Page 10 of 12

Re: Cyan's Updated Forum Policies

Posted: Wed May 05, 2010 3:05 pm
by Jojon
One late night login, to ask one naive, stupidly hopeful, question, in the face of indications to the contrary... :P

I don't suppose one might hope the PhysX classes in effect makes subworlds (EDIT: ...or equivalent..) redundant, for most uses? :7

Re: Cyan's Updated Forum Policies

Posted: Wed May 05, 2010 3:34 pm
by andylegate
[whine]But how can we do anything if they keep changing things???? [/whine], hehe, I sound like someone trying to make something for Blender, hehehe.

*sigh*, well the main problem right now is neither I, nor anyone else to my knowledge, has a way of testing things exported with Max right now, unless they get converted back to CC. And Drizzle can't do that (as Dustin said, there was no reason to convert sub worlds, as the MOUL ages don't have anything, and according to Paradox, Jalak doesn't use it).

There IS a plasma component that's caught my eye, and I have no idea what it's for: "RideAnimatedPhysicRegion". The only options with it though in the Component Utils are to select bounding shapes.

Still........I'm wondering about it.

Re: Cyan's Updated Forum Policies

Posted: Wed May 05, 2010 3:36 pm
by Paradox
andylegate wrote:There IS a plasma component that's caught my eye, and I have no idea what it's for: "RideAnimatedPhysicRegion". The only options with it though in the Component Utils are to select bounding shapes.

Still........I'm wondering about it.


That is the one used in Jalak, I can never remember the name of the thing :P

Re: Cyan's Updated Forum Policies

Posted: Wed May 05, 2010 5:29 pm
by GPNMilano
andylegate wrote:
There IS a plasma component that's caught my eye, and I have no idea what it's for: "RideAnimatedPhysicRegion". The only options with it though in the Component Utils are to select bounding shapes.

Still........I'm wondering about it.


I noticed these two when trying to get subworlds to export (For what it's worth. I found out how to get all but the subworld itself to export. I figured out how to get objects to reference the subworld's object in their physicals.

Since the subworld itself is a Havok component, my guess (This is simply my guess mind you) is that once they stripped out havok for physx they reworked subworlds so that internally the physics engine (physx) would detect these and treat them as the same way that havok would. This would explain why the subworld itself isn't exported. As all the work with these are done by the engine. And the regions just send messages to the engine that an avatar has entered the region and then the engine does the necessary work internally treating everything attached to the subworld's scene object as a subworld and it's associated physics. Basically they tore out all that was subworlds from the prps and placed it (except for the regions) into the client itself. The client is just told that necessary physicals are subworld physicals by references to a specific object in their physicals (the specific object being whatever you attached the subworld to in max) Then once you enter a subworld region. The client is told what region you entered and which object to treat as a subworld by these references.

As for Riding Animated Physic Detector's I think these were hold overs from the physicals we would have used to ride the Kahlo beasts (again just a hunch) And that this is what was broken that held of release of Kahlo. The class was then probably fixed by MOUL.

Re: Cyan's Updated Forum Policies

Posted: Thu May 06, 2010 1:32 am
by diafero
These RidingAnimatedPhysicsRegions are used in Jalak only, though. And to make this even more weird, after converting it to POTS (and stripping that class out), it's no worse than in MOUL. You still fall through the pillars sometimes when they move up (perhaps a tiny bit more often). So I'm a bit clueless about the point of that new region.

The other subworlds, like the Teledahn elevator, still seem to work a lot like before. At least one bug I encountered in MOUL indicated that: When I ran of the elevator, I would sometimes fall through the floor. I obviously was too quick and it took the engine too long to notice that I left the subworld, so only the subworld physics were applied, and I fell through the age. When I walked slowly, it worked fine.
So I think that the class structure is a bit re-designed, but the way subworlds work is still quite similar. Which should hopefully make conversion possible. But this is just educated guessing :lol:

Re: Cyan's Updated Forum Policies

Posted: Fri May 07, 2010 12:10 pm
by GregW11
Interesting things with the Python files... Anyone know why the cleft ending credits (I'd assume these were what would play after completing ABM, before To D'ni and POTS came out) are still in the python files? Last time I checked, they aren't used anymore...

Re: Cyan's Updated Forum Policies

Posted: Sun May 09, 2010 11:41 am
by diafero
Cyan has so much unused crap in their Python files, I bet it would cut down the file size by 30% if it was removed.

Re: Cyan's Updated Forum Policies

Posted: Sun May 09, 2010 2:49 pm
by D'Lanor
GregW11 wrote:Interesting things with the Python files... Anyone know why the cleft ending credits (I'd assume these were what would play after completing ABM, before To D'ni and POTS came out) are still in the python files? Last time I checked, they aren't used anymore...

The credits are still used, although not in the Cleft. They are in the settings menu now.

Re: Cyan's Updated Forum Policies

Posted: Thu Aug 05, 2010 5:40 am
by kaelisebonrai
G'day all, further evidence from today, that this is NOT because the big bad Ubi doesn't want people to alter U:CC, and, infact, Ubisoft has nothing to do with these policies at /all/.

http://store.steampowered.com/app/63650/

Look at the publisher, again, no mention of Ubisoft at all. I think we can finally lay that bullshit to rest. The policies are all Cyan's doing. =)

Re: Cyan's Updated Forum Policies

Posted: Thu Aug 05, 2010 10:55 pm
by teedyo
kaelisebonrai wrote:G'day all, further evidence from today, that this is NOT because the big bad Ubi doesn't want people to alter U:CC, and, infact, Ubisoft has nothing to do with these policies at /all/.

http://store.steampowered.com/app/63650/

Look at the publisher, again, no mention of Ubisoft at all. I think we can finally lay that bullshit to rest. The policies are all Cyan's doing. =)

I understand that you will still fail to understand, but that is still a different publication than the disc that is sitting on your shelf.

As to why Cyan won't allow hacking one of these recent publications is anybody's guess. My guess would be because it would be impossible to ensure, enforce, or verify that people only hack these publications and not the UBI publication.