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question for someone who might know this

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gurtuk
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Posts: 169

question for someone who might know this

Post#1 » Thu Jul 14, 2016 6:16 pm

is there any chance of you guys implementing or figuring out how to implement the NPC's walking around? on live they would do things. and walk around, etc.
gorbane - choppa

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redbaron
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Re: question for someone who might know this

Post#2 » Thu Jul 14, 2016 6:18 pm

Let's concentrate on getting a server we can play on for more than 25 minutes at a time first!

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kumandan54
Posts: 9

Re: question for someone who might know this

Post#3 » Thu Jul 14, 2016 6:24 pm

Server is offline?
Mangut 3:) 40/69 BO

redbaron
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Re: question for someone who might know this

Post#4 » Thu Jul 14, 2016 6:29 pm

kumandan54 wrote:Server is offline?

For about 2 days. So frustrating, almost cba checking anymore its getting so bad.

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RyanMakara
Posts: 1563

Re: question for someone who might know this

Post#5 » Thu Jul 14, 2016 6:39 pm

This requires scripting and regular AI pathing, for which we'd need more memory as every NPC that 'moves' needs to do its own Line of Sight checks; unless you want to see NPC randomly phase through objects and walls. For now all NPCs are stationary since we 1. have no time nor resources to script movement paths and 2. the aforementioned 'idle' movement in a patrolling space would require too much memory.

We can already make NPCs 'do' things by having them perform certain emotes on loop. However, for a consistent chain of action we'd have to script stand-alone emotes in a certain pattern, combined with moving to and between various objects. Think of siege weapon management/repair, message runners between camps and the regular maintenance done in warcamps/PvE camps. Again, there are no tools or resources for this at the moment, as we are focused on restoring the base game and functionality before adding actual immersion to the world.
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Razielhell
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Re: question for someone who might know this

Post#6 » Thu Jul 14, 2016 6:46 pm

RyanMakara wrote:This requires scripting and regular AI pathing, for which we'd need more memory as every NPC that 'moves' needs to do its own Line of Sight checks; unless you want to see NPC randomly phase through objects and walls. For now all NPCs are stationary since we 1. have no time nor resources to script movement paths and 2. the aforementioned 'idle' movement in a patrolling space would require too much memory.

We can already make NPCs 'do' things by having them perform certain emotes on loop. However, for a consistent chain of action we'd have to script stand-alone emotes in a certain pattern, combined with moving to and between various objects. Think of siege weapon management/repair, message runners between camps and the regular maintenance done in warcamps/PvE camps. Again, there are no tools or resources for this at the moment, as we are focused on restoring the base game and functionality before adding actual immersion to the world.
Well written...and i totally agree first functionality then fancy stuff.Also this would require more client control right?
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mohokoner1
Posts: 48

Re: question for someone who might know this

Post#7 » Thu Jul 14, 2016 7:10 pm

there are so many things that need to be fixed and improved that this kind of things have no meaning at all to discuss at all atm....
buggy pqs, bugs in rvr, bugs in abilities, bugs on npc's etc etc etc.... i don't blame the devs or whatever, the thing they're doing it's very hard..... but really nobody cares if npc's can walk or not...

Londo
Posts: 217

Re: question for someone who might know this

Post#8 » Thu Jul 14, 2016 7:17 pm

We have full control over NPC animations now. In instances, tools to define monster pathing and waypoints are already working. It's only matter of time when they are added to open world.

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Razielhell
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Re: question for someone who might know this

Post#9 » Thu Jul 14, 2016 7:36 pm

Londo wrote:We have full control over NPC animations now. In instances, tools to define monster pathing and waypoints are already working. It's only matter of time when they are added to open world.
We will se them added all together or 1 by 1 for testing purposes like PQs did?
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Kabaal
Posts: 26

Re: question for someone who might know this

Post#10 » Thu Jul 14, 2016 7:38 pm

Londo wrote:We have full control over NPC animations now. In instances, tools to define monster pathing and waypoints are already working. It's only matter of time when they are added to open world.
Glad to hear it. That was one of the first things that struck me when coming to this version, how lifeless the world seems when the mobs and NPCs just stand there.

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