help please


Mutant_Mike

 

Posted

Okay, I donno what the problem is. All I need is a demo with the camera inside the alcove in the hospital, looking out as someone walks around the corner and into the alcove. I've tried demorecording myself walking and then moving the camera to be in the right possition and I've tried demoediting someone else walking in and then changing their costume to e the chatacter I need. What am I doing wrong?

Here's the demo file: Walking in




 

Posted

I'm at work right now (lunch break, so it's ok), so I can't actually load it to see what's happening, but here's what jumps out at me skimming through the demo code.

Your first camera call appears very late in the demo:

[ QUOTE ]

23830689 CAM POS -115.155602 -138.500061 -1636.954712
0 CAM PYR 0.188796 0.289398 0


[/ QUOTE ]

This is almost right at the very end of the demo, and doesn't occur until after a lot of other demo commands have taken place, so some of the "action" may be taking place before the demo knows where to render the camera. (Although I think the CAM might be one of those things the demo knows to "skip ahead" and look for the first call made to it; there are a few things in that category, just can't remember without trying it.)

That time increment on the CAM POS is also 23830689 milliseconds. So I think you'd need to wait about 6 hours into the demo before the camera is even "placed".

I'd start by taking those first two camera lines, setting the time increments to zero, and then moving them up to the start of the demo. Make sure you yank that 6 hour delay completely.

[ QUOTE ]

1 0 Version 2
0 0 Map maps/City_Zones/City_01_01/City_01_01.txt
0 0 Time 8.475764
0 DYNGROUPS DYNARRAY |100,0|100,0|100,0|50,0|50,0|50,0|50,0|100,0|100,0
0 CAM POS -115.155602 -138.500061 -1636.954712
0 CAM PYR 0.188796 0.289398 0


[/ QUOTE ]

I'd try that to start.

Even if the demo does know enough to "skip ahead" and find the first CAM call, there might be something odd in the combination of calling it so late combined with the big time increment.

The demo might also just not like time increments that big and choking because of that. Off the top of my head, I don't recall any time increments more than a matter of seconds, and live demos will issue duplicate (and seemingly unnecessary) commands, apparently just to keep the time increments down to fairly small blocks. This might be because there's an upper limit to how big a time increment demos can handle (though that's mostly speculation).

If that doesn't help, report back and I can try loading it up after I get home tonight (or post a description of what you see happening and might be able to puzzle it out from that and the demo code).


CoH Codex : Demo Models/FX/MOVs : Demo Info

Arc 111022: "Doctor Geist and the Scientific Method"

 

Posted

I made the changes that Scuzz suggested, moving the two CAM commands to immediately follow the DYNGROUPS command and changing the time increment to 0, and it ran ok.... There was just the hospital rez room for about half the demo, then a doctor pops in with running animation facing away from the camera...

For what it's worth...

BTW... What does the DYNGROUPS command do?


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Posted

The time codes for object 1429 (Place-Holder) were way out there too. I adjusted them and posted a version here (you'll need to reset the extension from .txt to .cohdemo BTW). I think it does what you want.


 

Posted

[ QUOTE ]
BTW... What does the DYNGROUPS command do?

[/ QUOTE ]

They control the changeable (non-model) map/zone elements.

Most of the time, that's the war walls. DYNGROUPS DYNARRAY determines whether the war walls are up or down.

The longer string, when there's more than just one variable set, also appears to manage the state of the Recluse's Victory status boards -- those in-game displays that show who controls what pillboxes by the color of the region (they probably also manage the appearance of the RV zone itself, but I haven't explicitly checked that).


CoH Codex : Demo Models/FX/MOVs : Demo Info

Arc 111022: "Doctor Geist and the Scientific Method"

 

Posted

[ QUOTE ]
[ QUOTE ]
BTW... What does the DYNGROUPS command do?

[/ QUOTE ]

They control the changeable (non-model) map/zone elements.

Most of the time, that's the war walls. DYNGROUPS DYNARRAY determines whether the war walls are up or down.

The longer string, when there's more than just one variable set, also appears to manage the state of the Recluse's Victory status boards -- those in-game displays that show who controls what pillboxes by the color of the region (they probably also manage the appearance of the RV zone itself, but I haven't explicitly checked that).

[/ QUOTE ]

Cool.. Thanks Scuzz.


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