#uwadv@irc.freenode.net logs for 10 May 2003 (GMT)

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[01:59:33] <Jammet> < servus> stop that ;-p
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[04:33:51] <Grangin> hey, I got a question
[04:33:59] <Grangin> anyone here?
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[04:43:04] <servus> hmm
[04:59:30] <servus> done with the lurker!
[05:08:48] <servus> http://4.60.125.19/images/misc/Lurker02.JPG
[08:50:20] <servus> still teethy about the playfully tuss'd up feline pic?
[09:17:00] <Jammet> servus: The lurker is nice =).
[09:17:05] <servus> thanks
[09:17:30] <Jammet> No, I'm not angry or anything at all =^_^=. Just don't do that again please. *mew* =)
[09:17:47] <Jammet> The lurker's tentacles, do they move later on?
[09:18:27] <servus> well i simply dont see why its so bad is all! ive had lots of people edit pictures of me and i didnt mind, but i digres... and yes; all the tentacles are fully boned, and can be moved by moving those bones (the bones are the yellow bone-looking things)
[09:18:55] <Jammet> Well, I do mind =). Please, respect that.
[09:19:20] <Jammet> I simply ask if it's okay before I modify somebody's drawings.
[09:19:47] <Jammet> Bones, ah. I remember. I heard about that before.
[09:19:54] <Jammet> A 'skeletal system', right?
[09:20:24] <servus> yes a skeletal system, just like in halflife, quake3, and pretty much every new first person shooter-type game out there now
[09:21:08] <Jammet> I don't know all too much about those, except that a skeletal system is good for animating them, because when you move just one part, all the other parts will accomodate.
[09:21:20] <Jammet> I've seen blackshades, that shooter demonstrated that very nicely.
[09:24:15] <servus> the main reasons for implementing a skeletal system is that it allows for an infinite level of smoothness in animating motions, it takes up *much* less space than the traditional save-each-entire-frame method, and it scales down much more nicely than a framed method, on lower-end PCs
[09:25:35] * Jammet nods.
[09:26:13] <Jammet> And thinks like realistic falling are possible. I think this is called 'puppet' or so. Have a human type skeletal system character fall down a long stair and watch.
[09:26:52] <servus> plus several other fringe benefits, such as the fact that a skeletal system allows for a much, much, much better bounding box system, allowing for a very complexly-defined bounding box system for each model, at superb speeds, which is good for collision detection and hitbox-selection(shoot a certain part of the body and have it register as such)
[09:28:46] <servus> http://4.60.125.19/images/misc/Hitbox.jpg red boxes are hitboxes, orange lines are bones
[09:29:06] <servus> blue points are nodes, or bone-joints
[09:29:47] <Jammet> Ah, okay.
[09:30:53] <servus> as opposed to the traditional system, which saves the entire model in its entirety for each possible frame, which is terribly inefficient for storage, and it imposes an artificial framerate limit on the animation's playback
[09:31:36] <Jammet> Like quake 2 and such, yes?
[09:31:55] <Jammet> By the way, do you have any idea why there are no doors at all in uwadv? Are doors so hard to implement?
[09:32:04] <servus> quake and quake2 used a frame-based system... half-life was based on the quake2 engine but used a skeletal system
[09:32:30] <Jammet> Oh, okay.
[09:32:32] <servus> doors are not so hard to implement, i suppose -- LoW creates doors on-the-fly from the UW2 data files, so they could simply steal the code for that from low
[09:33:24] <servus> i made an updated door for uwadv tho: http://4.60.125.19/images/uwadv/door01.jpg
[09:33:33] <Jammet> I've just seen it, that's why I asked.
[09:33:38] <servus> that is my interpretation of the door you see in the avatar's bedroom in uw2
[09:33:46] <servus> are you snooping around through my files?
[09:33:59] <Jammet> Sure.
[09:34:10] <servus> well im not responsible for anything that may offend you, then
[09:34:14] <Jammet> =^_^= Should I have asked your permission, first?
[09:34:31] <servus> no, but i can get mad now ;-p
[09:34:44] <servus> http://4.60.125.19/images/misc/Engine29.jpg is the engine ive been working on, tho its been on the back burner for a little while
[09:34:53] * Jammet stops browsing and shrugs.
[09:35:15] <servus> you can browse, i'm being silly... though my computers going off soon so you'd better hurry up :-D
[09:35:47] <Jammet> Nono, I'll just look at what you point me to. I didn't mean to snoop around.
[09:36:10] <Jammet> The image is very nice. It remindes me a little of eternal-lands, but there you can't look anywhere except the floor.
[09:36:33] <Jammet> It also resembles That ultima 1 reborn [may god bless it's poor dying soul].
[09:36:38] <servus> you can look around, theres nothing too bad to be found there
[09:36:52] <servus> my terrain system beats the pants off of any other game i've ever seen, tyvm ;-)
[09:37:12] <Jammet> =^_^= Is that so...
[09:37:25] * Jammet smiles. I'm serious. It looks good! That was a compliment.
[09:37:47] <Jammet> Maybe, if you grab some idea, and join some team to create content, you can make something off it.
[09:37:49] <servus> i hope to release a new tech demo soon
[09:38:24] <servus> well i hope that with enough time i can create all the content myself :-), if i do it all myself then it'll look great on a resume, and my vision for it won't get muddide
[09:38:32] <Jammet> I take it, it's not going to be used for a shooter if you do something with it, yes? More lile uw?
[09:39:04] <servus> its an open-ended, modular system... once its done it should be viable for an RPG or an online first person shooter, if i like :-)
[09:39:13] <Jammet> =^_^= I hope you'll have a lot of success with it.
[09:39:44] <Jammet> Maybe you can make a techdemo like black shades off it.
[09:39:44] <servus> right now im struggling with making a completely-realistic physics engine for it... ive been reading lots and lots of books and its going slow, but im starting to absorb some of the material :-)
[09:39:53] <Jammet> A simple idea for a game.
[09:39:53] <servus> ive never seen this "black shades"
[09:40:21] <Jammet> http://www.icculus.org/blackshades/
[09:40:26] <servus> i hope to make an RPG like a very old rpg called "Exile"
[09:41:42] <Jammet> Black shades is a polygon 3D engine based 1st person shooter with the simple idea to keep your VIP alive for as long as you can. In a big city, it's a white person, and everyone else on the sidewalk has lots of different colours. You must uncover the baddies.
[09:41:52] <Jammet> Hm, Exile.
[09:42:12] <Jammet> If I could do whatever I wanted, I'd create a new nethack using that engine. That is, a UW/diablo crossover.
[09:42:29] <Jammet> Black shades is less than 1 MB. For a tech demo, quite fun.
[09:43:44] <servus> http://4.60.125.19/images/misc/Engine12.jpg here's a very old version, but better looking
[09:44:34] <Jammet> For blank terrain, that is very good looking indeed. =)
[09:44:48] <servus> well the "soul" of my program will hopefully be the physics engine, which should allow for a fast paced and 'frenetic' type of gameplay, that lets you feel like youre actually moving, which is something quite a few games miss
[09:45:30] <Jammet> I don't quite understand what you mean with that. What other game is like that?
[09:45:39] <Jammet> System Shock 2's engine?
[09:45:46] <servus> though the terrain engine allows you to see for miles and miles ahead without slowing down... its something like ROAM but uses different dynamic-terrain-scaling methods altogether
[09:45:52] <servus> system shock 2 was all indoors
[09:45:58] <Jammet> I know.
[09:46:06] <Jammet> Well, almost.
[09:46:13] <Jammet> There was 1 city street =))).
[09:46:18] <servus> ever play a bad racing game that always seemed like you were driving at 5MPH, even though it said 150MPH?
[09:46:44] <Jammet> Hm, no. But now I get what you mean.
[09:46:52] <servus> and ever play a racing game that makes you feel like you have wind on your face? thats the physics system :-p
[09:46:56] <Jammet> If it's big, it has to actually be big.
[09:47:18] <Jammet> Well I can't say yes to both questions. I hate racing games.
[09:47:32] <servus> well i dont particularly care for them, but theyre a good example
[09:47:47] <Jammet> I liked NFS4 on the PSX.
[09:48:01] <Jammet> And 4D Sports Driving on the PC.
[09:48:07] <Jammet> That's about it.
[09:48:40] <servus> i should get going, its almost 3am and i've an hour drive ahead of me
[09:48:51] <Jammet> Ugh.
[09:48:57] <Jammet> Alright, have a good rest. Mew =^_^=.
[09:49:01] <Jammet> See you later.
[09:49:02] <servus> Aieeee! Vultures will pick thy bones! Thy blood will soil the ground! Avatar!?!? Thou had best not do that, avatar! Avatar!?!? I'm leaving! ++ATH0 CARRIER LOST
[09:49:13] <servus> (bye:)
[09:49:18] <Jammet> Um, bye =).
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[10:27:54] <Jammet> Hiya ...
[10:29:13] <wjp> hi
[10:29:38] <Jammet> =) Are you involved in uwadv, or mainly exult?
[10:31:59] <wjp> mainly exult
[10:32:16] <wjp> I'm officially the "linux porter" for uwadv, I think :-)
[10:32:59] <Jammet> =^_^= Neat! Servus war here, a few minutes ago. He finished a new model.
[10:33:06] <Jammet> For #low I believe.
[10:33:25] <Jammet> I love uwadv and exult both very much.
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[21:44:40] <Jammet> Hi..
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