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Messages - ninekorn

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hi guys, it's been a while. I am re-launching my invitation to everyone to come and look at my virtual reality c# program development on here
and that program will incorporate a virtual desktop screen, for everyone. Of course, i am not down to coding multiplayer yet and a massive amount of work awaits me. But i was able to incorporate the 3d physics engine Jitter and physics engine BepuV1 and BepuV2 in virtual reality in directx 11. Only my Jitter physics version is the most advanced with in game physics objects and a completely working virtual desktop screen. Take a look here:

ok thank you for the fast response ai_enabled. Ill try and find some alternative to help me get the correct pos otherwise ill just go do it "trial and error".

I have a working example for Perceptron and i used it in Unity3D in order for a "perceptron" to learn whether to turn right or turn left. I just can't wait to bring that in Void Expanse. It's a really EASY to understand Perceptron program, i believe for ANY beginners working on AILearning. In fact, the best one i came across even if no tutorial. It's just that simple:


I use a modifiable array of 360 length (360 degrees modifiable to 720 degrees for half degrees and so on) and whatever the position of the waypoint is, the perceptron learns fast enough and keeps its weights and data in memory so it will be possible with Global Variables to keep in memory the "learned" things for the drones, which means it will be safe for when server "debug_reinit" happens.


I am working back again on the destructible stations. if you ever have a minute, could you please answer my question about which units i should use in blender when exporting the models xml files like cm or mm or inches etc?

here is how my files name look and how i am able to get the correct offset location that they are supposed to be at in-game:


So in code i simply use string.replace in order to swap the "underline" character and replace it with a dot instead.
var posX = XMLTitlePosX.replace("_", ".");
var posY = XMLTitlePosY.replace("_", ".");

And in order to get the correct location of the digits in the XML name i use indexOf:
var indexPosX = arrayOfWallXML.indexOf("posX")
var indexPosY = arrayOfWallXML.indexOf("posY")

I lost my VR project i think :(

Mods / Re: 9sMODs - Part 2.3 of 9.0 - RELEASED - Range Combat drones
« on: October 07, 2019, 10:10:34 am »
oh wow, 3 months after release i notice that my download is not even working on Steam. it even feels like an empty project... my bad, i really don't know what happened there, in the midst of doing backups i probably uploaded the empty project that i as gonna work on for destructible stations. I find it kinda sad though that no one even posted in this thread to report this. version 2.3 was then "unreleased" for 3 months. I think i've found a backup and will upload it as soon as i can. There was 15 subscriptions to the MOD itself so people tried it and maybe thought i was a scam or something.

I apoligize to the community for this mistake. Will update you soon for when the backup of version 2.3 is ready.

Help section / Re: Setting up a Range Skeleton Archer?
« on: October 02, 2019, 12:01:20 pm »
I've fiddled in the code for 5 hours straight this morning and learned a couple (more like a ton) of very interesting API functions. But it seems also that i am able to create physics object or assign a physics circle for instance to an object. I didn't try it yet but i'm really looking forward to see the ton of things the API of Cryofall can provide. Im barely just touching the surface here ;)

For instance, took me a while to find it... until i noticed the console was actually telling me what was missing from my attempt to get the "SingletonInstance of an object" for a while lol for mobs shooting.

Code: [Select]
var characterNpcPrivateState = character.GetPrivateState<CharacterMobPrivateState>();
bool someFiring = characterNpcPrivateState.WeaponState.IsFiring;
int someFiring = (int)characterNpcPrivateState.WeaponState.ShotsDone;

some pretty cool stuff

Edit: It actually feels really familiar the objects data, well not all of it, but until i create an object from code and assign it a sprite and a collider, i prefer not say that i know how to do it.

Help section / Re: Setting up a Range Skeleton Archer?
« on: October 01, 2019, 01:37:55 pm »
Hi ai_enabled, thank you very much for your reply. I have another question then related to the same subject.

You have trees/objects/minerals/character-Mob sprites that can be displayed on the map. The characterMOBs can change position. Is there any other types of sprites that can be created from code which can change position except for characterMobs?

Otherwise i will study the API to create "characterMob" sprites that will be used as projectiles. Sorry for wanting to "hack" the code of Cryofall already but if i can create characterMob sprites as projectiles instantly when a mob "init shooting" then i can probably also make the "characterMobProjectile" sprites move towards the victim at a certain rate.

I will attempt to do something with that tonight after work.

EDIT: And depending on how the physics collision system works, i might be able to work on "exploding" the projectile on collision... I gotta learn how the collision of Cryofall works too at this point.

Help section / Setting up a Range Skeleton Archer?
« on: September 30, 2019, 12:05:49 pm »

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!


Mods / [Client+Server] Skeleton MOB Mod V0.0.1 Released!
« on: September 30, 2019, 08:41:02 am »
Skeleton MOB Mod V1.0.0

Mod type: Client-Server mod.

Latest version: 0.0.1

Supported game version: Latest

The skeleton Asset is coming from a purchase i made in Unity for the asset here:

The Skeleton 3d to 2d transition is achieved by using the Unity3d asset:

EDIT: I will soon update to better animations and better graphics. I don't have Spine Esoteric Software yet for InvertedKinematics usage and i zoomed in a bit too much the sprites and they don't really good that way.

Ideas and suggestions / Re: Cryofall Map Modification?
« on: 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.

Ideas and suggestions / Re: Cryofall Map Modification?
« on: 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 "" 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.

Help section / Re: Making JSON animations for Cryofall?
« on: 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.

Help section / Making JSON animations for Cryofall?
« on: 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.

Ideas and suggestions / Re: Cryofall Map Modification?
« on: 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.

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