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Noer

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Posts posted by Noer

  1. Hello,

     

    I am trying to launch Pillars of Eternity single player game. (I am going to use IE mod as soon as possible) but for pure install on Linux steam I encounter this bug:
    1. I launch steam->pillars of eternity or pillars of eternity via menu/games.
    2. I click start new game and choose difficulty etc.
    3. Game starts loading
    4A. Game crashes my computer totally I can't use mouse, sound is stuck, no keyboard shortcuts are working, one of my monitors goes totally black like if I just closed my system - I have to reset my computer.
    4B. I can create a character and continue and then happens 4A.

    I tried steam online/offline, validation of game files, resolution full/window mode.
    What is this magic? How can I make sure the game is compatibile with my graphic card/settings? I cannot raport it etc. because it totally hangs my computer system.
     

    cat /etc/linuxmint/info
    RELEASE=17.3
    CODENAME=rosa
    EDITION="Cinnamon 64-bit"
    DESCRIPTION="Linux Mint 17.3 Rosa"
    DESKTOP=Gnome
    TOOLKIT=GTK
    USER_GUIDE_URL=help:linuxmint
    GRUB_TITLE=Linux Mint 17.3 Cinnamon 64-bit

    lspci | grep VGA
    00:02.0 VGA compatible controller: Intel Corporation Xeon E3-1200 v3/4th Gen Core Processor Integrated Graphics Controller (rev 06)
    01:00.0 VGA compatible controller: Advanced Micro Devices, Inc. [AMD/ATI] Curacao XT [Radeon R7 370 / R9 270X/370 OEM]
     
  2. Hey

     

    why the games are so linear? Why they do not use more randomness in games? why poe uses a lot of resources compared to other old - school games who needed only 32 MB RAM (and poe start with 1 GB RAM)?

     

    i mean its easy to implement

    roll = rand(1,6) // random from 1 to 6

    switch roll

    case 1

    dmg = 2x

    case other

    normal dmg

    it could be used for everything - spells, random loot, random encounters on map generator and etc etc

    why its not so common?

  3. You cannot do much without the full licensed version of Unity. The engine isn't open source and that will drive most contributors away.

     

    When you mention NWN, you're talking about modding. That is already being done for PoE.

    No, he is not talking about modding.

    "The original release of Neverwinter Nights includes the game engine, a game campaign that can be played as single player or in multiplayer mode, and on Windows releases, the Aurora toolset used for creating custom content that would run in the same engine."

    He is talking about the toolset given with the game that allowed players to create custom content.

    Why do you come up with "I think I know what you mean - you mean THAT" thinking?

    If you do not know what he is talking about then why do you even start any discussion?

    You are right on modding it is being done for PoE but it is only for experienced users who can crack inside the game code and have programming skills.

  4. AI in video games is a complex subject, and its implementation depends entirely on what sort of game systems you're using. It's difficult to talk about it in broad strokes.

     

    In an IE-style game like PoE, the AI is usually broken down into a series of potential actions. A monster, for example, might have two actions that it can perform:

     

    -Move to a target and perform a melee attack.

    -Cast a healing spell if I am below 50% HP.

     

    These actions all have a series of conditions that must be fulfilled before that action has the potential to be chosen. Moving to a target requires that the monster is able to move (they do not have a status effect that restricts their movement), that they are able to find a reasonable path to the target (using A* or something similar), and, in the case of PoE, that the monster is not engaged. You can set these conditions to either be absolute (they must be true for this action to be considered) or variable (e.g., even if I am engaged, there's a 20% chance that I will choose to break engagement if the other conditions are true).

     

    Once the AI runs through its potential actions, it compiles a list of valid actions that are then "weighted." What this means is that monsters will generally choose to perform certain actions over others if that action is a valid choice. In the case of the example monster above, casting a healing spell at 50% is given a high weighting, while using a melee attack is given a low weighting. This means that, if the conditions for casting a healing spell are met, the AI will almost always try to cast a healing spell over using a melee attack. Weightings don't have to be absolute, so you can still have a variable chance of the AI using different abilities during combat, assuming all of the conditions for every action are met.

     

    Once the action is chosen, it's carried out by the AI. After being carried out, the AI then selects another action using the above process. It's important that the AI is checked semi-regularly to ensure that it actually is able to perform its currently-queued action, or else you may end up with a case where the AI has an action queued, is suddenly prevented from performing that action (such as their previously-accessible path becoming blocked), and therefore has no more actions to run and merely sits there dumbly.

    Thank you, that gave me a nice idea for some basic algorithms like;

     

    timer = 60 ms

    each 1ms timer = timer - 1

    if timer = 0 

    choose new action, set timer = 60 ms

     

    thread 1:

    while(1)

    {

    timer = 60 ms

    while(1)

    {

    time.idle(1ms)

    timer = --1

    end

    }

    if timer == 0

    time.new_action_for_all_objects()

    end

    }

     

    thread 2:

    while(new_turn)

    {

    object.perform_action()

    function perform_action:

    {

    switch conditions_table (int []):

    case [0,0,1,0,-1,50%,0,0]:

    object.attack(target)

    case [0,0,0,0,0,10%,1,1]:

    object.heal(object)

    end

    }

    }

    end

     

    this is actually heading towards easier implementation than i originally though, you gave me nice insight into the topic, really big thanks!

  5. Hey,

     

    can anyone give me examples how are the scripts for fighting written in unity or pillars or baldurs gate or other games you know for example?

    Any tips on language and things like that?

    Is it possible to write a 'fighting script' for an character with threads in c# (not in pillars but lets say in my own game) or what else is used for such things?

     

     

  6. I hate the "no buffing before combat" for one simple reason. It is fuc illogical.

    Imagine a party of experienced adventurers lurking through deep dungeon and smelling burnt bodies and seeing wrecked animals.

    There is no power in the whole universe that would stop them from drinking potion or two before moving towards just to jump on a surprised sleeping dragon.

    And for the enemies it shoudlnt be particullary hard to implement things like spell sequencer (see bg2 creature: lich) or potions which are drunk by enemy and giving them multiple bonuses at the start of fight.

    Example:

    The inventory is divided into things that you wear (and they are given attribute bool dropable = 1) and the rest in the 'magical invisible backpack' called useble items which are given attribute bool dropable = 0
    You enter a fight -> enemy uses items in useable items (based for example (if party is 0 mages drink potion 1 if party is mage drink potion 2 if party is archers drink potion 3 whatever) and enemy is boosted as well as your party and the biggest thing: enemies potions could be like "potion of speed"+ "potion of deflection"+"potion of godliness" in one potion (even if u killed enemy before he drink it - he would not drop it so you would not benefit and actually you woudlnt even know that he had such a potion so it would be logical))

  7. 1. I have an image 210x330. I cut a part of it (190x240) and resize it to 76x96.

    In game image is blurry (the smallest one 44x56)
    Why?

     

    2. Steps

    Do as above and put your file 210x330 named test1_lg.png and test1_sm.png to the folder portraits/player/male and then run game create a character and pick your portrait

     

    Attached file

     

    eAztgq0.png

     

    EDIT: In char sheet and equipment page everything is looking perfect

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