*** NEW AERAN COM ANIMATION RELEASED ! ****

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*** NEW AERAN COM ANIMATION RELEASED ! ****

Post by ezee »

Hi .

I made a new .ani folder for the Aeran com display
Check the result in youtube :
http://youtu.be/w6Va9-CTnbg

If you like it , download it here : http://spacetechs.free.fr/VEGASTRIKEDEV ... ra.ani.rar
That's the animation only .
To test it , unrar the folder in "yourVSfolder/Animation ", check the quest_tutorial.py quest in " yourVSfolder/modules/quests" and change
self.animations = [["com_tutorial_oswald.ani",2]] # the actors and ani duration
with
self.animations = [["com_tutorial_Aera.ani",2]] # the actors and ani duration
I hope you'll like it .
:)

Code: Select all

 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by loki1950 »

Like the youtube vid :D

Enjoy the Choice :)
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by ezee »

Thank you loki !
It's good to know that my work is not dedicated to the deads .

Now i'm trying to build cockpits parts , but it's a shame how this part of dev is ALSO
undocumented and abandonned .

I am not the first to complain about that , and probably not be the last .
So much time lost everytime someone want to make improvements ( have to figure out
what are the right textures formats is just a little exemple of the madness here ).

So i left minimal instructions into the pack , for those who later want to make new anims.
For more details , just pm me .
:wink:

Code: Select all

 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by jackS »

Très bien!
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by ezee »

:D

Glad to know you appreciate .
This anim is very basic , that was a test and now i know it is a success .
( DarkVixen is occupied now with familly problems , but i think she will produce cool animations soon too .)

We will try to do the same with the species you've designed and populate that ' cold sea ' .

Code: Select all

 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by DarkVixen »

Hi, just wanted to let everyone know I'm alright.

I saw the animation, really great work Ezee! :)

Ok, I will think about the Rlaan and put priority on that. The Bzbr may still be shown though, since they are so close to the Aera, they may appear in the Aera homeworld planet surface images I made a while ago.

I want to add a few more images to those as well.

I will check back here every 2-3 days, just wanted to let everyone know I'm alright, been dealing with family problems.
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by klauss »

DarkVixen wrote:I will check back here every 2-3 days, just wanted to let everyone know I'm alright, been dealing with family problems.
That sucks. I wish you all the luck I know you'll need.
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by DarkVixen »

I'm trying to find some time this weekend to make some animations with the Aera model now that I have it rigged for animation.

I have two questions on comm animations;

1. Should they loop? or play once? (different or same ending poses)

2. I'm planning to make 4 different animations for each faction; friendly, neutral, unfriendly, and hostile. Does the VS code support that?
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by klauss »

DarkVixen wrote:I'm trying to find some time this weekend to make some animations with the Aera model now that I have it rigged for animation.

I have two questions on comm animations;

1. Should they loop? or play once? (different or same ending poses)
I think they should loop, because, I think, they're synchronized to comm audio (or some configured time if there's no audio).

But don't take my word, do verify please.
DarkVixen wrote:2. I'm planning to make 4 different animations for each faction; friendly, neutral, unfriendly, and hostile. Does the VS code support that?
I'm pretty sure they support specification by faction and gender. I believe there is also mood, but not sure how one sets it up (it's in faction.xml, but I cannot find any good examples or where in the code it's loaded)
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by ezee »

Hi .

There is no loop , the sequence is written in a file in the .ani file :
http://sourceforge.net/p/vegastrike/cod ... oswald.ani
-10 10
20 .10
01.image //start of the sequence ?
02.image
01.image
03.image
01.image
02.image
01.image
08.image
01.image
03.image
01.image
02.image
01.image
02.image
01.image
03.image
01.image
02.image
01.image
01.image
02.image
It should be possible to write more than 1 ani.file , if you need different sequences .
Also consider how that system is used in Modules/Quests/quest_tutorial.py:
# set comm animation parameters
# list [start,duration,anilist_entry]
self.sequence = [[0,1,0],[3,3,0],[8,2,0],[12,7,0]]
For the differents comm moods , they are linked with AI :
http://spacetechs.free.fr/VEGASTRIKEDEV ... tml#l00066
class CommunicationMessage
62 {
63 void Init( Unit *send, Unit *recv );
64 void SetAnimation( std::vector< class Animation* > *ani, unsigned char sex );
65 public:
66 FSM *fsm; //the finite state that this communcation stage is in
67 class Animation*ani;
68 unsigned char sex; //which sound should play
69 int prevstate;
70 int curstate;
71 int edgenum; //useful for server validation, -1 = did not move via an edge.
72 UnitContainer sender;
73 CommunicationMessage( Unit *send, Unit *recv, std::vector< class Animation* > *ani, unsigned char sex );
74 CommunicationMessage( Unit *send, Unit *recv, int curstate, std::vector< class Animation* > *ani, unsigned char sex );
75 CommunicationMessage( Unit *send,
76 Unit *recv,
77 int prevvstate,
78 int curstate,
79 std::vector< class Animation* > *ani,
80 unsigned char sex );
81 CommunicationMessage( Unit *send, Unit *recv, const CommunicationMessage &prevsvtate, int curstate,
82 std::vector< class Animation* > *ani, unsigned char sex );
83 void SetCurrentState( int message, std::vector< class Animation* > *ani, unsigned char sex );
I could work in that for you if you wish .
Do the .anims and i wil branch them then .
:wink:

Code: Select all

 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by DarkVixen »

Ok, here is my plan, I'm going to do a mirror-imposed animation from 2D to 3D (for those of you who aren't traditional animators, it's basically posing in front of a mirror and comparing your pose to the character pose on screen). ...because my motion capture studio isn't available right now.

Each animation for the 4 types of relation messages (friendly, neutral, unfriendly, hostile) will range from 2-5 seconds long. I will make the ending pose different from the starting pose (so it will NOT be intended for loops).

I'll give the animations (a bunch of png images) to ezee to convert to .image (optimized game format) and to be included in the VS data. (thanks in advance :) )

Please let me know if that will work.
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by klauss »

And also the blend please
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by loki1950 »

klauss wrote:And also the blend please
We like to keep primary source files for art assets they are much easier to work with at a later date 8)

Enjoy the Choice :)
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by ezee »

Each animation for the 4 types of relation messages (friendly, neutral, unfriendly, hostile) will range from 2-5 seconds long. I will make the ending pose different from the starting pose (so it will NOT be intended for loops).
Something sounds strange to me , and need clarification .
In your project , the sequences will be formed with how many frames ?
Also , if you consider the Oswald's exemple , you can combine with only 4 Key frames
a convincing lip sync ( yeah , seq duration is linked with sound duration ).
again :
# set comm animation parameters
# list [start,duration,anilist_entry]
self.sequence = [[0,1,0],[3,3,0],[8,2,0],[12,7,0]]
So please remember that in the game , the aera anim must follow the text AND AUDIO , and so to be versatile .
You seem to have fixed animation in mind , that is cool for a one shot cinematic , but will
be not cool if repeated all the time in the same way ( you will end up with a kind of loop :lol: <---- THIS IS AN OTHER CASE OF INFINITE LOOP) .

But long sequences could be introduced , it depends of the size ( kbits ) of each frame i guess .
And we could also use the video caps of the engine too . I never tested it , it could be an occasion . And write new kind of missions/Quests with that new stuff .
( like Aera's TV news and other inventions ...)
:wink:

Please consider that actually , i will have to edit manually each png to convert to .dds format , then .image. So for the prime test , don't send huge number of files .
:)

Code: Select all

 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by klauss »

Oh, forgot to mention.

They can be videos. Preferred format would be theora, but anything will do. That's another reason to have the .blend file at hand (to be able to re-render in different formats easily).
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by DarkVixen »

Ok, I will be working on the animations for the Aera with 4 types of relation comm messages.

I will post the .blend for each message so ezee can render them and make them into image sequences, let me know if that is okay, thanks. :)
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by ezee »

yep , that sounds good !
:D

We have to learn the basic tricks with the actual sequencer , then we will elaborate
more complex animations .
Your skills in 2D/3D/Animation will be again of great help .
Thank you !
:wink:

Edit : Aera circus is online -> https://www.youtube.com/watch?v=XDS3jwM ... e=youtu.be

Code: Select all

 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by DarkVixen »

Yeah, I just wish I had more time, I literally have less than an hour a day these days to go online and use the computer.

It may take me a few days...

PS: I saw the Area video, it's neat. :)
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by ezee »

Thanks .
Yeah , with progressive efforts , we gonna achieve good results .
I don't have spent many times to make a realistic anim , because i wanted
to work with the follow path feature of Blender .
So a basic walk cycle was enough to give me an idea of the amount of work .
Yeah , it's better to be a team than work alone , there is too much factors to consider
for a single person . Anyway ...

I've found an other great example of the use of the 2Danimation system with AI in vegastrike . It is the "quest_dispute.py " ( :lol: ) , that is also educative :
http://sourceforge.net/p/vegastrike/cod ... dispute.py

I think we should follow that workflow , that begins with a storyboard :
# the flow of the quest
# (0) check if player is in system
# (1) launch the actor units
# (2) start docking dispute conversation
# (3) play dispute comm animation
# (4) start armed conflict
# (5) socialist call for help
# (6) play comm animation
# (7) wait for player interaction - check who's still alive
# (11) socialist reward
# (21) merchant reward
# (12/22) play the comm animation
# (30) let the winner dock at the station
# (99) finish quest
# there could be more variety:
# (a) confed militia flying in to get the trouble makers
# (b) destoyed ships spawning escape pods
# (c) some provoking conversation during the conflict
# (d) breaking off the battle after some time (and off to dock)
# (e) station calling for the guys to stop hitting her
An example of AI action + com animation
# get the socialist to attack
if (self.stage==5 and VS.GetGameTime()>self.timer):
# the privateer gets involved... or does he?
VS.IOmessage (0,"[Lenin's Mercy]","privateer",self.socColor+"Mayday! We are under attack! Privateer, please help us... we are no match for them. We have wounded on board!")
VS.IOmessage (6,"[VulCorp Transport A-5]","privateer",self.merColor+"Privateer, if you look the other way... you will be duly compensated.")
self.animations = [["com_dispute_socialist.ani",2],["com_dispute_merchant.ani",2]]
self.sequence = [[0,6,0],[6,4,1]]
self.talktime = VS.GetGameTime()
VS.AdjustRelation(self.socialist.getFactionName(),self.merchant.getFactionName(),-5,1)
self.socialist.SetTarget(self.merchant)
self.socialist.LoadAIScript("default")
self.socialist.setFgDirective("A.")
self.timer = VS.GetGameTime()+10
self.stage = 6
For me , there is enough in this file to elaborate cool missions .
But i'm still searching a way to have the AI com display functional for every Docking sequence , in the Aera sector for beginning .
Perhaps in the files that deal with docking , or in bases ...

Write a class that make a .ani file ( it's just a text file ! ) based in a text and a sound duration could be a future work for me also .
We could have (4*numberOfAiStates) .images files in a folder , the class could choose the 4 keyframes needed for a lipsync , and create a list ( the .ani file ) for each FSM AI state ( cool , hungry etc ... ).
In fact , we could use more frames , that depends of the phonems in use in the speech .

That would be dynamic , with no overload of cpu as the textures should be already in the memory . But it's better to keep the things at their simpler level now , as it is not so simple to use them while in learning curve .
:wink:

Edit :

My previous idea of a anim builder class should be for an external tool , dedicated for artists like Darkvixen . They would have a window with a text box , they would have to
load a text file that contains the speech ( say a .speech file ) , then assign their PNG to
phonems . Press start , the program will look for phonems in words , space for silence ( or special char ) , and build a .ani sequence .
A play button could then be pressed to check the result .

This tool should also be written in Python , with a portable graphics interface , for
portability's reasons . Where are the python coders now ?
:?:

Code: Select all

 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by PaulB »

DarkVixen wrote:Ok, I will be working on the animations for the Aera with 4 types of relation comm messages.

I will post the .blend for each message so ezee can render them and make them into image sequences, let me know if that is okay, thanks. :)
Can I throw in a request for consideration???

For example, sending one of the 4 messages to a "friendly".
Even if it was text messages only - I think it would be cool if you could implement more message options (using what in the older days of computing was called AI - such a Eliza http://en.wikipedia.org/wiki/ELIZA) where the player could carry on a bit more of a simulated "conversation" with the AI's - other than the often irrelevant responses in Privateer GG for example).
It wouldn't have to be too extensive - just more than is currently available and I think it would make the game a bit more fun - especially since there's not much of an Online server community for games like Privateer GG, Vegastrike, Evochron Mercenary, etc.
This may not be practical - but - what wold be even more cool is if you did implement this message expansion you could also implement a Text to Speech Module that could do female and male voices and you wouldn't have to make audio files (if you did want audio as well as text). You could even run the player's responses through it to get audio & text in both directions - player to AI and viceversa.
I know in the 80's there were T to S programs you could download for the PC to play around with.

The same 4 messages get quite tiresome after a while.

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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by ezee »

Hi Paul .

Same vibration here .
:wink:

It is one of my 'old' project here to use AIML bots in the game .
:!: Check the link at the bottom of this post .

And for the textToSpeech , it's a thing i have done already in little tests program and
that's fun .
But ... it's hard to find free voices with good sound quality .
Make it work the same for windows and other Os could be complicated also .

If that subject interest you , you can start to search for us free voices compatibles with
our OS, then we'll discuss more about it . ( voice recognition is cool also ).

Or start to invest yourself and create a AIML Bartender for us .
:idea: some good links in this AIML thread -> http://forums.vega-strike.org/viewtopic.php?f=4&t=19525

Code: Select all

 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by loki1950 »

There may be an open source text to speech lib that we could use it has to work on all the platforms we support though so it may be awhile till we find one and grok it's API.

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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by ezee »

My previous idea of a anim builder class should be for an external tool , dedicated for artists like Darkvixen . They would have a window with a text box , they would have to
load a text file that contains the speech ( say a .speech file ) , then assign their PNG to
phonems . Press start , the program will look for phonems in words , space for silence ( or special char ) , and build a .ani sequence .
A play button could then be pressed to check the result .

This tool should also be written in Python , with a portable graphics interface , for
portability's reasons . Where are the python coders now ?
:?:
:idea: I have found a python lib that is a good candidate for making python tools :
pyglet provides an object-oriented programming interface for developing games and other visually-rich applications for Windows, Mac OS X and Linux. Some of the features of pyglet are:

No external dependencies or installation requirements. For most application and game requirements, pyglet needs nothing else besides Python, simplifying distribution and installation.
Take advantage of multiple windows and multi-monitor desktops. pyglet allows you to use as many windows as you need, and is fully aware of multi-monitor setups for use with fullscreen games.
Load images, sound, music and video in almost any format. pyglet can optionally use AVbin to play back audio formats such as MP3, OGG/Vorbis and WMA, and video formats such as DivX, MPEG-2, H.264, WMV and Xvid.
pyglet is provided under the BSD open-source license, allowing you to use it for both commercial and other open-source projects with very little restriction.
I have installed it , and tested a script that is able to convert PNG to .DDS .
# ----------------------------------------------------------------------------

'''Convert an image to another file format supported by pyglet.

Usage::
python image_convert.py <src-file> <dest-file>

'''

import sys

import pyglet

def convert(src, dest):
if '.dds' in src.lower():
# Compressed textures need to be uploaded to the video card before
# they can be saved.
texture = pyglet.image.load(src).get_texture()
texture.save(dest)
else:
# Otherwise just save the loaded image in the new format.
image = pyglet.image.load(src)
image.save(dest)

if __name__ == '__main__':
if len(sys.argv) != 3:
print __doc__
sys.exit(1)

src = sys.argv[1]
dest = sys.argv[2]
convert(src, dest)
WORKS !
But ... The transparency don't ( perhaps i will be able to tweak that , duno ).
Anyway , if we make animations without background transparency , will be ok .
As it is programmable , a lot of beautiful things may arrive :

_ Multiple files conversion ( yeah , 100 files and more )
_ Editor for Animation , menus , all derived GUI that need opengl screen coordinates.
_ Etc ....

There is a doc , rich of examples :
Every window in pyglet has its own OpenGL context. Each context has its own OpenGL state, including
the matrix stacks and current flags. However, contexts can optionally share their objects with one or more
other contexts. Shareable objects include:
• Textures
• Display lists
• Shader programs
• Vertex and pixel buffer objects
• Framebuffer objects

There are two reasons for sharing objects. The first is to allow objects to be stored on the video card only
once, even if used by more than one window. For example, you could have one window showing the
actual game, with other "debug" windows showing the various objects as they are manipulated. Or, a set
of widget textures required for a GUI could be shared between all the windows in an application.
DOWNLOAD PAGE : https://code.google.com/p/pyglet/
:D

Code: Select all

 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by klauss »

PaulB wrote: For example, sending one of the 4 messages to a "friendly".
Even if it was text messages only - I think it would be cool if you could implement more message options (using what in the older days of computing was called AI - such a Eliza http://en.wikipedia.org/wiki/ELIZA) where the player could carry on a bit more of a simulated "conversation" with the AI's - other than the often irrelevant responses in Privateer GG for example).
It wouldn't have to be too extensive - just more than is currently available and I think it would make the game a bit more fun - especially since there's not much of an Online server community for games like Privateer GG, Vegastrike, Evochron Mercenary, etc.
This may not be practical - but - what wold be even more cool is if you did implement this message expansion you could also implement a Text to Speech Module that could do female and male voices and you wouldn't have to make audio files (if you did want audio as well as text). You could even run the player's responses through it to get audio & text in both directions - player to AI and viceversa.
I know in the 80's there were T to S programs you could download for the PC to play around with.
That would be a fun project, and quite doable.

What I'd like to see, is the cockpit, vdu's, hud in general, to be python-scriptable. Then, keys could be bound to python actions, and python could do the speech-AI required to send and process arbitrary messages. Or whatever we want.

A while ago, I did a software that used wavelet analysis to do automatic lipsync. It's a pity that code is proprietary (I did it under contract, so it isn't mine to give). But something similar could be done, if we really wanted to. Any interested parties will have my mentoring if they want it ;)
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klauss
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by klauss »

ezee wrote: :idea: I have found a python lib that is a good candidate for making python tools :
pyglet provides an object-oriented programming interface for developing games and other visually-rich applications for Windows, Mac OS X and Linux. Some of the features of pyglet are:
Yes, indeed. I know pyglet and it is quite nice. I didn't know it was so light in dependencies though... if that is truly the case, I'd totally support it.
Oíd mortales, el grito sagrado...
Call me "Menes, lord of Cats"
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