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Kinyajuu chat

Sep 18th, 2016
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  1. Kinyajuu: Hey ya, just an update, next patch will have the RWG Previewer under the old Create World Button (now named "Editing Tools")
  2. Kinyajuu: rwg mixer.xml has, at the bottom, the terrain and noise gen xml. It's based on libnoise and any non shape module is usable, just follow the naming conventions from the online libnoise doc but apply it to xml.
  3. Kinyajuu: the Biome spawn rules use the numbers from the output of the BiomeGenerator.
  4. Kinyajuu: then with this next patch and the RWG Viewer you may edit the xml WHILE the game is running, click refresh at the top right and it will reload the xml and regenerate the preview. :)
  5. Kinyajuu: Enjoy bud, figured I would let you know first as I tend to like to do. Have a great day!
  6. Kinyajuu: "rwg mixer.xml has, at the bottom, the terrain and noise gen" *and biome gen xml, not noise gen
  7. Kinyajuu: if you have any questions at all let me know :)
  8. Kinyajuu: *note, be sure to use the clamp function as your last output to keep it from breaking, can't go all the way to 255 because of deco so keep it trimmed down to about 180 so the 40 trees have room to be placed as well as any usual wilderness POI
  9. Valmar: Hello Kin. Sorry for the delay. I thank you for the heads up, its much appreciated.
  10. Kinyajuu: np, I figured you might get a kick out of that
  11. Kinyajuu: I've got rick and joel on board to start letting loose some of the tools
  12. Kinyajuu: the dev UMA Archtype editor is next :)
  13. Kinyajuu: *Archetype
  14. Valmar: Thats some great news indeed. I was hoping for the UMA editor specifically myself.
  15. Kinyajuu: it also has a live refresh
  16. Kinyajuu: change xml, refresh viewer
  17. Kinyajuu: :)
  18. Valmar: Im curious about something with the UMA, actually
  19. Kinyajuu: all the tools I make will be like this
  20. Kinyajuu: sure, go for it
  21. Valmar: I understand having too many UMA zombies puts more strain on memory or what have you due to the assets loaded
  22. Kinyajuu: kind of
  23. Kinyajuu: they use RenderTextures
  24. Valmar: but if two zombies are wearing the same shirt only with different color overlays, does it sitll "count" as two seperate ones?
  25. Kinyajuu: so it depends on VRAM
  26. Kinyajuu: not technically no
  27. Kinyajuu: the Render Texture gets dropped into a save list
  28. Kinyajuu: then isn't released until no uma toon is carrying it
  29. Valmar: So, in theory, as long as they're all wearing the same clothes with only different color overlays they wouldn't take up any more "space" than having a single one?
  30. Kinyajuu: so it SHOULD be one instance of a "same" texture
  31. Kinyajuu: color overlays will do it too
  32. Kinyajuu: due to how uma is built
  33. Kinyajuu: it chunks the tex together and takes a "picture"
  34. Kinyajuu: with color in place on the tex that's taken
  35. Valmar: I see, so it would make a difference then? On vram usage?
  36. Kinyajuu: nope
  37. Kinyajuu: I've dropped 20 old timers in a test map and it had no hit other than the first one
  38. Kinyajuu: nothing in profiler saying tex ram went up
  39. Valmar: Yes, but they're all using the same identical set, correct?
  40. Kinyajuu: and I'm on a GTX 760 4Gig VRAM
  41. Kinyajuu: yep
  42. Valmar: But if they all had a different color overlay
  43. Kinyajuu: multiples might eat up a bit more but at FULL texture size they are baked at 4096
  44. Valmar: It would impact it due to how UMA works ?
  45. Kinyajuu: if diff color overlay then yes it'll be different
  46. Kinyajuu: I'm still working on a "startup uma tex bake" for things that don't use equipment
  47. Kinyajuu: but it's still in baby stages
  48. Kinyajuu: lots to recode in UMA
  49. Kinyajuu: lol I've gutted about 50% of it at this point
  50. Valmar: I bet that was fun lol
  51. Valmar: Thrilled to see the light toggle property, btw.
  52. Kinyajuu: each time you see them getting better it's from me going in and rewriting the code to match how WE use it
  53. Kinyajuu: light toggle? mining helmet?
  54. Kinyajuu: or block toggle
  55. Valmar: No, not quite. The light blocks. The switch
  56. Kinyajuu: ahh yeah
  57. Valmar: I forget the exact term used for it
  58. Valmar: But its great to have it.
  59. Kinyajuu: oh, another fun thing, not sure how to let you guys use it yet
  60. Kinyajuu: ANY block can now be turned into a container
  61. Kinyajuu: provided it has the TE Loot Container in that spot
  62. Valmar: Even blocks that already have classes, you mean?
  63. Kinyajuu: I moved it into the base block code :)
  64. Kinyajuu: yep
  65. Kinyajuu: the corpse block is a "GrowBlock"
  66. Kinyajuu: that upgrades
  67. Kinyajuu: but as you can see when looting even they have a TE
  68. Kinyajuu: all we have to do is set one on server and client and it's good to go
  69. Kinyajuu: going to expose that in some way, just not sure how yet
  70. Kinyajuu: "Hidden Stash Box" or something
  71. Valmar: I wonder how that would jive with workstation interaction
  72. Kinyajuu: super expensive and rare
  73. Kinyajuu: hmm
  74. Valmar: As both use the same prompt key to access I believe
  75. Kinyajuu: that I'm not sure, the workbenches have a TE of their own
  76. Kinyajuu: don't think it can have two in the same spot
  77. Kinyajuu: but maybe the child?
  78. Kinyajuu: eg; one side of the bench
  79. Kinyajuu: no idea there though
  80. Valmar: I didnt know the bench had two sides.
  81. Kinyajuu: it's a multiblock model
  82. Valmar: Though it is a multiblock I think
  83. Valmar: So that makes sense
  84. Kinyajuu: it has the block the model belongs to, and a placeholder block that points to it's parent
  85. Kinyajuu: to say "this is taken, defer to my parent"
  86. Kinyajuu: bandits and survivors can also be turned on, their AI isn't good yet but you can flip em on
  87. Kinyajuu: just add to spawn defs
  88. Valmar: How difficult would it be to have it so if you hold down the access button it will open it like a container but if you just tap it then it will open the workbench's crafting interface?
  89. Kinyajuu: it would take me resorting the interaction array
  90. Kinyajuu: loot container sits on index 1
  91. Kinyajuu: it's possible but not without code support
  92. Kinyajuu: and I'm back on RWG for now :)
  93. Valmar: Also I noticed the spawnTrader block has a spawnClass to work with trader npcs. What exactly is this block used for?
  94. Kinyajuu: it spawns an NPC i guess
  95. Kinyajuu: Prime and Mr. Lang made that bad boy
  96. Valmar: Will you be working on that new... was it called socket system? with RWG?
  97. Kinyajuu: working on road trim at hubs and sockets yeah
  98. Kinyajuu: sockets = Diablo inventory but with houses instead of varied size items
  99. Valmar: Joel mentioned it in one of his videos. I like the idea a lot more than the current "big square town" approach with prefabs
  100. Kinyajuu: yep, it's more natural
  101. Kinyajuu: I just have some old trimming code that I've been using forever that needs to work together better
  102. Valmar: How feasible would it be to create a trench on both sides of the road? That could add a little flavor of realism, I think.
  103. Kinyajuu: eg, where ever I drop a plot, run the road to height and along the frontage at height
  104. Kinyajuu: the world will be full of stuff then, more spread out, but more stuff
  105. Kinyajuu: even roadside gas stations and such
  106. Kinyajuu: just gotta figure how I want to average the trim between lots and against the road trim
  107. Kinyajuu: and add a driveway point to all POIs so I have a "lagrange" point to connect to
  108. Valmar: I wonder how Magoli will handle this with his prefab pack lol
  109. Kinyajuu: well
  110. Kinyajuu: sockets will spawn ANYTHING
  111. Kinyajuu: they don't give a crap
  112. Kinyajuu: if there are enough 21x21 meter sockets for it to fit in, then it'll spawn
  113. Kinyajuu: 100x100 prefab, ~5x5 sockets
  114. Valmar: Will we still see some of the currently made "big square lot" POIs for hubs and the like, or will everything be converted over to the new system?
  115. Kinyajuu: not 100% sure yet
  116. Kinyajuu: talking to rick about special road socket bits at 21x21
  117. Kinyajuu: with medians and sidewalks built into the road
  118. Kinyajuu: but yeah, I have a lot of bits and bobs to work out
  119. Kinyajuu: it's "working" just not to my standard yet
  120. Kinyajuu: smoothing out those turns and connections for roads is higher on the list atm
  121. Kinyajuu: once I can get those nice and smooth then I'm about done aside from sockets and MAYBE bridges/tunnels
  122. Kinyajuu: and socket caves
  123. Valmar: What benefit would socket caves give?
  124. Kinyajuu: sockets let me know if I'm by a mountain
  125. Kinyajuu: so I run my caves using the midpoints of the sockets
  126. Kinyajuu: with faux vertical sockets
  127. Kinyajuu: basically a giant 21x21 meter grid
  128. Valmar: So we might see a return of the old cave systems in random gen?
  129. Kinyajuu: so no more digging down for caves
  130. Kinyajuu: Yes sir
  131. Kinyajuu: that's the plan
  132. Kinyajuu: big cave systems inside of mountain ranges
  133. Kinyajuu: small ones in large hills, etc
  134. Valmar: It would be intelligent enough to know to place the cave system in a mountain then?
  135. Kinyajuu: yep, hence the sockets
  136. Kinyajuu: if next cave point Y is less than socket height at x,z then go ahead
  137. Kinyajuu: so it'll be able to move around so long as it stays under the top socket height
  138. Valmar: And performance with caves shouldn't be a problem now that the map generates itself on the initial load?
  139. Kinyajuu: and ofc, I'll use midpoint offsets so it doesn't look "grid like"
  140. Kinyajuu: they still might be a slight issue, BUT
  141. Valmar: I seem to recall that being mentioned as a cause for the old cave system being removed. Unless I heard wrong.
  142. Kinyajuu: I've found why they were slow
  143. Kinyajuu: the more "lines" i have to check the worse it gets
  144. Kinyajuu: soooo
  145. Kinyajuu: use ONE line
  146. Kinyajuu: but allow it to say air or ignor
  147. Kinyajuu: *ignore
  148. Kinyajuu: so I'll have one line instead of many
  149. Valmar: A streamlined process, essentially?
  150. Kinyajuu: lots of technicals to that but yeah
  151. Kinyajuu: it'll draw like the pen drawer in MS stuff
  152. Kinyajuu: lift pen, lower pen, basically lift means go to doing nothing, lower means draw air
  153. Kinyajuu: but it still needs workshopped
  154. Kinyajuu: I may just pregen them as prefabs and shove em in
  155. Valmar: Speaking of workshop... I wouldn't be me if I didn't ask... is such support still only planned for after the game goes gold?
  156. Kinyajuu: it's planned for once we fill out the editing tools
  157. Kinyajuu: with what I did yesterday I think they are coming around now
  158. Kinyajuu: previewer will be the first editing tool
  159. Valmar: With the UMA and RWG previewer being two of said tools?
  160. Kinyajuu: then I may be able to get them to release the prefab/world editor
  161. Kinyajuu: it's in there, just nobody outside TFP can use it
  162. Kinyajuu: that window that says coming soon, shows us every prefab and level
  163. Valmar: Did you notice a modder found a way to enable the world editor mode?
  164. Kinyajuu: oh, cool
  165. Kinyajuu: good on them then :)
  166. Kinyajuu: i keep telling rick that you guys won't mind that it's not super user friendly
  167. Kinyajuu: yall will figure it out
  168. Valmar: Well, if its a matter of user-friendliness you could sneak a toggle into an xml file that they have to use.
  169. Kinyajuu: hehehe
  170. Valmar: So only those "in the known" will know how to toggle it.
  171. Kinyajuu: well, once I make the tool picker menu I may just
  172. Kinyajuu: uncomment an entry in XUI/windows.xml
  173. Kinyajuu: ;P
  174. Kinyajuu: then it's "not officially" supported but it's a simple xml edit to turn it on as an option
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