Product Chat / Interactive mode using limb detection (video)

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rolfy
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Posted: 10th Dec 2015 07:49
The introduction of limb detection for headshots opened up the possibility of porting the interactive system I created for Classic over to GameGuru.
Results so far have been really good with just a couple of niggles needing to be ironed out still.
This latest update introduced some awesome new features which should keep us busy for a long time to come. Great job.



Emrys
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Posted: 10th Dec 2015 09:00
That's great Rolfy, opens up lots of possibilities
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LeeBamber
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Posted: 10th Dec 2015 09:57
Excellent Rolfy, I was hoping someone would have a go at something like this. I think with some more sound effects for things like draws and doors opening, we can offer GameGuru users more choice on the audio front. If you see any opportunities to expand your idea, and need some extra LUA commands, just let me know
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synchromesh
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Posted: 10th Dec 2015 10:11 Edited at: 10th Dec 2015 10:13
Excellent work Rolfy ..... You have confirmed that a 3D Interactive genre of game is now possible
We now have ..
First person
Third Person ( although only for the Wizard )
3D Isometric ( although only for the wizard )
3D Interactive..

Once we get third person for all characters GameGuru will be capable of fully creating all these styles of games right out of the box
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3com
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Posted: 10th Dec 2015 11:44
Nice Rolfy, Love mouse pointer, many time ago, I'm waiting for something like that.

Quote: "If you see any opportunities to expand your idea, and need some extra LUA commands, just let me know"

The mouse pointer becomes a magnifying glass, as the player is close to something interesting?

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Bored of the Rings
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Posted: 10th Dec 2015 11:48
wow, that's excellent, so pleased with 1.1
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Pirate Myke
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Posted: 10th Dec 2015 12:48
Nice to see this back and working. Thanks for posting.
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rolfy
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Posted: 10th Dec 2015 19:59 Edited at: 10th Dec 2015 20:10
Quote: "Third Person ( although only for the Wizard )
3D Isometric ( although only for the wizard )"

Aside from stock the winged Demons will work well with a simple fpe addition to third person, I changed the wizards staff weapon texture to invisible so they could also throw fireballs, albeit the throw animations are a bit off. I am pretty sure you could also have a third person zombie without too much work

I reckon TGC should think along the lines of making future characters compatible as they are created unless they plan to open up the hard coded elements of third person to LUA functions.
J_C
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Posted: 10th Dec 2015 20:27
rolfy this is amazing.. I have been back to look at the video 10 times in the last hour..
I thought.. oh he's just standing close to draws and clicking mouse and
setting off the draw animations top then middle then bottom..
but then I re-read the title.. using limb detection..?

so you are actually selecting the top draw and can open and close them in any order..
How's he doing that...?

So the draws have limbs .. so is your hand like a gun ... so you shoot them and then can detect which draw is hit...
am I on the right track... that's the only way I can think..
but how to turn the hand into a gun ?? .. that's the puzzle...

Like I said above..
this is really amazing.. Thank you so much for opening my eyes to what is possible...
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rolfy
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Posted: 10th Dec 2015 21:47 Edited at: 10th Dec 2015 23:21
Quote: "So the draws have limbs .. so is your hand like a gun ... so you shoot them and then can detect which draw is hit."
Yes You can open and close in any order.
The hand is an animated weapon with sound,brass and scorch disabled, using limb detection you can select which area of an entity will trigger an animation such as the door handle etc. You can even place entity's such as keys weapons etc with their own limbs to pick them up
If putting inside a drawer just match the animations and trigger to play at same time as drawer moves so they move along with it when opening\closing.
rolfy
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Posted: 10th Dec 2015 22:00
Here's a video showing it all working in Classic.

SpaceWurm
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Posted: 10th Dec 2015 23:33 Edited at: 27th Jul 2019 14:43
Wow! Nice work Rolfy!!!
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Posted: 10th Dec 2015 23:55
Nice Very nice!
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Jerry Tremble
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Posted: 11th Dec 2015 00:12
Wow, the possibilities are pretty much endless with this! Someday soon I may get some time to play with some of these new features, but for now, I can only sit back and admire and be inspired. Your work always amazes me (I'm sure I'm not the first to say that).
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rolfy
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Posted: 11th Dec 2015 00:24
There could be other more simple ways to do all this using HUD's and a function for pickobject when in centre screen, I just enjoy the fine control it offers and since limbs are used then any pick ups etc can be animated to suit as well. I believe all the same that with scripting and a simple invisible 'box' it could be used to trigger pick ups etc for even stock media which doesn't use limbs so it is pretty much usable across the board

There are a couple of things needed to make it fully functional, such as weaponused = so only the hand will trigger a specific limb hit and a way to swap out when hovering over a specific detected limb if holding an alternate weapon , icing on the cake
LeeBamber
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Posted: 11th Dec 2015 08:17
Hi Rolfy, we do have the LUA global variable called "g_PlayerGunID" which tells you which gun index the game is currently using, which could be used to determine which 'weapon' you are holding at the time, but thinking about it, perhaps it would be better to return the actual string name, something like "g_PlayerGunName"?
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rolfy
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Posted: 11th Dec 2015 09:02 Edited at: 11th Dec 2015 10:41
Hi Lee, something that could be included in condition like:


Where weapon is named, I am no great scripter but reckon you get the idea....hopefully

Is there a way to swap out weapon held so you could have the interactive hand swap out if player is currently holding a weapon when an entity is nearby and player is facing?

I was intending to look at the global.Lua to see if anything could be used but maybe yourself or someone else could point me in the right direction.

I can set the entity itself to not show any hit decal in material properties, but not found a way to prevent the floor, walls or neighboring entity's from doing so without changing their individual settings also, would there be any way to set this in gunspecs in one easy swoop? Setting scorch to zero doesn't seem to prevent it . Is there a setting in gunspec I am missing?

Edit* I will send you the media so can get a better idea of any issues.
smallg
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Posted: 11th Dec 2015 10:52
its a wonderful example but also should be pointed out that it's an incredible amount of work to make it into a working game, each limb will trigger a separate animation and you would need to create models with a good way of feeding that back to keep track of it all.
i.e. naming the top drawer limb as 1 and then telling it play the animation based on that would be the easiest way
SetAnimation(g_Entity[e]['limbhit'])
and as you may have already worked out... it wont work with anything stock unless you're willing to edit it.

Quote: "If putting inside a drawer just match the animations and trigger to play at same time as drawer moves so they move along with it when opening\closing."

nice solution, not possible for someone who doesn't create models like me but a very neat trick
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rolfy
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Posted: 11th Dec 2015 11:02 Edited at: 11th Dec 2015 12:28
Your making it more complicated than it is.

It's actually very simple apart from creating the media itself and for a modeler isn't difficult, since only doors,drawers etc require this I intend to create these and make available as a pack or such. As I said above you could use an invisible limbed box which surrounds an entity or even a plane which the entity sits on if stock to trigger a pick up or over a light switch to turn off/on You rely on modelers to create any of the media you use in your game this is no different really so I don't know why you mention it as a problem to you...unless you thought I was keeping this to myself

Take note of the fact that most of the media in the video is stock and this stuff is additional and sits nicely with it all.


All the entity's in the video use the same script and have the same bone naming, since limb detection relies on vertices attached to the bone there is no possibility of another being triggered even if right next to each other as can be seen with the drawers which are actually copies of a single drawer. For this only a single limb in the entity is required to do everything.
I do intend however to introduce this to characters using several limbs to swap out several different animations for progressive damage ,walk/limp/crawl etc (left foot hit then left foot limp). It is what limb detection is really for, I am just doing something different with it and much simpler It isn't intended for headshots only in the long run.

The script also is very simple with activated =x as the only condition change to play open/close animations and turn off/on collision, it only relies on calling whatever you named the bone/limb. This is the line that triggers the actions (which can be anything)




All the media in the video has two limbs and only one is assigned for limb hit. They are all called 'head' but could be named anything you want in the modeling app and named accordingly in the script.
TazMan
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Posted: 11th Dec 2015 11:04
Realy nice work, this sort of thing is just perfect for many sorts of gaming.
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LeeBamber
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Posted: 12th Dec 2015 00:32 Edited at: 12th Dec 2015 00:34
As I hope will be my custom in the months to come, I'd like to put a few extra coding hours in each week to support members of the community who are really pushing third party content and need a little extra help from me to then go forth and do amazing things for the benefit of everyone. Rolfy is one such individual on this day, and I have spent my Friday evening coding instead of drinking Guinness and have produced the following changes which will make it into the next internal beta that Ravey will put up on Steam when he is back at his desk:

* NOTE: Use FULLBOUNDS=1 in your FPE if you want to detect limbs that move out of range of the original frame 0 bound box
* Added 'detectcoloff' field to GUNSPEC.TXT which will allow guns/interactive weapons to HIT entities using CollisionOff(e)
* Added 'ignorematerial' field to GUNSPEC.TXT which will skip material decal impact visual and sound when bullet hits any surface
* Added new global.lua field called g_PlayerGunName which reports the name string of the currently selected weapon
* Added new FirePlayerWeapon(mode) command which forces the player weapon to fire in mode 1 (left click) or 2 (right click)
* NOTE: Above FirePlayerWeapon command can be used to constantly fire 'interactive weapons' to create entity highlighting in-game

Thus concludes my performance for the night, now for some pizza and beans
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rolfy
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Posted: 12th Dec 2015 03:02
Wow! I am gobsmacked you gave up Guinness to do this? I feel truly guilty now...lol.

Nice one Lee, very much appreciated
cybernescence
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Posted: 12th Dec 2015 11:52
That's fantastic Lee. So many work arounds will disappear for me now that weapons can hit entity's with collision off. Got some ideas for those extra weapon modes too - thank you.
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Posted: 12th Dec 2015 12:04
Great work.
Please add some bullet holes effect too in the GG
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rolfy
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Posted: 28th Dec 2015 22:59
Video update which shows the interactive mechanics at work using the newer weapon commands.

Hand swapped out when nearby an item which can be interacted with.
The last held weapon is remembered and swapped back when the player moves away.
Drawers and notes etc can be closed by 'hand' or they auto close when area is left.
No need to equip the player with the 'interactive' weapon.
Interactive weapon doesn't interfere with weapons slots.
Health and ammo pick ups.
Animated books and drawers and items for images /prompts or weapons/ammo/health.

Most of the interactive media in the video is placeholder, I intend after New Year to get into creating new assets to go with this.
Using a re-textured and scaled Asylum for the level build.


synchromesh
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Posted: 28th Dec 2015 23:10
That's Brilliant !!

You could actually create a cool game with all that
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Nomad Soul
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Posted: 28th Dec 2015 23:14
Wow this is amazing. It would be great if you could include this scene in the store as it pretty much has everything you could want already. I would certainly purchase this if released.


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smallg
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Posted: 29th Dec 2015 00:13
very cool video
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Jerry Tremble
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Posted: 29th Dec 2015 01:03
Even more amazing!
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cybernescence
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Posted: 30th Dec 2015 23:57 Edited at: 31st Dec 2015 00:02
Thanks so much for the inspiration rolfy, this has opened up another dimension to GG for me. And thanks Lee for the extra weapon commands - makes a huge difference in smoothing the game play



Edit: Slot machine is from 3com - https://forum.game-guru.com/thread/214195. Thanks 3com!
Jerry Tremble
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Posted: 31st Dec 2015 00:46
That is wicked cool! Not much action in that casino, but I'd bet that machine is ready to pay out!
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rolfy
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Posted: 31st Dec 2015 05:02 Edited at: 31st Dec 2015 06:15
Quote: "Thanks so much for the inspiration rolfy, this has opened up another dimension to GG for me. And thanks Lee for the extra weapon commands - makes a huge difference in smoothing the game play"
That's what were all here for

As soon as I saw we had limb detection I was all over it and would have asked for the other weapon commands in good time, but since Lee opened a window of opportunity to state what would be required then I wasn't going to miss the chance , I remembered all the things missing back in Classic that would have made this a great thing to have so threw it all at him. He even gave up his Guinness night to do it and then over the weekend when I whined about needing other commands....for which I am mortally ashamed but eternally grateful.

It's an awesome developer that could get it all in there as quickly as he did and those features are going to open the way to a lot of nice shiny new things for GG and it's users.

It's great to see you got a handle on using it in your own way, I really think it adds immensely to player immersion and gameplay.
synchromesh
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Posted: 31st Dec 2015 08:26 Edited at: 31st Dec 2015 08:48
Quote: "He even gave up his Guinness night to do it "

My money says he had one in his hand at the time though ...You don't need to go to a pub to drink Guinness

Quote: "It's an awesome developer that could get it all in there as quickly as he did and those features are going to open the way to a lot of nice shiny new things for GG and it's users."

Your not wrong there though
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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MrGfx
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Posted: 25th Jan 2016 21:57
So this is in Game guru now? Sorry for such a dumb question what is it exactly? The ability to open drawers and cabinets?
rolfy
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Posted: 25th Jan 2016 22:59 Edited at: 25th Jan 2016 23:39
Hi MrGfx , if you mean as default media then no, but it is being finalised as an available pack and if you wanted to dig in and create your own media then that would be possible too with all the new commands available to you. All the same I have spent a great deal of time making the system work as best I can so others don't have to

I have the interactive system working for all stock media doors and gates both limbed and vertex animated as well as doors and drawers I have created, you will have scripts which will work in same way as current doors etc where if a key is required you will simply place the key name in the field and it will work as either open or locked door in exactly same way. If using stock or store media you would simply swap out the new provided scripts to get it working.
Will work for any weapon,ammo or health pick ups that come with GG or any of those available in the store and I have created weapon, ammo, key and health pick ups which animate along with open/close animated drawers to add to player immersion. For example if a door has a handle then you have to 'touch' the handle to open the door and if a drwaer contains a weapon or any other collectible you will have to open the drawer to get to it.

As long as it is animated you can trigger with this or even if not animated it can be used on immobile entity's to trigger events where the player feels more like 'they have done something' other than respond to keypress from prompt.

The small generic highlighter hand is I feel best for this as it is non intrusive and more easily acceptable when other hands are used for different weapons by different designers and across different genres of game. Using limb detection means a lot less keeping on top of scripting it all and more end user friendly.

Won't be long till I finish up a starter pack and probably post a quick video and WIP description in the 3rd party models board to let folks see how far it has come

Once available I would expect many other Artists would enjoy creating limbed media to go with it. I really wouldn't object to others picking it all apart and making changes and alterations to scripts and providing these along with their own creations even for sale as I believe it has great potential for the product and users who want to create their games using it and I never felt greatly possessive of my rubbish scripting skills anyhow. I look forward to seeing what others come up with. In other words I will get the ball rolling and let it run.
All I ask is that I be allowed to be first to release it then it belongs to y'all. There are far better scripters and modelers out there who will make it all even better but I did all the grunt work and hair pulling on this one and believe me it ain't been easy

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