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Messages - ninekorn

Pages: [1] 2 3 ... 14
1
I lost my VR project i think :(

2
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.

3
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.

4
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.

5
Help section / Setting up a Range Skeleton Archer?
« on: 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

6
Mods / 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

https://drive.google.com/open?id=1CybqiwUU1HcPRfvs71z1iFkUwu0sRAP9

The skeleton Asset is coming from a purchase i made in Unity for the asset here:
https://assetstore.unity.com/packages/3d/characters/humanoids/dungeon-skeletons-pack-50675
https://polygonblacksmith.wixsite.com/home

The Skeleton 3d to 2d transition is achieved by using the Unity3d asset:
https://assetstore.unity.com/packages/tools/sprite-management/sprite-baking-studio-3d-to-2d-31247


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.

7
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.

8
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 "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.

9
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.

10
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.

11
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.

12
Ideas and suggestions / Cryofall Map Modification?
« on: 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

13
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.

Code: [Select]
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.





14
So, I manually set each Pivot to be exactly the same X as any other objects in the same X axis row of walls..

It looks like this in blender. But when I export to .obj, i set the position of each object to x=0 and y=0. The original position of the object is kept in memory and used in the name of the XML file so that I can use that ingame to spawn turrets to the offset where they are supposed to be just like in Blender. I output the names of the XMLs by code to a notepad and just copy paste them to the library in Void Expanse for spawning them. Super fast instead of manually doing everything, and with the number of times that I gotta rebuild them in Void Expanse to test if they are aligned, it sure helps to have an automation on the workflow.






But again, it gives me this result in Void Expanse lol. They are now aligned with the axis X but not with the axis Y... haha wth am i doing wrong. Geez. Blender and the pivot is annoying me ;)






Im gonna try next the same distance between each walls.


And now with an offset of 2.25 units in the Y axis from blender for every model's pivot point gives this... Like... Huh?




OH... there is a detail you mentioned and I am not sure that i got it right. The unit conversion. I am using the exact units from blender without any changes. You can see in the void expanse screenshots that something is wrong where the wall tiles are "spawned" a little bit short in distance compared to the floor tiles which isnt supposed to happen, the floor tiles to the left extremity should be aligned with the last wall too. So definitely, it must be the unit conversion the issue. I'm gonna look for some fix on this.




Funny thing it works when i actually remove 2.25 units from the first wall at each extremity in Void Expanse Javascript when spawning the walls. Example, i take the Y position from the xml file name of the most right or most left wall, than I add or remove 2.25 units in Javascript when spawning the walls. It works like that but it means that the units that i get from Blender aren't working. Im not sure if I already asked you ai_enabled in some other post what the units of Void Expanse are compared to those in Blender. Please enlightened me when you get the chance, otherwise, this whole thing will be a pain to make offsets in code for everything to line up .Thank you
 

15
Hi ai_enabled, i'm going to try different models in Blender. I think that "maybe" the issue is related to the pivot point again... Although they are all at the perfect axis Z location, their pivot point in axis X and axis Y are different.

I had to learn to code a bit of Python in 3 days to make all of this work. The models are all exported by code, the XML files by code, the png's by code, the floor are decorations but the walls are turrets... Lol it was a lot of work but python is interesting for sure. It must've taken me 4-5 hours just to insert the XML nodes in code so that the xml files load in Void Expanse, but the nice thing is that it now works. I can use Python with models of Blender that I export from code and everything is done automatically for, in this case, over 100+ models.

I will try to align all of the pivot points so that they are aligned all with the same distance from each other if i can... Im not sure yet how to do this as manipulating pivot point from code in Python is not super user friendly, unless you know the API functions. I mean blender python code is scarce compared to unity c# and unity javascript.


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