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  1. Mike Kienenberger

    Tweaking NUI

    Without tooltips, the inventory system is very difficult to use. Hopefully the new system will be able to show tooltips for the toolbar all the time.
  2. Mike Kienenberger

    WIP [Icons] Various Items .... :o)

    Sorry. I was vague. By "improved" I mean that they all use the scissors icon -- we are missing an icon for these things.
  3. Mike Kienenberger

    WIP [Icons] Various Items .... :o)

    What I wanted was the oreon models updated to texture the spear and hammer brown (or another color than black). I'm no artist, so I don't want to suggest anything beyond "something other than black" :) I looked at the textures for it, and they are tiny. So probably it would be a matter of...
  4. Mike Kienenberger

    AI Kinematic Movement

    Immortius, The current inputs to the Kinematic Movement system don't work well for AIs. Players go in a direction. AIs go to a specific location. Trying to determine the CharacterMoveInputEvent parameters to reach a specific location requires a lot of information that's already (and...
  5. Mike Kienenberger

    Suggested Optional or supported modules for a module

    I think you are missing the point. You are arbitrarily deciding that the Machines author MUST support Minions. The reality of this example is that either module author could decide to support the other, and there's no right answer as to who should do it. Let me give you two examples, mostly...
  6. Mike Kienenberger

    Implementation Behavior Trees

    A path consolidator is one improvement. Another one would be to use MoveAlongPath instead of MoveTo. After we move, we don't want to backtrack if we've gone past our intermediate target -- we either want to compute a new path (optimal, but probably too expensive) or at least redetermine...
  7. Mike Kienenberger

    Implementation Behavior Trees

    I finally have a pretty good idea what the movement system in MoveToNode was doing. I forgot that we're working with path-finding and we are only getting one node at a time toward our target. I think we need to put a path consolidator in there so that we get the farthest unblocked direct...
  8. Mike Kienenberger

    Tweaking Pathfinding

    Sorry -- I only have a few moments this morning, so I don't have time to read what you wrote yet, but I wanted to write this out before I forgot. But I woke up sure that everything is flipped on its head, and the tree needs to be a tree of entities (currently with a generic TreeNodeComponent...
  9. Mike Kienenberger

    Tweaking Pathfinding

    I took a look at behavior and Pathfinding, although I had issues with the Behavior Editor rendering: https://gist.github.com/mkienenb/8498464 Here are some first thoughts. None of this so far is on how it works so much as how it is structured. 1) Pathfinding as a module is almost...
  10. Mike Kienenberger

    Request Names!

    Yes, if we're collecting lists of names, we might need to be careful about the source. A list of names should be fair game to use so long as no creative input was used to create the initial list. Ie, a list of the top 100 names of X is probably not something we should grab, but a list of 100...
  11. Mike Kienenberger

    Suggested Optional or supported modules for a module

    No, there's a difference betwen There's a difference between the is-dependent-upon (the reverse of depends-on) and supports. Supports means that the module implements some bare minimum so that that works out of the box with a certain other module, but the other module has no dependency on...
  12. Mike Kienenberger

    Request Names!

    Have you seen the list in Miniions:/assets/prefabs/namelist.prefab? I'm not an etymologist, nor do I speak German, but I think it's a list of Germanic names, along with meanings.
  13. Mike Kienenberger

    Inactive Miniion

    Zone block selection rendering works, so you can see where your zones are using the zone book and zone tool.
  14. Mike Kienenberger

    Suggested Optional or supported modules for a module

    Maybe you're right. I was thinking supports might check the minimum version values like dependencies do, but maybe that's not really going to add anything since you still might want to use the "unsupported" module for another reason.
  15. Mike Kienenberger

    Tweaking ChangingBlocks

    ChangingBlocks For supporting blocks that change through some sort of defined cycle, like crops, dust build-up on books, or just arbitrarily through configured options Provide a list of block names and the game-time-in-milliseconds until the next block in the list is used. When the last block...
  16. Mike Kienenberger

    Suggested Optional or supported modules for a module

    What do you think about adding a "supports" section to module.txt, to go along with "dependencies"? As an example, the Crops module provides the support in the prefab to work with MovingBlocks, but if you don't load that module, an alternate system could be provided, such as the new Machines...
  17. Mike Kienenberger

    Rewrote Generic CropSystem into even more generic ChangingBlocks module...

    Rewrote Generic CropSystem into even more generic ChangingBlocks module. Crops/Minions/ChangingBlocks all in regular build!
  18. Mike Kienenberger

    Inactive Miniion

    Crops / Minions and pieces of engine all fixed up to support the ChangingBlocks module, which animates crop blocks and all kinds of other things.
  19. Mike Kienenberger

    Inactive Miniion

    In my opinion, the bounding box issue is completely separate. It's a visual error and doesn't affect game logic. It'd be a good thing to fix, but it's a lower-priority issue. When the movement code is working well, I have seen a Minion which has fallen into a hole jump up the same blocks I...
  20. Mike Kienenberger

    Inactive Miniion

    Yeah, I completely ignored the walking-in-air part as I knew it was a Physics Collision-Collider bounding box problem. But even if they were adjusted to be visibly on the ground, the movement code still has all of the original flaws I mentioned.
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