morningstarring wrote: ↑Wed Sep 11, 2024 1:02 am
I'm trying to get ChatGTP to write some more advanced scripts but while it seems to know squirrel really well, it doesn't know or remember to keep trespasser syntax in mind, or understand trespasser in general. Maybe with better prompts it'll get easier to produce some crazy squirrel scripts soon. anyway just thought id share.
That's kind of the general issue with generative stuff like this, it doesn't really know anything outside of what it's absorbed into its database, so trying to get it to process secondary elements like the Trespasser-specific elements is going to be tricky. It's good at doing things that it has full information on but is completely incapable at extraoplating upon that (which is why it isn't really artificial "intelligence" in any way). It will probably be good for generating a base-script if we can figure out what needs to be changed in order to make it work in Trespasser, however. Even just getting it to process that you jumped is incredibly useful, because if we can figure out how to work from what is given here, we can start scripting additional elements involving the pushing of a key.
morningstarring wrote: ↑Wed Sep 11, 2024 1:02 am
Also if y'all have any working squirrel scripts to use as examples that would help a lot. I searched the forum but only found a couple examples.
I might be the only one who has used them in my levels, you can find everything Lee Arbuco scripted for me in the final RTJP release. There are a few scripts in there which I re-named to make them more obvious in their function. The Player script contains both the functionality for the HUD as well as for the stamina system.
Teromen wrote: ↑Sat Sep 14, 2024 6:32 am
Do you think AI could lead to new render code? One of my targets would be dynamic shadows on all objects. I was thinking a sort of megatexture effects on models but you know... not gonna happen lol. I wonder if AI can port trespasser completely over to a new engine with little errors to fix?
The issue with Trespasser is how complex the source code is, apparently - it's not coded like anything else out there, which is bad for generative stuff like this because it by nature requires to have been fed specific information pertaining to Trespasser's code. It can probably port elements of it but getting the entire thing together would be a challenge without having people around to supervise it. And even then it would probably do things wrong here or there, and those would require manual fixing. Look at engine ports like OpenMW and OpenRCT2, they're not exact 100% ports in many areas, but the casual player is never going to know this as it is all largely under-the-hood stuff done to make the developer's lives easier. So I would suspect that a mostly computer-generated Trespasser code, what with the complexity of the engine, would probably have some elements that just aren't quite "right" and would need manual fixing if you wanted to make it close to the original.