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Re: Chain letter age
Posted: Sun Mar 28, 2010 10:00 pm
by keiya
Oh dear, I've completely forgotten my feeble ideas...
Eh, I'll just run around in the age and stare at the project files for a while, something'll come to me!
Re: Chain letter age
Posted: Mon Mar 29, 2010 9:52 am
by ametist
What an awesome finding you did Jojon!! I crawled into that hole and found
- Show Spoiler
a puzzle!
.
This age really has more than meet the eye at first
@Keiya - I'm sure you find a lot to show us! Looking forward to next release

Re: Chain letter age
Posted: Mon Mar 29, 2010 3:13 pm
by Jojon
Many, many thanks, Wolle! :)
@keiya: I have full faith in your imagination. :)
Take the time you need to get familiar with the stuff - it's beginning to become large and quite messy.:)
@ametist:I hesitate to refer to plain locks as puzzles, but yes - there is an added obstacle. :)
(Did any of the devs ever add the ability to have several alcscript files, to his/her branch, btw? Rell-Too's alcscript is getting rather longwinded (..if a mere gnat in the eye of some, by the sounds of it..) and if pyprp would "simply" do a bit of a wildcard thing and, say, scan every text block whose name begins with "alcscript", rather than the single full string match, I'm sure that would be quite enough to satisfy most people (until pyprp 2 :9))
Re: Chain letter age
Posted: Sun Apr 11, 2010 8:37 am
by diafero
Wow, this animation to enter the cave is great! I first thought you made the first custom animation, and it took me quite some digging in the prp to find out what was done

And even better, this method unexpectedly also works fine on Alcugs. Uru does not seem to tell the server about a page being paged in if it does not have a scene node. Hooray

Re: Chain letter age
Posted: Sun Apr 11, 2010 6:36 pm
by keiya
Nrgh, I'm not getting any ideas, sorry... I blame the fact that I'm working on another project which is about as far from Uru as you can get while still running on a computer, and so I'm just not in the right frame of mind. Sorry! >_<
Re: Chain letter age
Posted: Tue Apr 13, 2010 12:25 pm
by Jojon
No problem, keiya! Rather, I am sorry if the delay with my turn, got your circles out of alignment.
Keep in mind, that should inspiration pounce and time become available, you just need to holler to make me let your name trickle down the list of participants - so you still have a chance of having a turn, this round!
EDIT: Moving on, then... What's that? Is it an airplae, is it an unladen African swallow? No, it's Corvus, our raven, croaking across the sky and what's more: she's next up!
@diafero: Ah yes, the Myst fireplace oneshot.I may have to put an plank on the cave floor, or make a custom sample for crawling out - sounds odd with the sound of stepping on the library wooden floor, when crawling out, into the cave. :)
I have NO idea what you said next :D, but the paging is cut'n'pasted from the Wiki oneshot tutorial, so I've been expecting it to be good-ish - glad to hear it works under "real" circumstances.. :)
Incidently; if anyone can give some advice on the following issues, it'd be nice:
- I don't know whether the callback from the oneshot is actually a separate, automagically set-up timer callback, with its parameter extracted from the oneshot prp and started before seeking is completed, or something, but I notice that sometimes, when avatar alignment proves fiddly and takes a bit of time, the audio play out of sync with the animation. Thoughts on this?
- I have a similar thing, but much more severe, with the cleft falling-out-of-the-sky oneshot, which is used at the bottom of the tower 2 shaft. The responder that starts this oneshot, is triggered by a region and also starts other animations, camera changes and sounds, all of which are intended to be synchronised. However, sometimes the sequence comes out fine, sometimes the oneshot is already done by the time the camera has panned down and the sound called by the oneshot plays. I figured this wouldn't be a problem, since I've got the noseek flag set for the oneshot, but...
. Secondary question here: what is the proper camera message alcscript for popping a camera (in this case pushed by a previous message in the same responder)? (perhaps there is even a single message, one might send, that both pops the previous camera and pushes the new one?)
I think I'm currently leaving a lot of junk on the stack.
- Character animations, yes... What is included with the 3DS toolset, pertaining to that? A skeleton object, that might be imported into Blender, perhaps? :7
- Hmm, there was something else... Damn my memory... :)
(Oh, btw, if Boblishman is reading this: I believe I stumbled across what we were lacking, in order to make sure cameras ALWAYS CUTS to position, unless he's got that sorted already: we need to have flags (cutpos and cutpoa) set under the "transitions" header, as well, not just under the camera brain. There are separate plasma classes for camera brains and camera modifiers and without the flags under transitions, the cut-thingummies only flags true in the former.)
Re: Chain letter age
Posted: Fri May 14, 2010 9:51 am
by ddb174
If the next person is familiar with it, they could quickly throw a geostate on the waveset for the water near the link-in-point. It flickers violently for some people, myself included. (There are also some minor "fall through the ground part way" issues when you get off the trolley and when you crawl through the tunnel, but those might be harder to fix.) Just a suggestion!
A great puzzle in the latest version, by the way!
Re: Chain letter age
Posted: Fri May 14, 2010 3:15 pm
by Corvus
I'll take care of the geostate. And I'll look if I can do something against the sinking in the ground when leaving the trolley, but I can't promise it will work.

Re: Chain letter age
Posted: Sat May 15, 2010 11:30 am
by ddb174
Great; thanks!
Re: Chain letter age
Posted: Sun May 16, 2010 4:20 pm
by Jojon
Thanks for the bug reports and I'm glad you made it through the door, Dustin. :)
I noticed the waveset's lack of geostate issue myself, just the other day, actually, when I installed Uru on a cheap notebook, that /almost/ manages to run Uru. Hefty Relto looks rather wierd, Rell-Too is missing the waveset, whereas Fahets looks as great as ever, waveset and all.
I've struggled with the cablecar subworld before, but will give it another go - 'half-a-thinking it might be a floting point precision, or animated parented-objects-lagging-behind matter...
Just an idea; does the vanishing floor at the crawlspace happen with both male and female avatars? (Maybe there's a slight difference in the height for the two oneshots - I estimated the height, by eye, using a cube and a male avvie.)