tag:blogger.com,1999:blog-9122846242068305603.post7813717339986574928..comments2023-04-27T20:07:24.289+08:00Comments on Faithless: The Making of an NWN2 Module: The Game Engines of WarFrank Perezhttp://www.blogger.com/profile/18195521703160138274noreply@blogger.comBlogger14125tag:blogger.com,1999:blog-9122846242068305603.post-5166211550698457292008-05-30T12:44:00.000+08:002008-05-30T12:44:00.000+08:00Hey, Phoenixus, thanks for your interest in these ...Hey, Phoenixus, thanks for your interest in these scripts. I might actually release another module tentatively called "Fantasy Armies" before I finish "Faithless." "Fantasy Armies" will have the battlefield AI that I'm developing. I'm hoping that by releasing this module earlier, I'll get a chance to fine-tune the AI based on players' comments. Other module builders will also get an opportunity to read the scripts and adapt them for their own use.Frank Perezhttps://www.blogger.com/profile/18195521703160138274noreply@blogger.comtag:blogger.com,1999:blog-9122846242068305603.post-19052930944222425142008-05-30T03:31:00.000+08:002008-05-30T03:31:00.000+08:00I admit Frank, Because of the large numbers of cre...I admit Frank, <BR/><BR/>Because of the large numbers of creatures I use in my own stuff, mostly because... well that's the way things are on the Savage Frontier... Your AI scripting routines may be something I'd be interested in too.Phoenixushttps://www.blogger.com/profile/05492622248999937214noreply@blogger.comtag:blogger.com,1999:blog-9122846242068305603.post-86806357171920744182008-05-28T22:01:00.000+08:002008-05-28T22:01:00.000+08:00Hi Frank. That's a good point about the new on the...Hi Frank. That's a good point about the new on the fly collision setting (not the same as bump state - my tests had demonstrated that bump state had no effect on the issue). Hopefullly that will solve the problem since creatures, as I understand it, should now be able to path *through* each other. Keep up the good work!EChttps://www.blogger.com/profile/08163297050575751755noreply@blogger.comtag:blogger.com,1999:blog-9122846242068305603.post-28324978341911376942008-05-28T13:57:00.000+08:002008-05-28T13:57:00.000+08:00Hi, E.C. I didn't know about the formation functio...Hi, E.C. I didn't know about the formation functions in ginc_group until you told me about them. Typical of me to go off making my own functions when the toolset already comes with a number of ready-made ones that fit the bill.<BR/><BR/>Unfortunately, my functions also have a problem with soldiers bumping into each other and halting in their tracks. That's why the unit leader has to stop once in a while to reissue the command to fall in formation before marching again. I'm looking forward to patch 1.13, which promises to have a function that can toggle creatures' bump state. That might solve the problem.<BR/><BR/>Hey, Liso, thanks for mentioning my interview. I'll be sure to post a link at my blog when it comes out.Frank Perezhttps://www.blogger.com/profile/18195521703160138274noreply@blogger.comtag:blogger.com,1999:blog-9122846242068305603.post-2311493743994614602008-05-28T01:18:00.000+08:002008-05-28T01:18:00.000+08:00And the battle is on!! Don't miss Frank's intervie...And the battle is on!! <BR/><BR/>Don't miss Frank's interview on podcast this weekend! :) He did an awesome job :)Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-9122846242068305603.post-83431206758781697752008-05-27T02:09:00.000+08:002008-05-27T02:09:00.000+08:00This looks very promising. I especially look forwa...This looks very promising. I especially look forward to seeing your move in formation script.<BR/><BR/>As you probably know, NWN2 includes quite a few formation functions (in ginc_group I believe), for spawning in and moving.<BR/><BR/>The problem I've had with formation movement is that creatures will not take the most straightforward path to their in-formation destination and will bump into each other, which halts their movement right there. They can be kickstarted again of course, but all semblance of formation movement is lost at that point.<BR/><BR/>So, as I said, I look forward to seeing your scripts and how you deal with such issues! :) Good luck.EChttps://www.blogger.com/profile/08163297050575751755noreply@blogger.comtag:blogger.com,1999:blog-9122846242068305603.post-73102385013001362412008-05-25T00:54:00.000+08:002008-05-25T00:54:00.000+08:00Excellent suggestions, my anonymous friend. I'll d...Excellent suggestions, my anonymous friend. I'll do some benchmarking to find out whether the performance problem is due to the battlefield scripts or number of NPCs. I have a feeling it's mostly because of the latter. Regardless, I'm sure that my scripts can benefit from optimization.<BR/><BR/>For performance reasons, foot soldiers shouldn't be higher than third level. Keeping their levels low ought to trim their available combat options. (Not to mention, having an army full of high-level foot soldiers would strain players' suspension of disbelief.) Likewise, I don't think the game engine can afford to have squads of casters blasting the area with their spells. Those visual effects can make video frames crawl to a snail's pace. I'd rather keep the spellcasters and high-level characters limited to the PCs and some choice NPCs, including companions.<BR/><BR/>Anyhow, thanks for dropping by. Your comments are much appreciated.Frank Perezhttps://www.blogger.com/profile/18195521703160138274noreply@blogger.comtag:blogger.com,1999:blog-9122846242068305603.post-49259456759586116882008-05-24T13:34:00.000+08:002008-05-24T13:34:00.000+08:00Oh Wow. In regards to the framerate problem, I can...Oh Wow. <BR/><BR/>In regards to the framerate problem, I can think of several issues:<BR/><BR/>-How much of the lag is due to troop number, and how much is due to script execution. E.g. If you have all those soldiers on the field slugging it out in straight fight (without formation and fleeing all that) then how fast can it go? If it goes quite fast, then a key issue becomes script optimization.<BR/><BR/>-You might then try trimming the script for story related reasons (e.g. Undead, Constructs and Paladins don't flee so they do not need a flee script applied. Similiarly, certain races tend to be too disorganized to march in formation, even if they do fight as squadrons, so those need a far simpler script without formation marching.<BR/><BR/>-On a related note, things will get hairy with higher level troops that have multiple options at their disposal (Disarm, Knockdown, Whirlwind, Divine Might etc) and extremely hairy if you use spellcasting troops.<BR/><BR/>-As to Calvary, you can use models of Horse and Rider, and give them speed bonus. The problem being that they can't be dismounted. And I'm not sure where you can find models of horse and rider.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-9122846242068305603.post-19797953030645283502008-05-23T12:08:00.000+08:002008-05-23T12:08:00.000+08:00Thanks, guys. It looks like this concept is gettin...Thanks, guys. It looks like this concept is getting quite a bit of interest among players.Frank Perezhttps://www.blogger.com/profile/18195521703160138274noreply@blogger.comtag:blogger.com,1999:blog-9122846242068305603.post-66896393765206449582008-05-23T01:45:00.000+08:002008-05-23T01:45:00.000+08:00top stuff!top stuff!Wyrinhttps://www.blogger.com/profile/11584859518433388278noreply@blogger.comtag:blogger.com,1999:blog-9122846242068305603.post-40137304096278465762008-05-22T21:21:00.000+08:002008-05-22T21:21:00.000+08:00That's just astonishing. Even the formation script...That's just astonishing. Even the formation scripting is very impressive.Merecrafthttps://www.blogger.com/profile/11913578946675414154noreply@blogger.comtag:blogger.com,1999:blog-9122846242068305603.post-78893043495059692762008-05-22T12:04:00.000+08:002008-05-22T12:04:00.000+08:00Thanks for the feedback, Nick. If I ever make anot...Thanks for the feedback, Nick. If I ever make another video, I'll probably get a reliable video editing software rather than rely on Movie Maker. I might be able to find a good one at the Sourceforge site.<BR/><BR/>Dirtywick, the frame rate is indeed problematic. I realize now that there's a good reason why OEI didn't put too many soldiers in the Crossroad Keep encounters. I wanted to see how far I can push the limits, and it looks like I pushed too far.<BR/><BR/>As for how I made soldiers fall in formation, I gave each soldier an index number similar to the indices in an array. That index number is the basis for determining their row and column position in their unit -- effectively like a 2-dimensional array. I then use trigonometry to compute each soldier's location within the formation, using the location of the unit leader as the basis.Frank Perezhttps://www.blogger.com/profile/18195521703160138274noreply@blogger.comtag:blogger.com,1999:blog-9122846242068305603.post-35468691434364200192008-05-22T09:43:00.000+08:002008-05-22T09:43:00.000+08:00I can see the framerate is not all that good. Tha...I can see the framerate is not all that good. That will continue to be a problem as your area gets more objects in it as well.<BR/><BR/>Cool scripts, though. I'm going to be doing something similar myself soon, just for formation movement, though. It shouldn't be too intensive.<BR/><BR/>How are you doing it? My plan is to create like a virtual graph on the lead NPC and have locations spaced out along that created as the NPC moves so the members of the formation can predict where they should move to keep the formation. But the pathing in NWN2 is kind of awful in that regard.<BR/><BR/>Anyway, very cool stuff, I'm sure you'll get the kinks worked out.dirtywickhttps://www.blogger.com/profile/00307334417589189648noreply@blogger.comtag:blogger.com,1999:blog-9122846242068305603.post-3552957265868126742008-05-22T03:54:00.000+08:002008-05-22T03:54:00.000+08:00This is immensely cool- congratulations on figurin...This is immensely cool- congratulations on figuring it out; I think I'd probably have got sick of Movie Maker after the first effort.<BR/><BR/>All the best,<BR/>Nickmooncalf165https://www.blogger.com/profile/17908990860720280689noreply@blogger.com