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ForumsCog Forum → GIMME A COG CHALLENGE TO DO!
12
GIMME A COG CHALLENGE TO DO!
2001-11-01, 2:53 PM #41
I can't believe this hasn't been closed. NO TOPICS IN ALL CAPS.
A desperate disease requires a dangerous remedy.

A major source of objection to a free economy is precisely that it gives people what they want instead of what a particular group thinks they ought to want. Underlying most arguments against the free market is a lack of belief in freedom itself.

art
2001-11-01, 5:15 PM #42
oh, sorry bout the caps. a little late now im afraid [http://forums.massassi.net/html/wink.gif]

Emon, I found it reduces way less on the fps than with things. Check out one of the geo mod tests using things - OUCH! I used 500 sectors in a geo mod test on a wall - i noticed a 20 fps drop from my normal 85 fps. Not too serious. GBK, why dont we work together on this since you seem to be up the same allyway as me. Heres part of what i used:

max=GetSectorCount();
for(h=0; h<max; h=h+1)
{
if(GetSectorFlags(h) & 0x2000)
{
j=q;
q=0; // reset variable for next use
y = GetNumSectorSurfaces(h);
for(u=0; u<y; u=u+1)
{
if(GetFaceGeoMode(u+j) != 4)
{
SetAdjoinFlags(GetSurfaceAdjoin(u+j), 0x10);
SetSurfaceFlags(GetSurfaceAdjoin(u+j), 0x5);
SetFaceType(u+j, 8);
SetFaceType(GetSurfaceAdjoin(u+j), 8);
}

The face types used dont even exist, but i used them so that surfaces adjoined to non-geo mod sectors wouldnt be visible. Also, your right, to use damaged: on all the surfaces would be rediculous, so i used entered: for the sectors. Works fine. As I already said earlier, this baby works great, just not PERFECT. Since its triggered when the sector is entered, I have yet to add 'health' to the sectors, and i have to delete the shot that entered the sector. I'll release a demo when i get back into that project but im busy enough with Xivian, reliving the legacy, and JP:E.

[This message has been edited by Strike1337 (edited November 01, 2001).]
2001-11-01, 5:22 PM #43
osiris! sup man! i remember that cog, hahaha. It was cool though, looked awesome. man i remember that. hah! with the rotating floor so you can get different gyms, like basketball court, or hockey, or soccer (grass) or whatever else. hit the button and the bleachers fold out =)
2001-11-01, 8:25 PM #44
Sorry, admin. Didn't realize it till you said. (I do have eyes though)

A bit too late. I'll find it next time.

------------------
http://millennium.massassi.net/ - Millennium
2001-11-01, 8:30 PM #45
Hmm, some interesting code. Send me an email...

------------------
Success is the inverse relationship between effort, gain, and loss.
And when the moment is right, I'm gonna fly a kite.
2001-11-02, 11:45 AM #46
I would be getting this if I knew what Geo-Mod technogly was :
2001-11-02, 12:03 PM #47
OK, wait a minute, you're making geo-mod for JK?

And Strike, if you're bored with cog, learn real programming.
COUCHMAN IS BACK BABY
2001-11-02, 1:51 PM #48
I think we've all fooled around with different sorts of 'destructable' archi.

The point is, nobody can make it work.



------------------
Success is the inverse relationship between effort, gain, and loss.
And when the moment is right, I'm gonna fly a kite.
2001-11-02, 4:30 PM #49
Tracer, I already do program VB and C++

GBK, perhaps you and everyone else hasnt heard, this DOES work. Unless you are talking about the type of geo-mod like in red faction where it isnt premade destroyable archi
2001-11-02, 4:46 PM #50
If you can already program, then why are you complaining about cog?? Jeez! You could be off writing a 3D engine instead of whining about cog.
COUCHMAN IS BACK BABY
2001-11-02, 5:53 PM #51
I know, but dude, I'm only 15. Haven't had enough math to write a freakin game engine. I made a 3d engine that used addition, i think thats impressive =) but the p/y/r blowed and it was slow with multiple polygons. Also, I don't know enough to make collision, physics, etc. I'm already in a game development team level editing and context coding anyway, why take on another time consuming project? I know, you didn't know, but just tellin ya I've got my hands full anyway, ehhehe. I enjoy writing COG though. Something about it is just so fun to frig with...
2001-11-02, 11:59 PM #52
Quote:
<font face="Verdana, Arial" size="2">ok griz, gimme a couple mins</font>


Ok, I gave you more than a couple mins. Where is dat cog?

------------------
Cordially,
Lord Tiberius Grismath
Head Administrator
GCWC.net
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2001-11-03, 5:13 AM #53
Strike, you misunderstood. I didnt mean 'work' in the literal sense, I meant no one can intgrate the technique into a level, reliably, and it be a vital part of the plot/function of the level.



------------------
Success is the inverse relationship between effort, gain, and loss.
And when the moment is right, I'm gonna fly a kite.
2001-11-03, 8:23 AM #54
You made a 3D engine using only addition? I'm not sure if that's even theoretically possible. Did you 'use' DirectX or OpenGL?
COUCHMAN IS BACK BABY
2001-11-03, 1:01 PM #55
He used QBASIC =D
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2001-11-04, 6:22 PM #56
yep hehe, I made it in QBasic. I prefer QB over VB for some reason. I usually make my utilz and progs in QB then if im going to release them to the public ill put em in VB.

that 3d engine with addition had full xyzpyr but the pyr looked really bad haha. Not really a 1st person kind of view mind you, but it did render 3d objects. I had even started on a simple texture bind that would stretch to the surface but i bought a new comp and that engine is long gone now
2001-11-04, 10:33 PM #57
Um, I'm pretty sure Emon was joking when he said that.

You see, what you are saying cannot be true. You're either lying, or you used some 3rd party api that greatly simplified the entire process to the point that actual understanding of 3D concepts was moot.
COUCHMAN IS BACK BABY
2001-11-05, 2:05 AM #58
*cough* *cough* That cog... *cough* *cough*

------------------
Cordially,
Lord Tiberius Grismath
Head Administrator
GCWC.net
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2001-11-05, 5:06 AM #59
Griz, the cog you want is quite simple, just set a pulse of 2.5, play a sound on one cycle, and run a few AI commands on the other. Use 'hasLOS' on each pulse to look of either the player or an ally.

------------------
Success is the inverse relationship between effort, gain, and loss.
And when the moment is right, I'm gonna fly a kite.
2001-11-07, 5:08 AM #60
Ok, ok, erm... not too familiar with the HasLOS, could you plz write something up if you have the time?

------------------
Cordially,
Lord Tiberius Grismath
Head Administrator
GCWC.net
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2001-11-07, 5:35 AM #61
As defined by Hideki's Cog verb list:

Quote:
<font face="Verdana, Arial" size="2">
HasLOS - Checks if a thing has a visibility on another thing or not. Returns 1 if has visibility, 0 if not. Use HasLOS(LookingThing, TargetThing);
</font>




------------------
Success is the inverse relationship between effort, gain, and loss.
And when the moment is right, I'm gonna fly a kite.
2001-11-07, 5:56 AM #62
ok, did i not already explain how my 3d engine using addition looked really bad? In the sense that lets say you rotated it 180 degrees, it would become streched. It was fun to make polygons and funky objects and deform them or break them apart, i was even thinking of adding a gun to blow up the things, but anyway - it was indeed messed up. It did work however. I simply added or subtracted the pitch yaw roll x y z (added or subtracted, whichever made sense. I had to draw a cube in my mind and see which corners would lift, id use subtraction for those, and the opposite for addition). Then just add/subtract those numbers to the vertices, then simply draw lines from each vertex to vertex to make a morphing, moving 3d object. One of the best parts was the ability to draw/render convex models.
2001-11-07, 6:29 AM #63
Gaa! A 3D engine in QBASIC without multiplcation is impossible!! I can't make that any clearer.

Maybe we have different ideas about the meaning of 'writing my own 3D engine'. I would say it means starting from scratch, and creating an app that can render + transform 3D objects, though I can't see how it could mean anything else.
COUCHMAN IS BACK BABY
2001-11-07, 6:42 AM #64
I agree with Tracer... making a "3D Engine" in QBASIC with only addition is impossible... making a 3D engine without matrix transformations/multiplications is unheard of. To think that you can do all that with simple addition or subtraction is beyond me... how would you handle rotation? calculate the face normal? and on and on...
2001-11-07, 11:06 PM #65
Um. You can't possibly make a 3D engine of any sort without multiplication. If you would like me to make a long post explaining exactly why it's impossible, I'd be happy to.

[This message has been edited by Jon`C (edited November 08, 2001).]
2002-02-09, 11:29 AM #66
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Strike1337:
ya lol, please keep the challanges inside JK's engine limits. it is 100% impossible to make a rear view mirror like that (in a little window in the corner of the screen) but it is extremely easy to make a hotkey to turn your head around and glance back behind you. cog challanges ive set for myself and succeeded are my jeep cog (fully drivable), my turret cog (fully aimable - turret actually swings where u look), a master AI cog that controlled an entire army of 100 stormtroopers, my allied AI cog that has several options which make the AI follow you and shoot other imperials (or pirates, whichever you select in the options), destroyable architecture (geo-mod) using sectors - fully automatic, add the cog (nothing to define), and flag any geo-mod sectors to 0x3000 (an unused flag), lets see now. im making a chopper cog now, but anyway, that clock thing i can do. probably a vectorscale and a setthinglook type of deal, just like my turret and jeep. uh oh, i got to go for work, ill come back this afternoon and make these challanges</font>



Let me have these cogs i need these cogs i want these cogs email them to me at Leeahoward@aol.com


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There is no try there is only do or do not.
Duff, donuts, duff, donuts, desicions!
2002-02-09, 11:42 AM #67
Dude this is like your second offence in 2 mins... don't raise old topics from the dead... and for some reason, I don't think the cog makers will actally just let you have the cogs... just like that.
2002-02-09, 4:53 PM #68
Well, even though you seem to have kinda gotten off of the topic of Cogs, I wondered if it was possible to have a caste-type system. Like where all AI's with a POLICE variable or flag or something would attack any CRIMINAL flagged AI. Would it be possible to be able to assign friendly or enemy status between any two castes?

------------------
The protagonist is trying very, very hard to think very clearly about trying not to think about something else. Read it again.
The protagonist is trying very, very hard to think very clearly about trying not to think about something else. Read it again.
2002-02-09, 11:12 PM #69
Woah! This topic has blown up. Good to see you are back Strikey. I got a challange for you.

Make it so i can add more then one of my freakin lens flair cogs in my AoT level! I spent a long while making this cog rock, but I can only add it to the sun, not the engery beams cuz if i add more then in the lvl, one of them dies. Feel free to make a test level to see for yourself, this cog is easy as pie to add to your lvl.

Code:
# Jedi Knight Cog Script
#
# aotlensflair.cog
#
# Controls a semi-cool lens flair effect when an 3do is visible to the player.
#
# [SM Sith Lord]
#
# This cog is not made or distributed by LucasArts Entertainment Co.

flags=0x240
symbols

message		startup
message		pulse
message		newplayer

thing		flairobject=-1
flex		brightness=1
int		R=255
int		G=255
int		B=255
flex		fadeout=0.5

flex		dot=-1			local
flex		olddot			local
flex		r_y			local
flex		r_m			local
flex		r_m2			local
flex		g_y			local
flex		g_m			local
flex		g_m2			local
flex		b_y			local
flex		b_m			local
flex		b_m2			local

int		tintamt			local
int		ramt			local
int		gamt			local
int		bamt			local
int		lenseffecthandle	local
int		player			local

end

# ========================================================================================

code

startup:
fadeout = fadeout/10;
R = R*brightness;
G = G*brightness;
B = B*brightness;
r_y = R/1.7;
r_m = r_y/0.85;
r_m2 = (R-r_y)/0.15;
g_y = G/1.7;
g_m = g_y/0.85;
g_m2 = (G-g_y)/0.15;
b_y = B/1.7;
b_m = b_y/0.85;
b_m2 = (B-b_y)/0.15;
SetPulse(0.01);
return;

pulse:
FreeColorEffect(lenseffecthandle);
olddot = dot;
dot = -1;
if( IsThingVisible(flairobject) && HasLOS(player,flairobject) ){
  dot = ThingViewDot(player,flairobject);
  }
else if( olddot-fadeout > 0 ){
  dot = olddot-fadeout;
  }
else if( olddot-fadeout <= 0 ){
  dot = -1;
  }
if( dot != -1 ){
  if( dot <= 0.85 && dot > 0 ){
    ramt = r_m*dot;
    gamt = g_m*dot;
    bamt = b_m*dot;
    lenseffecthandle = NewColorEffect(0,0,0,0,0,0,ramt,gamt,bamt,1);
    }
  else if( dot > 0.85 ){
    ramt = r_m2*(dot-0.85)+r_y;
    gamt = g_m2*(dot-0.85)+g_y;
    bamt = b_m2*(dot-0.85)+b_y;
    lenseffecthandle = NewColorEffect(0,0,0,0,0,0,ramt,gamt,bamt,1);
    }
  }
return;

newplayer:
player = GetLocalPlayerThing();
return;

# ........................................................................................

end


Even when I made a whole new cog and named the "lensflairhandle" var to "lensflairhandle02" it still screwed up. I don't know wtf is wrong, and i doubt u can fix it since you have yet to fix any of my cogs without totally re-writting them. hehe

To all the peps who think Strike is a newb, he isn't. I test alot of his levels with him, and his cogs own. Not only would i have no chance making any of them, (i suck with all vectors) they are so freakin kool! SHOOTING LITTLE INNOCENT ALIENS OUT OF CANNONS ROCKS! Not his most comples cog, but the funnest. =) and he made a sweet room where u could walk on the walls and the celling. No idea how he did it, but it owned. It was better then WoW, and it wasn't even in a mod. Well, FIX MY COG STRIKIE! i'm out. btw, I'm sweet at cogs now too strike. well, kinda sweet. =)
One day, after everybody else quits, I'll be the best.
Sith Mercenaries
^My site.
2002-02-10, 5:52 PM #70
Dudes.. you don't get it ...... strike is not back .... that homer simpson guy just raised this old thread from the dead.
2002-02-10, 6:17 PM #71
der. my bad. Strike msged me ealier and said he was back, that's why i thought he was back.
One day, after everybody else quits, I'll be the best.
Sith Mercenaries
^My site.
2002-02-11, 11:41 PM #72
Someone just dug the topic to get closed.

------------------
http://millennium.massassi.net - Millennium
Sniper Arena! - Enhancement Pack!
2005-08-27, 5:39 PM #73
Whoa, when did everyone come back? I've been working on my ship cog lately and finally fixed the crash bug :) Does anyone have a good video program that will let me record a demo of my 360 degree flight?

[edit] aww crap. Umm, it seems I posted in the wrong one :o Uh sorry for the necromance. I followed the link in Strikes thread, forgot I followed the link... well you get the rest :o [/edit]
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
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