How to enable the Gahreesen Wall

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Re: How to enable the Gahreesen Wall

Postby Chacal » Mon Dec 13, 2010 3:09 pm

Sirius wrote:But I guess the hard part are the blockers and the Wall colliders.


No, that's the easy part. It is just a question of reading SDL variables from the vault.
My guess is the problem would be with controlling the animations.
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Re: How to enable the Gahreesen Wall

Postby nathan2055 » Mon Dec 13, 2010 7:25 pm

First, I have footstep sounds when I used flymode. And what is the difference between UU and Alcugs? And what is all this about Drizzle wall conversion? Finally, if everyone is missing it so much, why hasn't anyone made the code to repair it?
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Re: How to enable the Gahreesen Wall

Postby Chacal » Mon Dec 13, 2010 7:54 pm

nathan2055 wrote:And what is the difference between UU and Alcugs?

Different clients (uruexplorer.exe). The UU client is what you get when you apply the UU patch to the original Uru client.

nathan2055 wrote:And what is all this about Drizzle wall conversion?

There are many modifications you can make to your uru installation to get the Wall almost working. It is mostly converting and copying some objects and files from a UU installation. Drizzle automates that (or it could do so, actually I don't know if it does).

nathan2055 wrote:Finally, if everyone is missing it so much, why hasn't anyone made the code to repair it?

My guess is not everyone is missing it so much actually.
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Re: How to enable the Gahreesen Wall

Postby diafero » Tue Dec 14, 2010 3:05 am

Finally, if everyone is missing it so much, why hasn't anyone made the code to repair it?
Because it's hard. Nobody wanted it enough to go and patch the exe with some disassembler, and all the attempts to do it purely in prp and Python failed.

And Chacal is right, controlling the animations would be the issue. Python can trigger an animation, but as far as I know it can not control it, i.e. it's a "fire and forget", and there is no way to cancel the animation. Just do "/anim MaleDance" and you will see that (a) there is no smooth transition and (b) the animation can not be cancelled. There's PtEmoteAvatar() to get those effects, but it only works on actual emotes. What you'd need here is something that disables gravity, but leaves the avatar under the player's control to some extend (like ladders, but with more freedom in your movement).
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Re: How to enable the Gahreesen Wall

Postby Sirius » Tue Dec 14, 2010 9:47 am

nathan2055 wrote:First, I have footstep sounds when I used flymode.[...] And what is all this about Drizzle wall conversion?

Yes, the footsteps sounds CAN be hear, that's right. But these are not the originals. Drizzle's "converted" version are stone (for the area) and metal (for the climb) sounds.

Chacal wrote:There are many modifications you can make to your uru installation to get the Wall almost working. It is mostly converting and copying some objects and files from a UU installation. Drizzle automates that (or it could do so, actually I don't know if it does).


Actually, it isn't on Drizzle right now. The only fix is for the footsteps sounds, which should be removed once the GlobalAvatars_District_Audio.prp will be patched by Drizzle or distributed with the Offline-KI. However, maybe the whole conversion will be in Drizzle if Dustin wants it, but actually there is no rush at all as we can't even get it working and you can still play (in single player) on offline UU. And there is also the problem that there aren't much people wanting to spend time on this, as said Chacal (but there still are some...). So this is really not the first priority.

diafero wrote:And Chacal is right, controlling the animations would be the issue. Python can trigger an animation, but as far as I know it can not control it, i.e. it's a "fire and forget", and there is no way to cancel the animation. Just do "/anim MaleDance" and you will see that (a) there is no smooth transition and (b) the animation can not be cancelled. There's PtEmoteAvatar() to get those effects, but it only works on actual emotes. What you'd need here is something that disables gravity, but leaves the avatar under the player's control to some extend (like ladders, but with more freedom in your movement).

I know, that's quite a problem, but as we at least know how to trigger them, so maybe we could create a very very basic control.
Another question, how do non global anims works in Cyan ages ? It seems there are smooth transitions, even if you still can't move.
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Re: How to enable the Gahreesen Wall

Postby diafero » Tue Dec 14, 2010 11:09 am

They are triggered by the prp and some "MultiStageBehMod", as far as I know (D'Lanor, if you read this, please correct me :) ). So, with the right prps, we could get some smooth animation, yes - but I do not think those would be controllable. The only controllable animations (walking, swimming, ladders) that come to my mind are hard-coded.
Of course, there is that "other" climb in Gahreesen, the small chamber where you get to the upper floor in the 1st building. There was a custom animation there for walking up that steep slope, and Chloe (aka GPNMilano) got it working to some extend in POTS - but uncontrollable (it's not in Offline KI because it was not completely finished, and the positions were still slightly mismatched). However, seeing the original animation even had custom SDL associated to it, I think it as meant to be controllable. So maybe that's a good starting point, but it might also just be a wild guess. If interest is there, I could dig into my archives and see whether I still got those files somewhere.

EDIT: Actually, it might also have been Agenotfound who did that, I'm not 100% sure anymore.

EDIT2: They both worked on it, and Chloe ultimately created a working version - that I can't find anymore :(
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Re: How to enable the Gahreesen Wall

Postby nathan2055 » Tue Dec 14, 2010 1:42 pm

What is Offline UU? And has anyone thought of /flymode and /jump being used for the climb?
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Re: How to enable the Gahreesen Wall

Postby diafero » Wed Dec 15, 2010 4:50 am

Offline UU is UU played offline :) . You can get it by simply creating a "normal" UU (with the patcher from http://www.the-deep-island.de/uru-tools/ for example) and then taking the UruSetup.exe from ABM and putting it into the UU folder.

/flymode and /jump disable physics. So, no animation, and no collision with any (invisible) blockers.
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Re: How to enable the Gahreesen Wall

Postby Sirius » Wed Dec 15, 2010 5:50 am

Ahhhhhhh, I always wanted to know about these anim file ! MaleClimbUpDebris and MaleDescentDebris, right ?
I would like to see that.

nathan2055 wrote:Has anyone thought of /flymode and /jump being used for the climb?

:shock:
Hemmm ? Do you mean for climbing or just getting in the area ? I don't know why we should use /jump or /flymode to get to the top... And everything (exept the climb, again) is totally working, as in the original version. So why using some cheat codes ?

About the climb anims, we have all the files and Lontahv got them working with Python (but no way to control them or have a good transition. Here is the topic).
So, now we just have to find how to be able to trigger and control them... :roll:

Hey - just found how to hear the grsnTrainingWallMusic01 yesterday ! :oops: I thought it wasn't used by the game :oops: :oops:
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Re: How to enable the Gahreesen Wall

Postby nathan2055 » Wed Dec 15, 2010 8:32 am

Sirius wrote:Hey - just found how to hear the grsnTrainingWallMusic01 yesterday ! :oops: I thought it wasn't used by the game :oops: :oops:

Huh?! How do you do it?
Am I guessing correct when I guess that "ABM" means "POTS"?
Finally, I guess /flymode does disable colliding with anything.
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