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Messages - ninekorn

#181
Thank you for your advice... I have just backuped this project and I am rerolling to one of my earlier version at least to make the basic stuff working for the VR desktop. Andrej Benedik from Ab4d engine also proposed to me a similar approach where I could achieve at least 10 times the speed in the screencapture, before incorporating the transparent background for Void Expanse. I will start working on that after the basics. I know nothing about shaders either so I might leave all of those for next weekend.

There's still some stuff that don't work in the basics anyway, like the Windows Keyboard that is displayed on screen at the press of one Oculus Touch button but I can't even click on it as it seems to be on a layer of it's own.

Gosh, my best shot at the transparent background was only getting an area of 460 x 400 x 4 pixels around the player ship covering the zoom on the ship and already there it was jungling between 0 and 1 milliseconds. By cutting all the screen of Void Expanse UI bitmap from the screencapture to a byte array and applying transparent colors, I would probably reach 4-5 milliseconds and that would have been noticeable in game which is not really pleasant for players.
#182
nevermind I think I fail.
#183
Quote from: ai_enabled on July 28, 2018, 09:41:26 AM
@ninekorn,
usually any stuff which is dealing with framebuffer data should operate as a GPU shader, otherwise you're forcing GPU to flush all the graphics command to access the framebuffer data, then modify it and push back. No wonder it's ultra expensive.

With a GPU shader - you can call it a GPU post-processing shader - you can perform the same operation per pixel very effectively. And the code of such shader will be super simple as you basically need only the framebuffer for input and a very short pixel shader to modify the color of each pixel.

Unfortunately, I don't have any knowledge of how you can hook into the graphics API with Oculus, but there are should be definitely a pretty simple way - as you're already doing something very similar, but in a different way (by copying the framebuffer from GPU to RAM and modifying it with CPU, and then pushing it back to GPU).

Regards!

I am using the byte array created by the screencapture from XooF (Alexandre Mutel). Once I get this byte array, I am creating a ShaderResourceView from the Ab4D Engine (Ab3d.DirectX.TextureLoader.CreateShaderResourceView) and then I assign that to the texture material shader. That was the fastest way in the Ab4D engine. It's super fast. But computing the white background of 1920 * 1080 * 4bytes = 8294400 bytes is crazy expensive.

But I succeeded... 10 minutes ago... hell yeah ;), well at least with 736000 bytes for the moment out of 8294400 bytes. This is ultra fast. I am down to 0 milliseconds. And of course nothing interferes with any game whatsoever. I am really pleased with the results. I'm gonna try to map the rest of the 1920*1080 screen and see where it goes
#184
Just wanted to clarify that it never is going to change the gameplay... Only the background visual and maybe foreground. I am not into "hacking" void expanse ;). I succeeded in making the background completely transparent in virtual reality so we see only "decorations/objects/ships/stations" but I am somewhat lacking knowledge in speeding things up with c# pointers. I am working on that right now... I just wish to be able to do another tutorial this weekend but I am caught up in making this work.

I am trying MemoryStreams and Pointers (which I have a big gap knowledge in accessing bytes per bytes for MemoryStreams)... Right now I am at 2 milliseconds overhead in just making the player area transparent. I can't seem to bring it down to 0 but at 1920*1080 it still is 736000 bytes to check every frames for the player ship area that starts at 720 in the X and 360 in the Y coordinates.

I have been 1 week on this junk and I am starting to lose confidence.

By the way, if any Void Expanse players have an Oculus Rift, please write here. I'd love to know how many we are.

Here's a code snippet that I can't make any better for the moment.

  fixed (byte* textureByteArray = _textureByteArray, previousTextureByteArray = _previousTextureByteArray, currentByteArray = _currentByteArray)
            {
                byte* buffer0;
                byte* buffer1;
                byte* buffer2;

                for (int x = xxPlayerShip; x < xxPlayerShip + widthOfRectanglePlayerShip; x++)
                {
                    for (int y = yyPlayerShip; y < yyPlayerShip + (heightOfRectanglePlayerShip); y++)
                    {
                        bytePos = ((y * 1920) + x) * 4;

                        buffer0 = &textureByteArray[bytePos + 0];
                        buffer1 = &textureByteArray[bytePos + 1];
                        buffer2 = &textureByteArray[bytePos + 2];

                        if (*buffer0 + *buffer1 + *buffer1 >= 750)
                        {
                            byte* buffer00 = &currentByteArray[bytePos + 0];
                            byte* buffer11 = &currentByteArray[bytePos + 1];
                            byte* buffer22 = &currentByteArray[bytePos + 2];
                            byte* buffer33 = &currentByteArray[bytePos + 2];


                            *buffer00 = 0;
                            *buffer11 = 0;
                            *buffer22 = 0;
                            *buffer33 = 0;
                          }
                     }
                }
           }

#185
Quote from: Lurler on July 15, 2018, 10:00:46 PM
This looks quite cool actually, but I imagine it doesn't really add anything to the game, or does it? :)
But either way, awesome!

Thank you Lurler  ;D

No, it doesn't change the gameplay and it probably never will.

BUT, I am onto something there, that might be a way to change the appearance of the background if the background's color is constant in ARGB. I did some tests with a constant background color, but unfortunately for the moment, the performance is not high enough and my processor cannot handle dealing with  8 294 400  bytes every frames (which is 1920p multiplied by 1080p multiplied by 4 because every pixel in the screen is 4 bytes), in fact, it could only deal with 1/4 of the screen pixels and NOT every frames and so it was useless and ugly to look at for the moment. Basically, I can loop through the bytes array that contain the image to find the bytes that correspond to the "Constant Color" and then change the colors programatically. My goal was to make the color with an alpha value of 0 (i think 0 is for transparent) so that I can add a 3d background. I will need to work more on this though, as I can't promise it will ever work.

Void Expanse already has a 3d background and although we can see the effects, it still remains a 2d image that we look at. But If I make the background invisible in Virtual Reality, I can put ANYTHING at ANY depth behind the Virtual Screen that won't Interact with the game Itself. It would just make the game very beautiful to Watch in Virtual reality with a "real" 3d background.

Also, I "might" just be able to fiddle a little bit with a "mesh" and change the depth of the vertices of the mesh to match "ships" and "stations" in the game. BUT that, I didn't try it yet because I am working this week and I am K.O. when I arrive home  ;)
#186
TUTORIAL 1.5 FILES

Here is the link to the files of the tutorial 1.5. Sorry, I didn't have time yesterday when I came back from work, I basically ate and went right to sleep. You can compare what you did wrong by seeing how I wrote the script.

https://drive.google.com/open?id=1ou6MxDkFtvkVN4NZyJwBS_TvZwJVSFJP

Your line of code here doesn't seem to be wrong. My explanation wasn't really precise enough last time.

id = generator.AddNPCShipToSystem("Jonas Temple", "JonasTemple", 1, "special_jonas_temple", sys_id, chosenBase.coord.x, chosenBase.coord.y, { class: "agent", unique_id: "jonastemple", meta: "human", sex: "male" }); // Jonas Temple

Now you need to go Inside the generic_quests folder and open up your quest .js file. Inside of that file, you should have this function here:


function OnCheckRequirements()
{
    var npc_id = topic.GetCurrentNpcShipId();

    if (npc.GetTag(npc_id, "class") == "TUTORIALNPC")
    {
        return true;
    }
    return false;
}


As you can see, if you read between the lines it says: if the NPC Class is TUTORIALNPC, then "activate" this quest script for this NPC. So basically, if we use your code, the OnCheckRequirements that you should use should be:


function OnCheckRequirements()
{
    var npc_id = topic.GetCurrentNpcShipId();

    if (npc.GetTag(npc_id, "class") == "agent")
    {
        return true;
    }
    return false;
}


and that's because your NPC class is "agent". But if you use multiple NPC's with the class "agent", then all of those NPC's are gonna have this quest script available when you talk to them.
#187
Quote from: Wilmore on July 16, 2018, 07:00:46 AM
Thank you again ninekorn! Just a specific question:

The value "TUTORIALNPC", where is that pointing? Is it the ID of the NPC (the name of the xml file) from the previous part of the tutorial? I changed that while "copying" your method, so should I then change it to the ID of my NPC ("special_jonas_temple")?

Yes Wilmore. In the npcgenerator.js script, exactly where we created the npc in the tutorial, you have to use the class IF you specify to check for the class in the function ''OnCheckRequirements''!
#188
Here's the Google Drive link to a video of the project! It took me 1 month and a half to code a lot of stuff Inside of the program. I am using the AB4D DXEngine Oculus Wrap and the Ab4D Oculus sample and the SharpDX libraries! The video is 500mb long approx 26min. Sorry for the bad language in the video if there is any.

Enjoy watching.

https://drive.google.com/open?id=1m38AZpK5U77MSCW6ysHYfev6Vn3l_S62

ninekorn
#189
TUTORIAL 1.5

Eh well... I am a bit late. It's already Sunday night. I've been working on that Virtual Reality Desktop that has customizable Oculus Touch buttons just for Void Expanse. I was able to make a Oculus Touch stabilizer for when you aim at the Virtual screen, otherwise the shakyness is terrible and you can't even double click anything... Also, I had to code a way for the program to change controls when Void Expanse is the Foreground application on the computer.

Anyway, so the tutorial part 1.5 comes with only a script (part 2 will be a video explaining the script and also making it even better because I didn't have enough time this weekend). The script is based on the Original tutorials of the Atomic Torch team for Void Expanse where you speak to an NPC and an NPC gives you a quest. In that script you will find also the way that I am coding my NPC's that have dialogue. I add a menu for "going back to the last options" and also a menu to "quit the dialogue" even though a "Goodbye" button already exists for that. I just think it is more "User Friendly" to follow what is written there on the screen and click where the NPC tells you to click.

Steps to make this work:

1. If you still have the tutorial files from part 1, use them. Otherwise, this won't work.
2. Go Inside your mod folder, then the data folder, and then create a Folder named topics.
3. Inside of that folder, create a folder named "generic_quests".
4. Inside of that folder, create a Notepad file with your right mouse button and name the file "tutorial_quest.js".
In order to do that, you also need to change the extension to .js, so if you can't see the extension of your     notepad, go in your folder "view" options at the top and then click the option "file name extension" (on Windows 10). Otherwise, you can Google "how to see file extension Windows XP-Vista-7-8" and you will find tons of articles to help you out.
5. in that same folder, create a file named "tutorial_quest.xml".
6. Remove what is Inside of the xml file if there is anything and paste the following code Inside of the XML file and then save it and close it:


<?xml version="1.0" encoding="utf-8"?>

<root>
<header>
<id>tutorial_quest</id>
<title>tutorial quest</title>
<enabled>1</enabled>
</header>

<data>
<category>quests</category>

<variables>
<var>quest_system_id</var>
<var>quest_base_id</var>
</variables>

<flags>
<flag>add_on_init</flag>
</flags>

<singleplayer>1</singleplayer>
<multiplayer>1</multiplayer>

</data>

</root>



7. Then open the created "tutorial_quest.js" file and if there is anything in there, remove it, and copy and paste the following code and then save it and close it:

using(generator);
using(items);
using(npc);
using(console);
using(ship);
using(player);
using(storage);
using(game);

function OnCheckRequirements()
{
    var npc_id = topic.GetCurrentNpcShipId();

    if (npc.GetTag(npc_id, "class") == "TUTORIALNPC")
    {
        return true;
    }
    return false;
}

var quest_system_id = 0;
var quest_base_id = 0;

function OnDialogue(args)
{
    var input = topic.GetInput();
    var state = topic.GetState();

    var npc_id = topic.GetCurrentNpcShipId();

    if (state == 0)
    {
        if (input == NO_INPUT)
        {
            topic.AddPhrase("Hello there!");
            topic.AddChoice(1, "I want to make money");
            topic.AddChoice(5, "End dialogue");
        }
   
        else if (input == 1) {
            topic.AddPhrase("So, you want to make money huh?");
            topic.AddChoice(2, "Do you want a quest?");
            topic.AddChoice(5, "End dialogue");
            topic.AddChoice(NO_INPUT,"Go back to the previous page");
        }

        else if (input == 2)
        {
            topic.AddPhrase("So? What is your choice?");
            topic.AddChoice(3, "Yes!");
            topic.AddChoice(5, "No!");
        }
         
        else if (input == 3)
        {
            topic.AddPhrase("If you want to mine minerals click on the following dialog option! This is going to give you a quest.");
            topic.AddChoice(4, "Tutorial Quest here! This is a mining tutorial quest where you need to buy 50 Glepsite Ores and come back with it so that I can give you rewards.");
            topic.AddChoice(2, "Go back to the previous page");
            topic.AddChoice(5, "If you are not interested for the moment, you can come back later. Click here to have the option to close the dialogue.");
        }

        else if (input == 4)
        {
            topic.AddPhrase("Great! That's good news! Finally, someone who wants to mine minerals. Good luck!");

            var ship_id = topic.GetCurrentNpcShipId();
            var sys_id = ship.GetSystemID(ship_id);

            quest_system_id = sys_id;
            quest_base_id = ship.GetCurrentBase(ship_id);

            topic.QuestStart("tutorial_mining_quest", "go mine for rewards");
            topic.QuestAddMark("tutorial_mining_quest", quest_system_id);
            topic.QuestAddLocalMarkObject("tutorial_mining_quest", quest_system_id, quest_base_id);
            topic.QuestAddLog("tutorial_mining_quest", "Go get a mining device and mine 50 Glepsite and go back to tutorialNPC");
            topic.SetState(100);
            topic.RefreshTopics();
        }

        else if (input == 5)
        {
            topic.AddPhrase("See you next time!");
            topic.AddChoice(6, "Click here to leave the dialogue!");
        }

        else if (input == 6)
        {
            topic.DialogueBreak();
        }
    }

    else if (state == 100)
    {     
        if (input == NO_INPUT)
        {
            topic.AddChoice(1, "How do I mine asteroids?");
            topic.AddChoice(2, "If you got the minerals, click here!");
            topic.AddChoice(3, "End dialogue");
        }
        else if (input == 1)
        {
            topic.AddPhrase("Get a civilian mining device and then when you undock from the station, find the brown/orange dots on your map and come back to me when you have a least 50 Glepsite ore. ");
            topic.AddChoice(NO_INPUT, "Go back to the previous page");
            topic.AddChoice(3, "End dialogue");
        }
        else if (input == 2)
        {
            var hasCargo = ship.HasCargoAmount(PLAYER_SHIP, "ore_glepsite", 50);

            if (hasCargo)
            {
                topic.AddPhrase("Good job! And thank you for the minerals! Here's your reward.");

                ship.RemoveCargoByType(PLAYER_SHIP, "ore_glepsite", 50);
                ship.AddItem(PLAYER_SHIP, "consumable_structure", 5);

                topic.QuestAddLog("tutorial_mining_quest", "test");
                topic.QuestSetState("tutorial_mining_quest", QuestState.Finished);
                player.AddQuestRewardExperience(PLAYER, 500);

                topic.SetState(200);
                topic.RefreshTopics();
            }
            else
            {
                topic.AddPhrase("You don't even have the minerals?! I am a busy man. Come back when you have them and don't disturb me again for no reasons.");
                topic.AddChoice(NO_INPUT, "Go back to the previous page");
                topic.AddChoice(3, "End dialogue");
            }
        }
        else if (input == 3)
        {
            topic.AddPhrase("See you next time!");
            topic.AddChoice(4, "Click here to leave the dialogue!");
        }

        else if (input == 4) {
            topic.DialogueBreak();
        }       
    }

    else if (state == 200)
    {
        if (input == NO_INPUT)
        {
            topic.AddPhrase("Hello there!");
            topic.AddPhrase("I don't need any more minerals!");
            topic.AddChoice(1, "End dialogue");
        }
        else if (input == 1)
        {
            topic.AddPhrase("See you next time!");
            topic.AddChoice(2, "Click here to leave the dialogue!");
        }

        else if (input == 2)
        {
            topic.DialogueBreak();
        }
    }
}




8. If you've done this right, you should have the same NPC from tutorial 1 that will give you a quest to go mine 50 Glepsite Ore minerals and he will reward you when you come back with a cargo of those minerals. But he will only reward you IF you choose to finish the quest, otherwise, you can still have a dialogue with him for other stuff that you can add in the future.

9. Tutorial 2 will cover this whole part but as I said, the Virtual Desktop Application pretty much shrunk my whole weekend's free time to make tutorials and so I couldn't make a video right now, but for the community and you Willmore, I really at least wanted to share an easy script for having an NPC give a quest before the next Video tutorial.
#190
Hi!
There is a very high probability that I will work on a second tutorial tomorrow amongst releasing my pre-Beta Virtual Desktop (Oculus Rift only) for Void Expanse! ;)
#191
It was my pleasure Wilmore! I am using this specific NPC generation example in the tutorial myself in my mods. I might change that in the future but I didn't intend to use anyone else's mod's for my mods.

I only checked the Pariah's Bane expansion scripts when I was searching for special functions with Notepad++ but never read the scripts fully. I will probably do a supplement tutorial on how to use that and where to put the variables after I study the Pariah's Bane Expansion scripts!
#192
Mods / Re: Drone Mod for VoidExpanse!
July 08, 2018, 05:12:04 AM
discontinued 2023 july 29th . by ninekorn
#193
Mods / Re: Drone/Follower mod // in-progress
July 08, 2018, 05:11:47 AM
discontinued 2023 july 29th . by ninekorn
#194
It's not complete though. You're gonna have to give me a little bit more time to get everything else that you asked for covered. Maybe I'll do a second part tomorrow or monday or next weekend!  ;)
#195
discontinued 2023 july 29th . by ninekorn