* FAQ    * Search  * Register * Login 
Active topics
Unanswered topics

All times are UTC-06:00



Post new topic  Reply to topic  [ 92 posts ]  1 2 3
Author Message
 Post subject:
PostPosted: Sat Jan 27, 2007 4:48 am 
Offline
DBB Master
DBB Master
User avatar

Joined: Fri May 28, 1999 2:01 am
Posts: 5394
ICQ: 28874658
Website: http://www.povterminal.net/
Location: Bellevue, WA
Probably unimplemented settings from D1.


Top
   
 Post subject:
PostPosted: Wed Jun 17, 2009 5:52 pm 
Offline
Emotastic!!
Emotastic!!
User avatar

Joined: Wed Nov 18, 1998 3:01 am
Posts: 1325
Can you explain the Advanced Object Data editor?
----------------------------------------------------
Warning: For expert users only - use at your own risk!

mass: 262144
drag: 2162
brakes: 0
turn roll: 0
flags: 75
size: 310325
shield: 6553600

XYZ

velocity:
thrust:
rotation velocity:
rotation thrust:
model/clip: 43
frame: --
frame no.: --
----------------------------------------------------

These items were for the player ship.

How does 6553600 translate into 100 shields?


Top
   
 Post subject:
PostPosted: Wed Jun 17, 2009 7:03 pm 
Offline
DBB Master
DBB Master
User avatar

Joined: Fri May 28, 1999 2:01 am
Posts: 5394
ICQ: 28874658
Website: http://www.povterminal.net/
Location: Bellevue, WA
It's because there is some funny conversion (or more accurately lack thereof in this case) going on. Descent supports fractional shield values, but it internally stores them as whole numbers; to make this work, the number you generally see in the editor or in game simply takes that internal value and divides it by 65536. (This of course means that shields are counted in graduations of 1/65536.)

What you're seeing there is the raw, unconverted, number. 100 * 65536 = 6553600. I think the other numbers there - mass, drag, size etc - follow the same principle.

(In case you're interested, the reason it's 65536 is because that gives 16 bits for the \"whole\" part and 16 bits for the \"decimal\" part.)


Top
   
 Post subject:
PostPosted: Thu Nov 12, 2009 7:49 pm 
Offline
DBB Cadet
DBB Cadet

Joined: Mon Nov 09, 2009 8:28 pm
Posts: 4
Website: http://www.rpgcentral.freeforums.org
Location: Charon Volatile Mine
Okay, so I'm currently making a level... And I would want a detailed explanation for each behavior in the \"Robot AI\" field, so there won't be any mistakes in robot placement and the mine itself, please.


Top
   
 Post subject:
PostPosted: Thu Nov 12, 2009 9:13 pm 
Offline
DBB Master
DBB Master
User avatar

Joined: Fri May 28, 1999 2:01 am
Posts: 5394
ICQ: 28874658
Website: http://www.povterminal.net/
Location: Bellevue, WA
The DMB2 manual explained what each behaviour setting did, but I don't have it on hand unfortunately, and I didn't have much like tracking down a scan/copy/etc on Google.


Top
   
 Post subject:
PostPosted: Fri Nov 13, 2009 1:05 pm 
Offline
DBB Master
DBB Master
User avatar

Joined: Thu Nov 22, 2001 3:01 am
Posts: 9205
WLM: biffski@yahoo.com
Location: Beaverton, Oregon USA
Here it IS

site is hard to read, some really funk fonts they used.


Top
   
 Post subject:
PostPosted: Fri Nov 13, 2009 5:50 pm 
Offline
DBB Cadet
DBB Cadet

Joined: Mon Nov 09, 2009 8:28 pm
Posts: 4
Website: http://www.rpgcentral.freeforums.org
Location: Charon Volatile Mine
Thank you very much, Duper.

EDIT: It doesn't say anything about Robot AI...


Top
   
 Post subject:
PostPosted: Fri Nov 13, 2009 8:24 pm 
Offline
DBB Master
DBB Master
User avatar

Joined: Thu Nov 22, 2001 3:01 am
Posts: 9205
WLM: biffski@yahoo.com
Location: Beaverton, Oregon USA
What Exactly are you looking for? Alertations to bot AI via a map builder (be it DMB2 or DLE-XP) is rudimentary at best. You can alter bot AI, but it requires a bit of work using 3rd party programs. Check the D2 section on http://www.planetdescent.com for tools.

Within the mission builders, you are given a list of basic commands iirc.


Top
   
 Post subject:
PostPosted: Fri Nov 13, 2009 10:14 pm 
Offline
DBB Cadet
DBB Cadet

Joined: Mon Nov 09, 2009 8:28 pm
Posts: 4
Website: http://www.rpgcentral.freeforums.org
Location: Charon Volatile Mine
Oh no, I wasn't meaning to alter the AI, I was just asking what are the differences between Still, Normal, Get Behind, etcetera. I couldn't find the info anywhere, so I just posted here.


Top
   
 Post subject:
PostPosted: Sat Nov 14, 2009 1:39 am 
Offline
DBB Master
DBB Master
User avatar

Joined: Thu Nov 22, 2001 3:01 am
Posts: 9205
WLM: biffski@yahoo.com
Location: Beaverton, Oregon USA
if you list them, I'll try to give you a rundown as best as my old memeory can do.

Each bot has it's own AI behavior. These commands override that (of course).

Normal, is of course, the bot's regular AI.

Still, makes the bot stay in one spot. If you shoot at it, it will do its best to stay in that one spot while returning fire.

Get behind, I THINK causes the bot to take a defensive posture before returning aggressions if at all. They will actively dodge to the side or behind a wall if available. .. Like I said, I think.

The best way to get a feel for what each AI does, is to make a quick and dirty test level (couple of big rooms and obstacles) and throw bots with various AI in. .. make not of each bot, where they are and what AI is assigned to each of them.

It's not quick like getting an answer here, but it WILL give you a clear idea of how the bots will react and if that's what you really want or not. ;)


Top
   
 Post subject:
PostPosted: Sat Nov 14, 2009 2:18 pm 
Offline
DBB Cadet
DBB Cadet

Joined: Mon Nov 09, 2009 8:28 pm
Posts: 4
Website: http://www.rpgcentral.freeforums.org
Location: Charon Volatile Mine
Okay, then, thanks.


Top
   
 Post subject:
PostPosted: Sun Jul 25, 2010 1:04 pm 
Offline
DBB Admiral
DBB Admiral
User avatar

Joined: Mon Jun 15, 2009 3:03 am
Posts: 1300
Location: Ringing Satan's Doorbell
A question from me. How do I make monitor textures shatter when I shoot or flare them? Is there some prerequisite in the settings? I have two monitors on two oposite sides of a cube, and one will always shatter when I shoot it, the other never will. What's the big deal?

_________________
Descent 1,5: Level layouts done: 32/54 Secret level layouts done: 1/6


Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 92 posts ]  1 2 3

All times are UTC-06:00


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  



Descent'rs have piloted these pages
 
The layout and contents contained within this site are © DescentBB.net 1997-2006.
Descent, Descent II are © Parallax Software Corporation.
Descent III is Outrage Entertainment.
Descent is a Trademark of Interplay Productions.

Miner Wars™ is trademark of Keen Software House s. r. o.
.


Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group