
darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Sep 21, 2010 11:04 PM
Msg. 36 of 57
lol that is true. but by the time the network passes that crush another one is started. there'll still be a slight lag but it would be fine.
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Dennis

Joined: Jan 27, 2005
"We are made of starstuff.” ― Carl Sagan
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Posted: Sep 22, 2010 09:12 PM
Msg. 37 of 57
Quote: --- Original message by: ASP_GRUNTSQuote: --- Original message by: DennisQuote: --- Original message by: ASP_GRUNTS The biped crushing method can be altered by making it so that it takes exactly 2/30s of a second . Which is much much slower than the network state transfer. That is why they glitch. But it wouldn't be noticeable enough to affect gameplay, so it isn't a problem. Glitches are very noticeable in game play, falling through or warping is highly noticeable. The crush script "synchronization" methodology is not suitable for what he wants to do even if what he wants to do is not what people want to do in the first place. Device machines do not sync and the longer the crush script runs the more out of sync they become in regards to the server state. Hell all the doors in multiplayer maps that use that script glitch, lag and cause collision mismatch issues and they are on/off devices with very fast movement. A slow moving pelican will not be any better acting than the door. But Like I said knock your socks off trying to get it to work.
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Co1t3r
Joined: Dec 13, 2008
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Posted: Sep 22, 2010 10:47 PM
Msg. 38 of 57
I've always thought it to be a better idea to use trigger volumes. Spawn a vehicle with a script, and use the teleport script to move it between trigger volumes. Would allow to represent more options or such (multiple trigger volumes).
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Sep 22, 2010 10:49 PM
Msg. 39 of 57
That actually takes up more room than a dense vehicle and a miniature biped.
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Co1t3r
Joined: Dec 13, 2008
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Posted: Sep 22, 2010 11:06 PM
Msg. 40 of 57
But it would be more responsive. And it wouldn't have to be a functional full-sized vehicle; it would just need to be recognized by the game (a little box for all it matters).
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Sep 22, 2010 11:17 PM
Msg. 41 of 57
Define "responsive". Checking whether a vehicle is inside a trigger volume takes the same amount of time, if not less, to check whether a biped is dead. The issue isn't whether the condition is detected; rather, it's how the information is UTILIZED. You can detect whether the "boolean" is true or not, but the real issue lies in forcing a door or something else to do something.
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Co1t3r
Joined: Dec 13, 2008
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Posted: Sep 22, 2010 11:32 PM
Msg. 42 of 57
Although it's not that much of a difference, there is a delay while the vehicle is falling and crushing the biped. Definitely isn't much of a difference, but my idea just seems a bit simpler and easier to set up. Again, they both work well enough, so it's really just preference.
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Dennis

Joined: Jan 27, 2005
"We are made of starstuff.” ― Carl Sagan
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Posted: Sep 23, 2010 12:04 AM
Msg. 43 of 57
Quote: --- Original message by: ASP_GRUNTS Can you tell me why? I already have. Halo is server deterministic. Each network frame of data contains position and status information for the biped but nothing of the device machine. The device machine runs on the local system at the local system speed. The movement of the device machine is not transmitted only the trigger to start which is sent by the crush to the clients many many network frames later. The server starts the device machine locally but it also runs at a different rate than the clients so it's position is different for each frame of network data. Because the machine started later on the local client, it tells the server that the biped is in a different position than the server thinks it should be but Halo is server deterministic so the server makes a correction. There are margins of error but at some point the correction puts it out of position of the device machine and you get either a warp or you fall through. Scripts do not run at the same priority as the network data and also run on the clients at different rates than they do on the server so when you utilize them to psedo-synchronize something the data is transmitted at a lower priority and the scripts are out of sync with each other and many many frames later than you might think. This gets more exasperated and the error more exaggerated as the game proceeds and the server and client scripts fall further out of sync do to different PCs speeds and network differences.
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Sep 23, 2010 12:29 AM
Msg. 44 of 57
well my idea (if possible) is better than the biped crush script. my idea is that you press a button and a special pelican fly's out of a hole or something and lands next to you. then u get in and press another button and it forces you to drive in a set path. kinda like autopilot. is it possible?
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Xaos
Joined: Aug 6, 2009
"Aim towards the enemy."
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Posted: Sep 23, 2010 01:46 AM
Msg. 45 of 57
i don't think this can be done Angarak style (Belgariad reference ftw!)
you can't just start with the impossible, and look to make it work, if the game engine won't do it.
Start with a good impossible idea, and look for a doable option that is similar, and then try to progress from there
Start your map, get the main part done, and then publish it. then you can add your idea in and re-release it as YourMapNameHere_V2.map
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Sep 23, 2010 02:22 AM
Msg. 46 of 57
lol yea.
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Sep 23, 2010 05:39 AM
Msg. 47 of 57
Why so intent on doing something that will inevitably lag like crazy, just for a side add-on? It may make or break the map, hopefully you guys can figure it out. 
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Xaos
Joined: Aug 6, 2009
"Aim towards the enemy."
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Posted: Sep 23, 2010 07:57 AM
Msg. 48 of 57
how much would i have to bribe bungie to release a Halo Reach Custom Edition on PC? willing for millions! I WANT THAT GAME! all these problems would be solved already, and people would make whole campaigns of epic battles and beautiful scenery. there are some real artists making some of these maps i reckon.
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GameCreat0r
Joined: Apr 9, 2010
"Perhaps the ending has not yet been written..."
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Posted: Sep 23, 2010 11:03 AM
Msg. 49 of 57
Quote: --- Original message by: Xaos how much would i have to bribe bungie to release a Halo Reach Custom Edition on PC? willing for millions! I WANT THAT GAME! all these problems would be solved already, and people would make whole campaigns of epic battles and beautiful scenery. there are some real artists making some of these maps i reckon. I don't think mapping halo reach can be done as easy as we can whit haloce. That modeling is far more advanced and so is the engine.
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Sep 23, 2010 12:11 PM
Msg. 50 of 57
lol or it's so advanced that it's much easier.
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Sep 23, 2010 05:20 PM
Msg. 51 of 57
yea that's what i was thinking. and can someone tell me if autopilot is possible?
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GameCreat0r
Joined: Apr 9, 2010
"Perhaps the ending has not yet been written..."
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Posted: Sep 23, 2010 05:46 PM
Msg. 52 of 57
Sounds like you mean AI control whitch wont syncronizize.
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Xaos
Joined: Aug 6, 2009
"Aim towards the enemy."
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Posted: Sep 23, 2010 06:01 PM
Msg. 53 of 57
no, but if the AI autopilot was somehow like a script, that is sent to each player, then it would sync right?
And i mean if Bungie released a modding tool kit for Reach, that'd be great. problems solved for everyone. If it was a specific modding tool, then it would have to be easy enough to work with, otherwise they probably wouldn't make the program.
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Dennis

Joined: Jan 27, 2005
"We are made of starstuff.” ― Carl Sagan
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Posted: Sep 23, 2010 06:45 PM
Msg. 54 of 57
Quote: --- Original message by: ASP_GRUNTS If the server also goes by the trigger sent across the network in order to put the device into position, then there wouldn't be any lagging behind for the clients. Halo is server deterministic.
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Sep 23, 2010 09:03 PM
Msg. 55 of 57
lol^. what i meant was the player driver the pelican but the actual person isn't doing anything.
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Xaos
Joined: Aug 6, 2009
"Aim towards the enemy."
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Posted: Sep 25, 2010 10:20 AM
Msg. 56 of 57
so like, the player gets in and it triggers the script or something? having an autopilot would be great, imagine if you could get a longsword or pelican to go on an autopilot patrol around a certain region, while you take control of the guns, for more accurate bombardment (without having to aim downwards and having to keep flying back up for altitude)
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Sep 25, 2010 02:35 PM
Msg. 57 of 57
yea trigger a script of direct commands to the vehicle to give set amounts of power to the engines and to turn at set times. of course it'll have to be perfect to go through mountains and obstacles. kinda like the pelican animations in campaign. you could use one of those custom animations to bring the pelican out. on the CMT spv1 b40 i use cheat_jetpack to jump down to the marines and pelican below and got in the driver d\seat of the pelican and the animation kept going and i couldn't steer but when the animation was over i could fly it through the rest of the level. you could do that instead of making a new animation use the stock campaign animations to go where you need it to.make the animation start by a button to bring the pelican out and land it next to you. then make the travel animation start only when you get in the driver seat.
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