream.

     

    Then somehow the AI can enter too and try to help you, but also the enemy (spheres ? etc) can be there.

    For now goal is to present to the player some "AI commands" from level 3.

     

    General mechanics:

    Most robots have some text when clicking on them with info of whats going on.

    Buttons activate things, or teleports.

    There are 5 special robots.That give you tasks , but i tried to make it such way that player can have choice and ignore them if they want.

    You can activate a power generator.

    Also is the monolith model with represents the AI.

    One robot will give you the spell powers in this level, that will have effects in the ship.

     

    Things to do:

    Activate health command:

    You uncover this by visiting each pyramid in the lower level ( 2 pads with one number per pyramid).

    Other unknown command:

    You get this if you talk with the 3 AI monoliths , on upper level.

    You can get there by climbing tower or using a teleport Depending on what path you choose.

     

    Not finished , i think it needs more interaction , the level beeing so big.

    This level is not forgiving on the player (maybe annoying), one mistake and you fall and start again ( waypoints needed ?)

    Climbing the tower is hard for a new player, but i can do that with ease now.

     

    I tried to have a strange level, mystery , dont know if i pull it off, probably not :).

    Tell me what you think.

    To try level Forth.exe +loadlevel 1a

    • Like 1
  5. This code is executed when you run as i described:

    if System:GetProperty("loadlevel")~= "" then
    	os.remove("gworld")
    	System:Print("test: " .. System:GetProperty("loadlevel"))
    	changenextstate = System:GetProperty("loadlevel")
    end
    
    if FileSystem:GetFileType("gworld") == 0 then
      gworld:setPlayerLocationId(changenextstate)
      gworld:setPlayerPosition(0,0,0)
      gworld:setStartPlayerPosition(0,0,0)
      gworld:setStartPlayerRotation(0, 0)
    
      gworld:addIsland("Principium")
      gworld:addIsland("Secundus")
      gconf:getSerializer():save(gworld:getData(), "gworld")
    end

     

    do local _={player={1 ...

    The code deletes the old file.

    How this 1 gets in there ? when you run with Forth.exe +loadlevel 3. Should be 3.

     

    How exactly do you run Forth and add the command line parameter ?

    What is the value of changenextstate on your machine ? print that variable before this call:

    gconf:getSerializer():save(gworld:getData(), "gworld")

    Put a 3 in that file instead of that 1 and run again , will it load the level 3 ?

     

    Sorry for insist but this is annoying ,

    cant be cpu architecture related ... its just a file write.

     

  6. To reproduce press A key.

    When i call world:FindEntity("BoxA"):Hide() on object with no script attached it crashes with:

    "attempt to index a nil value"

    BoxB has some script attached and doesnt have this problem.

    if (window:KeyHit(Key.A)) then
    	world:FindEntity("BoxA"):Hide()
    end
    
    if (window:KeyHit(Key.B)) then
    	world:FindEntity("BoxB"):Hide()
    end

     

    test.map

    PS im on 4.5 , didnt test on 4.6 but think is the same problem

     

  7. Lets verify/debug this a bit im curios, do this steps:

    1. delete gworld
    2. run Forth.exe +levelload 3
    3. just exit game , dont press anything else
    4. Post content of gworld in this thread

    I want to see the exact content,

    we using some library that serialize lua tables to disk (https://github.com/pkulchenko/serpent) ,

    maybe is a problem there.

     

    After this steps , run forth again normally (double click forth.exe) and press continue , it still loads level 1 ?

     

  8. I added a command line for loading single levels with proper state, for example:

    Forth.exe +levelload 3

    Once is enough to be run , you can run Forth normally after if you want to finish that level.

     

    I have some problem with the buttons scripts , it crashes when it try to release sound.Ill see tommorow what is that.

    • Thanks 1
  9. This console and amd/nvidia i find really strange, is not much rendering being done with that console.

    I dont know how publishing is working, never used it.We could do our own release distribution in worse case.

     

    But either way you are right , we will have problems when we get near release , only god knows now what assets are in use at this moment.

    And btw we have a limitation from bitbucket, has a max 2GB repository size , i noticed recently.

    We may have to reorganize at some point.

     

    Quote

    The problem with console crashing out on AMD makes it more difficult to integrate cryo with VR as I can't get to it in the right state.  @aiaf  Can you suggest an alternate to console that will let me load up VR without conole and for VR to be in the right state?  I think there was a previous method with states? 

     Yes there is a way that fully respects states:

    Quote

    modify gworld file

    do local _={player={1,{y=1.2809765338897705,x=-2.2399992942810059,z=-1.920012354850769} etc

    After the player={ insert the level you want to load (1,2,3,4).

     

    I will create a game command line option to force load a level , and that command will just overwrite gworld file with the right stuff.

    At the moment you could be outside level in case you change by hand only the level id.

    I think this could work.

     

    Console doesnt really respect the states at the moment, needs some improvments also.

  10. Quote

    (From Start Menu)
    - Space to Planet Cutscene - cube passes from space down to planet surface (fade to white - as if in cloud)
    - Sky to Ground Cutscene - Cube passes over landscape, underground base and ship scanned through ground, circles above site, descends through surface vent, swoops through temple-like structure, down lava (near ship exit) filled tunnel to land near head of ship (outside sitting area of cryo room but main ship interior level not loaded here - probably) fade to black
    - [Fade from black] - stationary cube opens on ground revealing sphere - Manupulating arms lift sphere and examine it near entry suction vent tube but it does not pass inside. (consider if sphere should somehow interface with ship and kill off subjects 0-3).
    Alarm sounds. Ship AI is aware of threat now.  AI Attempts to revive subject 004 resulting in subject 004 entering level 001
    - [LEVEL 01] Subject explores level 1 eventually reaches goal point to trigger exit from sleep and waking in already open pod 004 in LEVEL 02. 

    Agree.

    Quote

    [LEVEL 02] subject 004 falls to floor (physics body or camera path). Fade to black...few seconds of black...fade from black.  004 can now explore room.  First actions expected to be to heal and/or turn of the alarm, prompted by visual clues of low health and of flashing alarm button. After this viewer can gather some information from text logs on TABLET ON TABLE, TABLET IN LOCKER.  Wall monitor will show images suggesting sphere had landed and is attempting to enter the ship. Flashing light/indicator on monitor (or table display monitor) invites user to interact.  THis prompts text log and/or voice log from AI of the situation (unless they have been told this during level 001 - If they have can be update on next objectives from AI).   

    This sounds good but you are totally missing from this what happens with level03 VR and level01a second sleep.

    In my above post is described what is implemented now in vr level.

    Vr level is meant to be reusable from different levels , it has commands and must have effects in real ship rooms.

     

    - [LEVEL02 - alternate 1] subject 004 falls to floor (physics body or camera path). Fade to black...few seconds of black...fade from black.  004 can now explore room.Computer is malfunctioning and there is some info on some tablets(as you mentioned) that should enter vr to fix it.

    004 is severely wounded, Enters vr by pressing some headset (will do this actions inside vr start/restart computer and activate the heal station).

    After exit from  vr (back in level02) 004 crawls towards the heal station and when near it another blackout (fade in/out to black) that loads level01a.

    Level01a is finished, 004 wakes up near heal station almost dead and use it to heal himself.

     

    [LEVEL 02 - alternate 2] The same with what you said in your post.

    There will be a special real life room in the ship that has a chair and a vr headset. So all initial events with the sphere will not need the vr, will be available later.

    Second sleep level triggers when you actually go to sleep in a bed somewhere.

     

    I dont know.

     

  11. I think is good as final version also, adds flavor to the room.

     

    Let's discuss to figure out order of events:

    Player must blackout to enter second sleep level.

    So what will trigger the alarm? It will be before or after blackout?

    The headset to enter vr will appear after blackout? 

    User must enter vr to input the commands:

    start/restart computer 

    activate health station

    Input exit command to come back to cryo room and heal itself.And that finish the vr part for now.

    What other events you have in mind?

  12. Quote

    Yeah I remember you use it from sort of outside (or can do).  Would it maybe be better if you did have to get in the teleporter and there was a button  at waist or chest height you had to look at and use. Might feel more involved if you have to get in it and activate it in a correct way? I could demo what I mean if you want. Might be nice to have another shot at the teleporter as the current one was just a quick one as I didn't like the first one I did.  Not a high priority but I don't mind having a go at another teleporter and button if you want. 

    I would like to keep the current way the teleporter works in vr.

    We can use buttons on the real world levels.

    If you want to make a better effect for teleport sure.Can you add a demo button in level01a so i see how it works, want to use that to activate an event that will rotate the pillars.

    Quote

    Also....is the teleporter sometimes taking the user back out of VR.  I am thinking having a VR station in the real world so I think rather than triggering of the table they would go to this station in each of the rooms. So would they use VR station to enter VR and teleporter as a sort of 'exit sign' for coming back out? 

    Yes, a vr station in real world would be great far better then triggering off the table.

    At the moment to exit vr you need to input a command , i think we can keep this is consistent with how vr is used.

    Quote

    I'm trying to look more closely at level 3 but I am still having trouble with the consol loadmap. Seems to crash out for me always.  Here is video of me trying to do it.  Not sure it really shows much but here it is anyway.  Also the red teleporter looks less aggressive from this distance so maybe there is a balance to be struck which emitters and how many and also the probably appears less bright when not lots shooting in close proximity and also not when not bright white.

     

    I dont get it , im doing same thing and it works.

     

    For some reason the red teleporter doesnt show up on the white background, probably because of the alpha i dont know.

    Thats why i put some objects behind the teleporters for it to be visible.

    Its exactly the same emitter from the teleporter with color change.But for my purpose in that level i think it looks good.

  13. Ok ill change it to have only bars running at first and rest only on activation of teleporter.For less aggressive visuals.

    No need for one shot or timer because of the way the teleports are working, you activate one teleport by mouse over and press e key, I show a reader then show the emitters for that teleport , you are not required to walk in the teleport immediately you can just look at it.Once you pass a teleporter i hide the activated emitters. 

     

  14. I think will be using the emitters without the prefab , i setup one of the teleporters for now.

    I dont have much time this morning.I commited just one set of the emitters,

    once i get back from work ill finish and make activation only show when wou step through.

     

    Looking great.And i plan to use this effect as a one way teleporter in level01a to make the player know what it is.

  15. I dont know, i think besides me, Slas may have some time.Thirsty was not active for some time ,and the rest of the people were active at beginning only.

    But i think maybe after release v1 , we could get some more people interested, ar at least i hope.

    Quote

    I think I will try to bring back in my first test level as some sort of factory area with partially assembled bots and storage area or something.

    From my part you can go with it , i will try to help if i can.

  16. For sleep level 2:

    Seem good solution the blackout, so probably will let the player wonder a bit in the cryo room then blackout (and prevent him doing other actions).

    If he still doesnt activate the health station after sleep level , we could blackout again without the level just an effect.

    And slowly loosing health, die after some time if you dont heal.

    • Like 1
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