#377 posted by necros on 2010/06/29 22:00:07
It turns out that it does something extra I'd never known about - it skips any entity that's SOLID_NOT
haha yeah, i figured that out the hard way. drove me insane for a while. -_-
Also worth noting: the distance is measured to
origin + (mins + max) * 0.5;
not just the origin as you might guess.
didn't know about this bit though. wouldn't have much of an impact unless you had some kind of weird offset bbox but good to know regardless. it does make getting precise findradius distances annoying though. if i did a findradius from one monster origin looking for other monsters, the find would have been completely accurate if it was going from origins and not bbox centers. oh well. :S
How Difficult
#378 posted by megaman on 2010/07/20 18:57:49
is it to find out what map a given savegame file is for?
Can someone post code / relevant savegame spec? :P
Not Difficult At All
#379 posted by negke on 2010/07/20 19:19:21
Information on the map and its entities is stored in the .sav file in plain text format.
You're Like A Savegame Wizard.
#380 posted by necros on 2010/07/20 21:16:01
interesting that savegames store lightstyles though. one would think that's easily gettable from the progs.
Yeah It's Plain-text Alright,
#381 posted by megaman on 2010/07/20 23:41:57
but the locations in the files seem to change.
I want to parse it with quakeinjector to enable loading savegames for each map, so I'd need to know how to parse the header.
Host_Loadgame_f() in http://svn.icculus.org/twilight/trunk/darkplaces/host_cmd.c?revision=10262&view=markup
seems to be the right function (darkplaces), but it's quite complicated and I'm not familiar with the quake src. For example I have no idea what COM_ParseToken_Simple(&t, false, false); does ;-) It would probably take me an hour or so to get what's going on there.
Wait
#382 posted by megaman on 2010/07/20 23:53:39
is it always on the same line?
#383 posted by metlslime on 2010/07/21 04:12:01
interesting that savegames store lightstyles though. one would think that's easily gettable from the progs.
The current string for each style needs to be saved because there's no post-loadgame callback for entities to set the lightstyle strings again.
Looks Like It's The 20th Line
#384 posted by mwh on 2010/07/21 06:00:27
save game version, description, 16 parameters, skill and then the bsp name.
Qc/engine Question
#385 posted by Spirit on 2010/07/27 13:26:52
if a coder specifies a file "tORch.Mdl" would the engine usually look for tORch.Mdl or torch.mdl or what?
Different Cases?
#386 posted by Preach on 2010/07/27 21:04:34
From what I can glean from a quick browse through the source:
Models in pak files must match capitalisation exactly or they will not be loaded.
Models in the filesystem depend on the operating system's implementation of fopen in the standard c library. I believe this means that unix type OSs will fail to find the file but DOS and windows will succeed, but I can't find any documentation which confirms this for 'fopen'. So where possible make sure the exact case is used.
#387 posted by necros on 2010/07/27 21:05:07
i have had problems with upper/lower case before.
i found it best to avoid uppercase altogether.
for example, ne_tower had a bunch of custom sounds.
when i was developing it, i had all the files loose in folders and setting keys like 'noise' 'necros/someSound.wav' worked fine. when i packed everything into a pak file, someSound could not be found, even though the filename hadn't changed.
Preach
#388 posted by necros on 2010/08/03 03:49:39
i know you've posted about this before, but i can't find it again :S
basically, there was a faster way to compare distances without using vlen.
was it something like vec1*vec2 > distance*distance ??
Necros:
#389 posted by metlslime on 2010/08/03 04:19:56
if (vec_x * vec_x + vec_y * vec_y + vec_z * vec_z > distance * distance) {
//temp is longer than distance
}
#390 posted by metlslime on 2010/08/03 04:20:23
er ...
//vec is longer than distance
Yup
#391 posted by Preach on 2010/08/03 04:39:28
It's almost like that. You can compare the length of a vector v to a distance d with:
v * v > d * d (notice that on both sides of the equation we have the same variable twice)
If you're testing the distance between two positions p1 and p2, you need to take the difference in positions first:
v = p2 - p1;
v * v > d * d;
It works exactly as metl says, but v * v is a single QC instruction which computes the dot product he has expanded out.
Very Cool
#392 posted by necros on 2010/08/03 06:27:27
thank you!
when you say it's one instruction, i guess doing it as vec * vec is faster then?
#393 posted by metlslime on 2010/08/03 08:18:25
It works exactly as metl says, but v * v is a single QC instruction which computes the dot product he has expanded out.
Ah, good to know.
Monster_boss Glitch In Progs 1.06?
#394 posted by negke on 2010/08/10 15:06:28
On skill 2, Chthon's aim prediction fails if the player moves towards him when he's about to throw a lavaball. The result is that he throws it backwards instead (or possibly towards worldspawn). It doesn't occur on 1.01.
Is this a known issue - why wasn't it fixed?
#395 posted by necros on 2010/08/10 20:22:44
it's just to do with the math involved to calculate the throwing vector.
because the lavaball moves so slowly (300u/s), if you jump toward chthon, you'd be behind him by the time the projectile would hit you.
i would assume that v1.01 of the progs didn't have chthon's forward projection targetting code.
Iterative AI And Tracking
#396 posted by Preach on 2010/08/11 00:04:10
The algorithm is:
1) work out the time it would take to hit the current player position
2) predict where the player will be at that time
3) set the target position to be that spot
There's a logical flaw in this scheme. The time it will take the projectile to reach the new spot will be different to the time it takes to reach the current spot, so there's no guarantee that the new aiming vector will be any better. This would not be significant with a fast projectile, as the two travel times would likely be very similar, and the size of the player's hitbox is a large enough margin of error.
However, the slower the projectile moves the worse the situation gets, compounding the problem necros describes. Moving towards the origin of the shot combines these two problems, and I'll try to give an example of the worst case. The player is moving towards chthon from 600 units away (2 seconds of flight time). We imagine that the player is moving at just over 300 u/s (the player's top speed is somewhere around 400 u/s). This means that in two seconds time, the player would be just behind the knuckle that the rock is thrown from. The projectile is then thrown directly backwards and misses completely.
We realise that this target point is stupid for a few reasons:
� The player will likely not run straight at chthon for two seconds
� More importantly, the player cannot run through the solid body
� Even more importantly, the rock will sail past the target point before even a fraction of a second passes. Even if the player could and did continue exactly to the predicted spot the shot would still miss!
This last problem is something we can fix with iteration! The idea is that we want to calculate a point where the time the rock will take to reach it roughly matches the time the player would take to reach it. If the player is running towards Chthon then this point will be roughly halfway between the two. The iteration is based on
� Taking the current target point
� Calculating the time to strike that
� Calculating a new target point from the predicted position the player would be in at that time
� Feeding the new target point into the top.
In our worst case scenario we described, we'd start with a target point of the player himself. Then we'd get the point right next to the knuckle with a very short flight time, so our third point would be very near to the player, but a bit closer to Chthon than point 1. After a bit of ping-pong of points that are too near to each end, we should work into the middle.
This is quite nice, and I like iteration in AI because you can do one iteration in each animation frame leading up to the shot. It creats an interesting, slightly unpredictable thought process which keeps taking on updates as the world changes. It's worth noting that this actually offers better prediction in other cases as well.
An alternate method for a more reliable forwards-travelling shot would be this: Take the offset of the new target point from the player, a vector called o.
Apply the following equation:
o = o - (o * v_forward)* v_forward;
This removes the component of o in the direction Chthon is facing. Finally, make the target point equal to the player's origin + o. Not as elegant, but perhaps slightly easier.
<-- Chthon Lavaball
#397 posted by necros on 2010/08/11 00:39:58
that is... fucking cool, man.
Heh
#398 posted by meTch on 2010/08/11 02:05:36
I wondered why, when I go to hit the button that if I moved a step backwards and then over and than towards him as I stepped on the button I was almost always ensured not to be hit, perhaps I should have looked at him once or twice.
#399 posted by necros on 2010/08/11 04:43:25
if the original chthon fight hadn't been so gimmicky, it would have been a cool trick akin to shambler dancing or nails + fiends.
it's sad that you barely even have to look at chthon to defeat him. :\
yes, i am bitter. it's a great model and texture. yet, so poorly used. :(
the same could be said for shub.
#400 posted by gb on 2010/08/11 17:49:07
killable Chthons are en vogue lately.
Probably A Silly Question...
#401 posted by necros on 2010/08/18 22:35:28
when multiple entities a touching another entity with a .touch function, each entity runs the .touch with itself as other right?
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