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2023may30 - at 10:08:04am - bump. release 1.123 STABLE.
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Modding info / Re: Cryofall Editor for Epic Game Store Version
« Last post by Mike234 on Yesterday at 12:42:03 am »
Hello!

Currently, the Epic version of CryoFall contains no optional extras (no Supporter Pack, no skins, no Editor).

However, you can acquire CryoFall Editor and use it from our website after registration.

Please create an AtomicTorch.com account from the game (bottom-right corner in the main menu), then use your account's email and password to log in on our website https://atomictorch.com/Account/Login after that a page will load where you able to browse the Downloads section for CryoFall and download CryoFall Editor. Use your account's email and password to run CryoFall Editor.

In case of any problem please let me know.
 retro bowl
Regards!
I downloaded it but there are some problems when logging in
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2023may29 - at 08:28:04 am - bump. release 1.11 STABLE.
2023may29 - at 07:19:00 pm - bump. release 1.121 STABLE.
2023may29 - at 11:22:00 pm - bump. release 1.122 STABLE.
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bump. release 1.1 STABLE.
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i think that did the trick, using ProcessRetreatingAi.
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Rev1.122 released. I added global lists per type of mob for better memory partition (wolfs and boar and hyenas and bear and all other npcs have their pathfind data in their own respective lists in sccspathfindarrays.cs). I also had cleaned up the too many using statements i had added in all of the mobs scripts since i had created sccspathfindaction i hadn't removed them. In my earlier releases, all mobs were inside of one big list. Now it's one list per type of mob so a total of 26 + 1 lists for the original game type of mobs.

Rev1.121 released. I added global variables in the script sccspathfindglobals, for collision check or not while npc is moving, for retreat/stabilize npc on pathend or not, for type of node sort for each npc. Check script sccspathfindarrays.cs for sorting nodes pathfind options per mob type. I have modified the movement speed of multiple npcs. Wolf/boar/bear/hyena and some other minions are now using FCOST "best shortest path to the target" for the path discovery which takes a tiny bit longer to process since the pathfind tries mostly all routes nodes based on the Gcost and Hcost so that all nodes that always represent the shortest path are discovered first and in the end it is possible to retrieve the best shortest path but it takes longer to discover more nodes. Other npcs are using HCOST for "fastest path to the target" which is faster to process but in a labyrinth FCOST would be better than HCOST dependant on if no other settings are added for the hcost as it is so fast to find a short path in an environment like a jungle/forest where there are no big obstacles to go around except ingame player constructions and abandonned ingame lab sites. Let's test it this way and see if it is liked or not. Mobs are harder this way, the CryoFall worlds feels less a secure place now. But there aren't any logic implemented yet for when a mob is nearing a player base, so don't expect the AI to be that smart either for the moment just because it has pathfind. It won't change that the AI will still collide with many things without more logic added to this, and it's not coded perfectly yet so i don't understand why the npc collides with some trees as if it never found a collider there. i will investigate.

Rev1.12 released. The aggro is now different per mob types with distance settings in the script sccspathfindarrays.cs. Also i reduced the variables "pathfindimax" and "retracedpathlistcountermaxloo p" to 1, since it was lagging with not a lot of mobs but it was due to the many calls i was doing to "physics.castline" to find physics colliders so i also commented out half of the logic from the function "checkforobstaclesontheway" in the script sccspathfindaction.cs. I was checking for collisions from the direction of the npc and direction towards the next node, but also i was checking the direction of npc and direction towards the player. Currently i decided to rely only on the direction of the npc towards the next node obstacles check. So currently, higher settings might make your servers lag if you use my pathfind mod if you put "pathfindimax" and "retracedpathlistcountermaxloo p" higher than 1. If you don't care about mobs colliding more often with obstacles, than you can comment the line that calls "checkforobstaclesontheway" in the script sccspathfindaction.cs and that should make the gameplay even smoother. Also, i fixed the rotation of the npc where, when there was no players, the rotation in radians was becoming null and at every movement of the character the npcs were rotating in a random rotation... Also i fixed the npc movement when moving towards a character the animation wasn't playing and that was due to not using "ProcessAgressiveAi" or "ProcessRetreatingAi" but only updating the direction of the movement server-wise with ServerSetMobInput, so i learned that those 2 functions "ProcessAgressiveAi" and "ProcessRetreatingAi" are internally also applying animation frames or something. This is my last "burst" update, for the moment, as i think now the pathfind feels stable and smooth, although the mobs are still colliding with the world gameobjects, and that the npcs are stopping after reaching the end of the pathfind path everytime. I haven't tested with any players ingame in multiplayer. I only tested my scripts with a couple of mobs max 5 mobs but the pathfind is activated on all mobs on the server (minus the exceptions below).


revision 1.05 - May 18, 2023, 01:32:37 pm » pathfind mod

hey everyone. I have been working on retranslating my void expanse mods pathfind development to c# and i have some good results. I wanted to share them with the community until i develop a functional Cryofall mod where i would use my c# pathfind development. Currently my revision works in Unity and i made sure to not vary much the code from my development of void expanse mods, and i did try and remove the abreviations i was using for variable names to "encrypt" my scripts manually.





I have decided to release my c# pathfind development with the apache license 2.0, and decided to share my development to help with Cryofall mods. If i can successfully or not incorporate my c# pathfind development into Cryofall, which i should be able to if i start learning the cryofall c# API soon, doesn't matter anymore as i have finally released it and with the apache license 2.0 which is very permissive, so that others in the community might like my approach and use my pathfind "library/scripts" although Sebastian Lagues pathfind and other libraries are also great. Basically as far as i understand, the Apache License 2.0 all sums up to referencing my name and work (including the work of others i reference in my own work) if you use my copies in other softwares you distribute or something close to that. I am unsure if this license choice was the right license to choose though, but i read on the internet it can protect a patent better, as i have not plagiarized my creation, and that it is compatible with the MIT license. I did use as reference the knowledge and a little bit of the code as reference from Sebastian Lague's pathfind tutorial on youtube (hosted on github.com MIT licensed), but not all of the code as linking grids together is something i developed on my own and fetching the index of grids in spiral is something i developed on my own and using premade arrays of unwalkable tiles and use the index is something i developed on my own, i didn't use as reference more than 1-2 episodes of Sebastian Lague's youtube pathfind tutorial which had helped me finally understand pathfinding in programming. Don't believe me? read my code, as this is a direct translation of my void expanse mod pathfind from javascript ecmascript5 to c# and i tried to be the most truthful i could be of my own development in my mods for void expanse for this c# translation. And i repeat, the architecture of how pathfind works, is very well explained in the first tutorial of pathfind of sebastian lague on youtube, and i use quite the hierarchy explained in the first video of the tutorial of sebastian lague. And unfortunately in the beginning my goal was to do a perfect translation of Sebastian Lagues pathfind tutorial on youtube to javascript ecmascript 5 strict mode, but i didn't have multithreading, i didn't have pathfind visible path, i didn't have anything. So i had to develop an alternative solution to reduce the weight of the pathfind for each script/drone that would use the script in my void expanse mods. Now, i have finally translated that work from javascript ecmascript5 to c#. Currently, i only made the pathfind work for the station exterior outpost, models that i had built for use in void expanse mods. I do not know how fast it fares against other pathfind techniques though. But currently my revision is not multithreaded and it is not using compute shaders for faster pathfind calculations. But no, i am not developing a void expanse game in unity. What i am doing was translating my pathfind from my void expanse mods in javascript ecmascript5, to c#, in order to use my pathfind for cryofall c# modding among using it with my own c# personal projects.

But please note that i have a lot of work left to do on adding every reference to others work including references from my own work that i move left and right everywhere in the projects that i make. I will try and work on that soon.

Controls:
movements W-A-S-D and SPACE to stop

The debug.drawline is for the editor view, and this is a draft/wip project and it had to work, not be a game. The goal was to make my javascript pathfind work in c#.

download link:
https://github.com/ninekorn/sccspathfind

my original void expanse pathfind/drone/galaxymarket mod post is here:
https://forums.atomictorch.com/index.php?topic=1361.0

steve chassé aka ninekorn


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Mods / Re: [Client+Server] Cryofall Improved Mod (Mod updated: 05/28/2023)
« Last post by Tactical Soap on May 28, 2023, 01:52:31 pm »
_
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Hi,

I am wondering how to stop the aggro from the mobs. I am retrieving nodes from sccspathfind.cs and trying to move the green snake mob from nodes to nodes, but somehow, at a close distance higher than 1.4, the green snake mob hisses and goes agressive... How can i stop the agressivity from using this

Code: [Select]
                                   
                                            var character = data.GameObject;
                                            var currentStats = data.PublicState.CurrentStats;

                                            ServerCharacterAiHelper.ProcessAggressiveAi(
                                                character,
                                                targetCharacter: ServerCharacterAiHelper.GetClosestTargetPlayer(character),
                                                isRetreating: currentStats.HealthCurrent < currentStats.HealthMax / 3,
                                                isRetreatingForHeavyVehicles: this.AiIsRunAwayFromHeavyVehicles,
                                                distanceRetreat: 7,
                                                distanceEnemyTooClose: 1,
                                                distanceEnemyTooFar: 3.5,
                                                movementDirection: out var movementDirection,
                                                rotationAngleRad: out var rotationAngleRad);
                                               
                                            this.ServerSetMobInput(character, movementDirection, rotationAngleRad);


Do i need to use ServerCharacterAiHelper.Proce ssRetreatingAI to stop/stabilize the mob?

Code: [Select]
                                                               

ServerCharacterAiHelper.ProcessRetreatingAi(character, distnpctoplayersqrt, out var movementDirection, out var rotationAngleRad);




I will try using that function and see if i can stabilize/stop the mob from being aggressive.

Also i tried this already but it's as if there is an internal aggro happening. i am unsure because it didn't fix the problem, as if the moment i use ProcessAggressiveAI, i have to use another function to stop the aggressivity. I will retest:

Code: [Select]
                                   
                                            var character = data.GameObject;
                                            var currentStats = data.PublicState.CurrentStats;

                                            ServerCharacterAiHelper.ProcessAggressiveAi(
                                                character,
                                                targetCharacter: ServerCharacterAiHelper.GetClosestTargetPlayer(character),
                                                isRetreating: currentStats.HealthCurrent < currentStats.HealthMax / 3,
                                                isRetreatingForHeavyVehicles: this.AiIsRunAwayFromHeavyVehicles,
                                                distanceRetreat: 7,
                                                distanceEnemyTooClose: 1,
                                                distanceEnemyTooFar: 1.4,
                                                movementDirection: out var movementDirection,
                                                rotationAngleRad: out var rotationAngleRad);
                                               
                                            this.ServerSetMobInput(character, movementDirection, rotationAngleRad);


Thank you so much for the help
nine
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Game discussion / Re: CryoFall Mod Manager (CFM)
« Last post by mariahcarey on May 22, 2023, 08:20:49 pm »
Hello CryoFall community!

I would like to introduce you to little tool that i composed recently - the CryoFall Mod Manager (will use CFM for short). Here is quick teaser because it is not released yet however it will be, very soon :) It's not lightest application (it runs on nodejs and electron, probably thats why) however it will simplify the browsing, installing and activating mods for you. Available crossplatform and i will publish source code on github, at least for the mod managing part (no backend).

Additionally, I will be launching a small community portal called "Pragmium Network" where you can find mods, guides and items database with recipes and maybe couple game servers because why not :) Ok enough of my blabling, here is working example:

If you have any ideas or propositions of what to change / add, feel free to comment or message me on CryoFall discord.
Cheers!

Pretty good for your project, neat.   ;)
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Ideas and suggestions / Re: Queen event
« Last post by ai_enabled on May 19, 2023, 12:27:32 am »
Pretty good suggestion. The damage reset every time players moved out of the event area. This would prevent players from accumulating damage by repeatedly entering and exiting the area.
I've replied regarding this above. Currently you cannot accumulate damage by repeatedly entering and exiting the area as during the reward calculation the damage dealt to the boss and its minions is considered only for the last ~2 minutes of the battle (so you simply don't have much time to go out and come back repeatedly while dealing a considerable damage):
"2. Players that participated closer to the boss defeat moment are rewarded more greatly than those that participated earlier (especially 2+ minutes earlier). This is intentional as otherwise there were cases when some party of players almost killed the boss but went away to let the boss heal (sometimes repeating this loop several times!), and the next unaware party killed the boss like it was fresh just to find out that suddenly they don't get full loot as their participation score was considered similar to that of the previous party, or even lower."

Regards!
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