Neolbah - Test Run

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Re: Neolbah - Test Run

Postby GPNMilano » Sat Jul 10, 2010 12:08 pm

D'Lanor wrote:I believe what N. Sigismund is trying to tell you is that they do NOT behave like the Baron's City Office. You can click the items in BCO and that will make you sit down. Which IMO is still annoying, but at least that way you know they can be interacted with.


andylegate wrote:Hmmmmmmmmm....I don't remember but I can look. However, that would be a piece o' cake to set up. I can enable the clickables on each object, and then place the sit behavior action first in the responder (and tell it that it has to finish that action first before moving on to execute the rest of the responder). Cyan's plugin makes it WAY too easy to set up clickable and responders.
I'll have to increase the smart seek time on the sitting mod though, because even when you're right next to the chair, the avie can take forever to sit down, heheh.


The way Cyan set up BCO was that there was a double region box (the mesh for the region controlling the clickables on the desk and the chair was a single mesh. A box surrounding the chair, and then a box surrounding the desk items. When you clicked on either, the responder would activate not only your sitting at the desk but also animating the mesh so that it moved six feet down, disabling the ability for others to click the items on the desk or the chair until you stand up.

EDIT:
Slight update. There are two responders for the desk in BCO. The first responder activates when sitting. This responder animates the region for the desk and chair downwards. It also resets the camera position so that it faces the desk. The second responder which is triggered when you stand runs the animation for the mesh backwards resetting it to it's original position and triggers you standing and a reset of the camreas.
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Re: Neolbah - Test Run

Postby Aloys » Sat Jul 10, 2010 1:11 pm

Haha, that's a tricky but clever way to do it. :)
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Re: Neolbah - Test Run

Postby andylegate » Sat Jul 10, 2010 2:57 pm

The way I did it for Neolbah was a bit simpler, however I don't have the objects on the desk to respond and make you sit down.

Each item on the desk has a clickable, but you must be within the desk chair camera region for them to become clickable. When you click on the chair to sit down, the avatar looks for the seek point and then sits down (I've got a delay in there too for this). Once seated, the next part of the responder lowers the camera region, which actually sits above the ceiling (oh, and actually it's a dummy that's animated, with the region linked to it as a child object). When the region lowers down over the chair, this activates the forced 1st person cam.
Because the avatar is now in the camera region, all objects on the desk are now clickable.
when you get up, the sitting responder then raises the camera region back up through the ceiling.

Another way I could have done this was to not animate the region, but instead leave it in place, but have it disabled. The responder for the avatar sitting can then enable the cam detector region and would give you the same effect.

Enable/Disable of Detectors, Responders and Physicals with Cyan's plugin are very easy and cool to use. It's how I set up the puzzle for energizing the keypad. You can pull on those levers all day long, but each one has a different state: one that is simply looping, and one that is not, but instead enables a different responder for a different lever.
So I was able to set it up without having to use Python and took me only minutes to set up.

Of course the keypad on the other hand must have python to check the solution that a person punches in. So it's a good example of how you need to have Python too.
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Re: Neolbah - Test Run

Postby N. Sigismund » Sun Jul 11, 2010 6:15 am

D'Lanor wrote:I believe what N. Sigismund is trying to tell you is that they do NOT behave like the Baron's City Office. You can click the items in BCO and that will make you sit down. Which IMO is still annoying, but at least that way you know they can be interacted with.


That's exactly what I meant. :D

I'm really looking forward to the next update - can't wait to see what you are planning for that elevator... I'd assume it'll be something important, because otherwise why bother with an elevator in the first place?

Is the lever bit of the puzzle set, or are you planning on making it more elaborate?

EDIT: Ugh, I meant the bit down the elevator with the music and the valves. Sorry. With the levers I was wondering if you were planning to return to them to add more to that room, either in decoration or maybe to add a bit of complexity to that aspect of the puzzle.

I am so excellent at asking questions, woohoo... :P
Last edited by N. Sigismund on Mon Jul 12, 2010 8:52 am, edited 3 times in total.
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Re: Neolbah - Test Run

Postby andylegate » Sun Jul 11, 2010 6:21 am

N. Sigismund wrote:
D'Lanor wrote:I believe what N. Sigismund is trying to tell you is that they do NOT behave like the Baron's City Office. You can click the items in BCO and that will make you sit down. Which IMO is still annoying, but at least that way you know they can be interacted with.


That's exactly what I meant. :D

I'm really looking forward to the next update - can't wait to see what you are planning for that elevator... I'd assume it'll be something important, because otherwise why bother with an elevator in the first place?

Is the lever bit of the puzzle set, or are you planning on making it more elaborate?


Uhm.....not too sure what you mean here.

The levers are done, and are part of the puzzle to energize the keypad.

The Elevator is fully functional and will take you somewhere, yes.

My next update (soon) is for some texture fixes, and making the elevator more Multiplayer friendly for now. There will be later updates to the Age as Dot's story progresses (and as I build new parts of the Age to go explore).
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Re: Neolbah - Test Run

Postby andylegate » Wed Jul 14, 2010 9:21 am

Okay, Neolbah has been updated:

Fixed textures on the GUI popups.
Updated SDL file so that doors and the elevator's animation state is saved.
Fixed the duplication in the Journals.
Added a image to the imager.
Call buttons for the elevator should work now.

Link:

http://www.guildofmaintainers.org/ftp/U ... eolbah.zip
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Re: Neolbah - Test Run

Postby Old Wolle » Wed Jul 14, 2010 12:07 pm

....and the Update is on the UAM now. :)
The word "vegetarian" has an Indian origin and can be translated as: "the one who is too dumb to hunt".

Das Wort "Vegetarier" hat einen indianischen Ursprung und bedeutet übersetzt "Der zu blöd zum Jagen ist".
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Re: Neolbah - Test Run

Postby Wamduskasapa » Wed Jul 14, 2010 12:18 pm

Andy the call function for the elevator is still not working.

What I did: I deleted the sav file then started game and linked to Neolbah
Graphics are excellent even the Laptop screen is good.. I proceeded to the Switch Room and activated the switches, and then proceeded to the Keypad and entered the combination. I took the elevator down, so far everything has worked GREAT..

I used /spawn and then tried the call button ~ nothing happened after 5 min, I used ESC just to get thru the bars, but I did not fall. I then used ESC to pentrate the floor plane and fell to the basement, as soon as I landed the elvator started up (FYI when I landed the Bars were up). I used ESC to get thru the bars and then I walked to the valves and back. I pushed the call button and again nothing happened ..

I used /link neolbah to get back upstairs - I then used the elvator again and then the command /link neolbah. The elevator remained down and the call button did not work...
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Re: Neolbah - Test Run

Postby D'Lanor » Tue Jul 27, 2010 5:21 am

I recently visited BCO in MOUL and noticed the behavior of the clickables is totally different there. You can open GUIs there without having to sit down. My guess is that this changed because the BCO was more likely to get crowded when Cyan made it a Neighborhood child age. Forcing people to wait in line if you can easily avoid it is generally not a good idea in a multiplayer environment.
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Re: Neolbah - Test Run

Postby andylegate » Tue Jul 27, 2010 5:57 am

Agreed.

This is something that will have to wait however, as I'm trying hard to get my DLC entry actually done and over to Kael's as fast as I can (I'm running out of time, tick, tock, tick, tock), and the project I'm on has kept me from doing serious work on anything else.

Right now the project I'm on has been, "removed" from my hands, while some other people do some work on it then get it back to me. So I've been freed up to get some work done on my DLC Age.
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