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 Post subject: Re: Drac~Test
PostPosted: Fri Sep 18, 2020 6:08 pm 
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T-Rex Killer
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A note on one of my discoveries while creating the Cape Gun. I had listed on my adjenda to test the use of "bool Enable = true/false" during the manipulation and setup of CMagnets. It appears in use inside retail Trespasser to halt the motion of doors, such as those at the entrance to the Main Harbor. If it has use to -free- the motion of doors in the original game, I can't recall where such examples are, but I set to test its use for such in Drac~Test with the ammunition crate hinges. I learned from this test and discussing the source code with machf, that "bool Enable = true" actually destroys CMagnets connected to the target, and spawns a new one which is automatically placed at the same location as the target's pivot. (I had thought it was strange that the AT targets a physical object and not a CMagnet entity.) If this newly created CMagnet (I wonder what the engine considers to be its name?) is made to have free orientation, the results are, as you may well imagine, rather deplorable.

Attachment:
AfricanCapeGun01.jpg
AfricanCapeGun01.jpg [ 518.59 KiB | Viewed 1034 times ]


As such, so far I see no superior use for using the Enable function in an action, beyond homage. Cases where the designer may wish to create a scenario where the door might be both locked and unlocked during the course of game events, lends itself far better to the employment of Freezing or Unfreezing the door or hinged object in question. I never did test the "Query" value, but I am now less inclined to investigate. Sometime in the future perhaps, when I am less upset at the whitnessed obsurdity.

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 Post subject: Re: Drac~Test
PostPosted: Fri Sep 18, 2020 7:04 pm 
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T-Rex Killer
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As I told you (but apparently you skipped that line), look at the "bool Merge = true" and "bool Delta = true" options...

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 Post subject: Re: Drac~Test
PostPosted: Fri Sep 18, 2020 8:03 pm 
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Sigh. That can be saved for a future investigation. Different tests await my next attention.

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 Post subject: Re: Drac~Test
PostPosted: Sat Sep 19, 2020 5:49 am 
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Location: Canada, eh?
Magnets, my worst enemy...it seems no matter how hard I try to avoid deleting things, at some point at least one instance of a magnet will fail. Definitely agree that magnets should be left alone for the Frozen option instead.

Have you tried testing WaterEntity objects yet? Haven't fiddled around with those in a while but they might be worth investigating. I remember you using them in one of your Mayan temple levels to make viscous, black liquid and am curious what else might be doable with them?

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 Post subject: Re: Drac~Test
PostPosted: Sat Sep 19, 2020 6:32 am 
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Quicksilver would be an interesting option...

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 Post subject: Re: Drac~Test
PostPosted: Sat Sep 19, 2020 9:49 pm 
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Location: Canada, eh?
machf wrote:
Quicksilver would be an interesting option...

Maybe some sort of implementation of a thermometer even, just as a test? I wonder if WaterEntities are capable of being moveable somehow? Do ASA animations work on water?

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 Post subject: Re: Drac~Test
PostPosted: Sat Sep 19, 2020 10:19 pm 
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I'm not on my laptop today, but Drac~Test does have some of this already. I can share later. The alteration of its surface appearance has turned to be quite tricky.

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 Post subject: Re: Drac~Test
PostPosted: Sun Sep 20, 2020 5:49 am 
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TheIdiot wrote:
machf wrote:
Quicksilver would be an interesting option...

Maybe some sort of implementation of a thermometer even, just as a test? I wonder if WaterEntities are capable of being moveable somehow? Do ASA animations work on water?


You can teleport water (PV). And I believe TC~Isle has movable water inside the ship that rises?

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 Post subject: Re: Drac~Test
PostPosted: Mon Sep 21, 2020 12:12 am 
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Tatu is correct in both cases. I did find that, unfortunately, it does seem that CWaterDisturbance cannot be teleported, though. This is not cool since might be nice to be able to turn ripple sources on and off. ...Huh, one might teleport a small invisible cube into the water, which would float and cause ripples, and teleport it away if desired. Nice!

Here is a video showing the current state of water testing:


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 Post subject: Re: Drac~Test
PostPosted: Mon Sep 21, 2020 12:41 am 
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Did you try having a water disturbance object whidh doesn't do anything so that you can "activate" it at a later time?

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 Post subject: Re: Drac~Test
PostPosted: Mon Sep 21, 2020 3:57 am 
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Hmmmm... The first X you see in the video is where a trigger with that AT is located. It didn't work during testing, I plan to test it again later.

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 Post subject: Re: Drac~Test
PostPosted: Sat Nov 07, 2020 4:08 am 
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T-Rex Killer
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Alrighty, I have been at work in Drac~Test again, doing my usual experiments. The other day I put in a Doug Henderson mural to spruce up Zone 1 (environment tests). Still sad I didn't get to create the Embryonics Admin murals I had planned. Then Tatu and I investigated one of the Mystery Model desks, the one seen with the Rex shack:

Attachment:
rexhouse.jpg
rexhouse.jpg [ 38.97 KiB | Viewed 735 times ]


It has some rather interesting notes. The main model's name is "Pdeskdrawers", no -00 indicator. I recall very few retail models with this variation. Then the drawers themselves - "PFile-01" through "PFile-04". Besides no -00 instance, there are *two different shapes* of the drawers within these. I believe this model to be an example of very early Trespasser, before the asset conventions were fully in place. The shack might be with it in that sense.

Finishing that up, I created physics, then imported the desk into the level... I had entered Hardware Mode to demonstrate the AlphaChannel planes previously, because transparency in Software Mode is a little harder to examine. But when I went to visit the new desk, I noticed that, AHHH!, there were AlphaChannel planes beyond the 16th!

Attachment:
Drac~Test_MoreAlphaDesk01.jpg
Drac~Test_MoreAlphaDesk01.jpg [ 586.54 KiB | Viewed 735 times ]


For whatever reason they do not show up in Hardware. :sick: Maybe, when the game was being prepared for the hardware they hadn't originally designed the engine for, they found only 16 channels to be necessary. As you can see, there are new colors... Very interesting! I was already done for the night and so I haven't investigated these things further, but it means there are at least 21 total AlphaChannels. :statue:

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 Post subject: Re: Drac~Test
PostPosted: Sat Nov 07, 2020 2:20 pm 
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LMAO. On my monitor when scrolling down or up, those alpha objects flashes in the image.

And nice find :D

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 Post subject: Re: Drac~Test
PostPosted: Thu Dec 24, 2020 7:23 pm 
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Alright everyone, Happy Holidays from Draconisaurus! My gift to TresCom this year is the latest and final version of "Drac~Test", where a number of investigations were made about the disposition of the Trespasser technology. There are 5 zones to explore, in various amounts of development. Hopefully some useful things may be found. I'm releasing this now since it is still technically the eve of the holiday and that is when the occasion is celebrated in Europe. Have a great holiday and hopefully many can spend time with friends & family even if only on video.

https://app.box.com/s/dw4sfw4dr03c3uih669b4uef1rm245x3

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 Post subject: Re: Drac~Test
PostPosted: Thu Dec 24, 2020 10:22 pm 
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All right, let's see how this one goes...
Merry Christmas!

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