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Messages - ninekorn

#61
Help section / Setting up a Range Skeleton Archer?
September 30, 2019, 12:05:49 PM
Hi,

I am almost done setting up the Skeleton Archer, I have the animations ready for the front, the back will take me about 1-2 hours to finish but the shooting doesn't work. Im not sure in which script I would indicate that the archer actually needs to shoot arrows?

I've got 3 scripts for each MOBS data, not including the spawning of them.

*MobSkeletonArcher.cs => General Data
*SkeletonSkeletonArcher.cs => Skeleton Data
*ItemWeaponSkeletonBow.cs => Mob Weapon Data - its set as a range weapon as i checked the pistols and other range weapons but the Skeleton actually shoot anything and no damage is done to the character.


So i still would need to setup arrow projectiles to be shot from the bow and to make the scripts actually tell the SkeletonArcher to Shoot...

Please help!

nine
#62
discontinued 2023 july 29th . by ninekorn
#63
Ideas and suggestions / Re: Cryofall Map Modification?
September 29, 2019, 02:44:30 PM
I was able to finish the Front Skeleton Animations without IK, its not as good as the original but it should be a good start for a V1.0 Skeleton Mod Swordman. In the future ill add all of my other Skeleton Assets Archer/Axeman and also add my Void Expanse Pathfinding code. I'll continue to try and adapt to this new engine. And geez, you really went overboard on this engine. It's really complex. I'm gonna have a hard time adapting.

My goal was to bring Cryofall's current Visual Studio Project to its most basic form to understand the core but even that is so complicated lol ;). Meaning i want to know how to add new menus, change the existing menus, i want to learn how to add projectile sprites for the Skeleton Archer, add blood for damage on Animal/Human Mobs... I wanna learn the zooming of the map, and many many more things. But again, I am really looking forward to option 3-4 beeing added as i want to make my own game with the engine (space game).

If I remove all quests, Bam the game doesnt load anymore, If i remove all technologies, the game doesnt load anymore, even if ive removed all hooks on the respective classes. Ive got a lot of work on the table to understand this new masterpiece of Atomic Torch.
#64
Ideas and suggestions / Re: Cryofall Map Modification?
September 29, 2019, 12:43:35 PM
Thank you for your answer ai_enabled. I am looking forward to that implementation on point 3-4. I have been looking through the API and messing around a bit with it but mostly achieved nothing. I shouldve started modding the game sooner. Now its like a needle in a haystack to find the "main server update function" which i thought i had found (i think in bootstrapper) but i cant even debug anything on the console. It just doesnt work. I was trying to fiddle a bit with the world creation but then noticed its gonna be harder than i thought as there is a specific file "Cryofall.map" that is used for the server world. And it seems to all be related to "server map" and not client "change map" kinda system.

The game is already so huge and so much code.
#65
Help section / Re: Making JSON animations for Cryofall?
September 28, 2019, 09:00:27 PM
wow DragonBones Software seems to have export to Spine JSON capabilities... I just wasted 80$ cad ++ on Spine... lol. Im gonna try DragonBones tonight.
#66
Help section / Making JSON animations for Cryofall?
September 28, 2019, 03:03:27 PM
Hi, I am trying to make new characters for Cryofall. My goal is to make Skeleton MOBs Swordman/Axeman/Archers from 3d models that i have. There will also be different equipments on them. I can easily do the 3d to 2d conversion but how would i make the JSON files?

I've purchase the software Spine Essentials 1 day ago, yesterday, and noticed that i cant even use InvertedKinematics options on the original JSON MAleFront SkeletonBones as it says its a feature from Spine Pro? anyone knows of any alternatives? If i remove the IK, it breaks all of the animations and i would have to re-do them myself. That is my last solution coz over 200$ for what little Spine Esoteric Software does, i'd rather use my money somewhere else. I feel i got totally ripped off paying over 80$ CAD for the Spine Essential.

I still like the software though as it makes for such an easy workflow but its so overpriced that it saddens me.

EDIT: Nevermind, It seems to not be that much harder without IK. Im going to keep on making the original animations without IK so that i can use them for my characters.
#67
Ideas and suggestions / Re: Cryofall Map Modification?
September 28, 2019, 02:43:28 PM
Thank you so much for your answer Lurler. I am looking forward to this and will continue checking  how the API works.
#68
Ideas and suggestions / Cryofall Map Modification?
September 26, 2019, 09:12:27 PM
Hi,

I am getting annoyed by my personal projects. Recently I've had a ton of "lacking knowledge" to move forward on a physics engine, on my VR Texture2d to Geometry shader for minecraft type of terrain... etc... I am getting so annoyed and the next step in Void Expanse is a pain too. Gotta create colliders out of blender made destructible station parts by calculating the width and depth of object inside of blender using Python... I didn't start writting a script for that, i got annoyed before i started.

I read the Cryofall Forums Posts and Mods a bit and wanted to get more info on the current capabilities of the Cryofall engine. The last time I tried to build a server, my goal was to remove EVERYTHING from the game except for the player and the MAP. My goal was to find a way to modify the map OR create another "instance" of the map so that players can move from map to map. My goal was to understand the Core of Cryofall before re-adding the assets. I failed and left Cryofall behind.

My questions are:
1. Do you have any plans to make Cryofall kinda "infinite 2d terrain"?
2. Do we already have access to API that modifies the terrain size?
3. Do we already have access to API were you can create a second MAP from script and have access to it from ingame?
4. I think I saw that RPG Maker MV and maybe the other engines in the RPG Maker series have maps of Limited sizes but where you have the ability to make Multiple MAPS and have access to them IN/OUT fashion and still have the ability to control the AI from different maps. Can this be achieved in Cryofall and/or if it's not incorporate yet, do you have the plan to incorporate it?

I checked the forums a bit and didn't see a similar post. Please point me to any post that could be relevant to the subject if there is already some on that subject. I want to change my hobbies a bit AKA VoidExpanse/FAil Personal project 2D Physics Engine (Lacking knowledge on Mathematical equations relating to velocity and angular velocity)/ or API of SharpDX....

Thank you for your time in answering.
nine
#69
I am working on a version of AI learning/machine Learning for Void Expanse so that I can use that on the drones to make their movement better in game and also for their decision making. I am barely getting started in this though. I am currently working on a version of it based on the series by Sebastian Lague here : https://www.youtube.com/watch?v=bVQUSndDllU
He built his tutorial in Python, although that wasn't why I decided to learn a bit of Python a couple of days ago, it was actually for exporting TONS of objects and build XML files for Void Expanse all at the same time. I've decided to "try" and translate his Python tutorial of Episode 1 and 2 mathematical equations to c# inside of Unity and started playing with that. But I am encountering some "obstacles". For instance, when Sebastian Lague explains the mathematical equations in episode 1 and 2, there is something that I am missing. I don't know how he is using the "output" of the Neural Network. Is he "re-feeding" it into the neural network as inputs in order for the neural network to complete a certain number of iterations until it reaches the goal?

If anyone has any idea of how Machine Learning works, and has really good explanations that can be understood for a beginner, I would be really interested in asking questions. here is what I have so far.. Although the script is able to get to the goal whether it is closer to 1 or closer to 0 which is going to be perfect for me when using the Dot product for the movement in Void Expanse, I have no clue if this qualifies as a Neural Network.


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;

public class SC_Neural_Network : MonoBehaviour
{
    double[] input;
    double[] weightsOne;
    double[] hiddenLayer;
    double[] lastHiddenLayer;
    double[] biasValueOne;
    double[] biasValueTwo;
    double[] output;
    double[] lastOutput;

    double[] currentOutputError = new double[2];
    double[] lastOutputError = new double[2];

    double[] currentHiddenLayerOutputError = new double[3];
    double[] lastHiddenLayerOutputError = new double[3];
    double[] lastHiddenPercentChanged = new double[3];
    double[] currentHiddenPercentChanged = new double[3];

    double[] weightsTwo;
    System.Random rand = new System.Random();

    double[] lastPercentChanged = new double[2];
    double[] currentPercentChanged = new double[2];

    public void Start()
    {
        input = new double[2];

        weightsOne = new double[6];
        hiddenLayer = new double[3];
        lastHiddenLayer = new double[3];
        biasValueOne = new double[3];
        biasValueTwo = new double[2];
        output = new double[2];
        weightsTwo = new double[6];
        lastOutput = new double[2];


        neuralNet(0.001, 100); // right now, can only use 0.001 or 0.999
    }

    double oriGoal = 0;

    int starter = 0;
    int finisher = 0;
    int someCounter = 0;

    //right now only working for input of 2 and hidden layer of 3 and output of 2 and biasOne 3 and biasTwo 2 and WeightsOne 6 and WeightsTwo 6
    private void neuralNet(double goal,int counterMax)
    {
        oriGoal = goal;

        while (someCounter < counterMax && finisher == 0)
        {
            if (starter == 0)
            {
                input[0] = rand.NextDouble();
                input[1] = rand.NextDouble();
                for (int c1 = 0; c1 < weightsOne.Length; c1++)
                {
                    weightsOne[c1] = rand.NextDouble();
                    weightsTwo[c1] = rand.NextDouble();
                }
                for (int c1 = 0; c1 < biasValueOne.Length; c1++)
                {
                    biasValueOne[c1] = rand.NextDouble();
                }
                for (int c1 = 0; c1 < biasValueTwo.Length; c1++)
                {
                    biasValueTwo[c1] = rand.NextDouble();
                }
                starter = 1;
            }
            else
            {
                input[0] = output[0];
                input[1] = output[1];
            }

            for (int c = 0; c < hiddenLayer.Length; c++)
            {
                hiddenLayer[c] = ActivationFunction(input[0] * weightsOne[c * 2 + 0] + input[1] * weightsOne[c * 2 + 1] + biasValueOne[c]);
            }

            for (int c = 0; c < output.Length; c++)
            {
                output[c] = ActivationFunction(hiddenLayer[0] * weightsTwo[c * 3 + 0] + hiddenLayer[1] * weightsTwo[c * 3 + 1] + hiddenLayer[2] * weightsTwo[c * 3 + 2] + biasValueTwo[c]);
       
                if (output[c] <= goal && goal >= 0.999)
                {
                    currentOutputError[c] = 1 - output[c];
                    lastOutputError[c] = 1 - lastOutput[c];

                    var totalDiffInError = Math.Abs(currentOutputError[c] - lastOutputError[c]);
                    currentPercentChanged[c] = totalDiffInError / currentOutputError[c];
                    var diffToGoal = Math.Abs(goal - currentOutputError[c]);

                    if (currentOutputError[c] >= lastOutputError[c])
                    {
                        for (int c1 = 0; c1 < weightsOne.Length; c1++)
                        {
                            currentPercentChanged[c] *= 1.19;

                            double someTest = (currentOutputError[c] * currentPercentChanged[c]);
                            weightsOne[c1] = weightsOne[c1] - someTest;

                            someTest = (currentOutputError[c] * currentPercentChanged[c]);
                            currentPercentChanged[c] *= 1.19;
                            weightsTwo[c1] = weightsTwo[c1] - someTest;
                        }
                    }
                    else if (currentOutputError[c] < lastOutputError[c])
                    {
                        for (int c1 = 0; c1 < weightsOne.Length; c1++)
                        {
                            currentPercentChanged[c] *= 1.19;

                            double someTest = (currentOutputError[c] * currentPercentChanged[c]);
                            weightsOne[c1] = weightsOne[c1] + someTest;

                            someTest = (currentOutputError[c] * currentPercentChanged[c]);
                            currentPercentChanged[c] *= 1.19;
                            weightsTwo[c1] = weightsTwo[c1] + someTest;
                        }
                    }
                }
                else if(output[c] >= goal && goal <= 0.001)
                {
                    //Debug.Log("test00");
                    currentOutputError[c] = 1 - output[c];
                    lastOutputError[c] = 1 - lastOutput[c];

                    var totalDiffInError = Math.Abs(currentOutputError[c] - lastOutputError[c]);
                    currentPercentChanged[c] = totalDiffInError / currentOutputError[c];

                    var diffToGoal = Math.Abs(goal - currentOutputError[c]);


                    if (currentOutputError[c] >= lastOutputError[c])
                    {
                        for (int c1 = 0; c1 < weightsOne.Length; c1++)
                        {
                            currentPercentChanged[c] *= 1.33;
                            double someTest = (currentOutputError[c] * currentPercentChanged[c]);

                            weightsOne[c1] = weightsOne[c1] + someTest;

                            currentPercentChanged[c] *= 1.33;
                            someTest = (currentOutputError[c] * currentPercentChanged[c]);
                            weightsTwo[c1] = weightsTwo[c1] + someTest;
                        }
                    }
                    else if (currentOutputError[c] < lastOutputError[c])
                    {
                        for (int c1 = 0; c1 < weightsOne.Length; c1++)
                        {
                            currentPercentChanged[c] *= 1.33;
                            double someTest = (currentOutputError[c] * currentPercentChanged[c]);
                       
                            weightsOne[c1] = weightsOne[c1] - someTest;

                            currentPercentChanged[c] *= 1.33;
                            someTest = (currentOutputError[c] * currentPercentChanged[c]);
                            weightsTwo[c1] = weightsTwo[c1] - someTest;
                        }
                    }
                    /*else //not used but if the above variable 1.33 is less than 1.19, it breaks the script and i gotta implement this part
                    {

                    }*/
                }
                else if(output[c] <= goal && goal <= 0.001 || output[c] >= goal && goal >= 0.999)
                {
                    finisher = 1;
                    Debug.Log("FINISHED AND REACHED GOAL");
                }

                lastPercentChanged[c] = currentPercentChanged[c];
                lastOutput[c] = output[c];
               
                Debug.Log(output[c]);
            }
            someCounter++;
        }
    }

    double ActivationFunction(double x)
    {
        return (1 / (1 + Mathf.Exp((float)-x)));
    }
}




EDIT: this can hardly be qualified as a neural network except for the variable names in the script. I am far from the goal. Will keep learning and searching for more info on how to implement a working version in c# or javascript.




#70
discontinued 2023 july 29th . by ninekorn
#71
discontinued 2023 july 29th . by ninekorn
#72
discontinued 2023 july 29th . by ninekorn
#73
discontinued 2023 july 29th . by ninekorn
#74
discontinued 2023 july 29th . by ninekorn
#75
discontinued 2023 july 29th . by ninekorn