Construction Set on Consoles

Post » Sat May 28, 2011 3:48 pm

While we 360/ps3 users pray for such a thing,If its goint to be to complicated or not work, id rather them not.
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Alex Vincent
 
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Post » Sat May 28, 2011 6:06 pm

It's great that such a program has worked for UT3, but one case of it working there does not mean it would work here. It's also hard to imagine UT3 sees the same level of modding that the ES games receive, especially since the former is more of a niche game than the latter.

Er? Unreal Tournament 3 is far less of a niche game than something like Oblivion, sees far more mods than any of the TES games do, and those mods make far more extensive changes to the games (mainly because the tools and engine are considerably more flexible and open than what Bethesda provides). I would really suggest actually looking into the game (and really, the entire series) before commenting on that sort of thing.

I'm not saying there would be some huge backlash either; just a lot of issues and headaches. With PC mods, there is no set middle man (modder uploads to any infinite number of sites, user downloads). With console mods, there is a set middle man (modder must upload to Beth/MS system, user downloads from that system).

Again speaking in terms of UT3, there is no middle man. Mods aren't distributed by Sony or Epic. There are other games with content distribution systems that seem ripe for the kind of abuse you're talking about (Rock Band Network comes to mind), and it still works out with literally no backlash or issues.
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Dewayne Quattlebaum
 
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Post » Sat May 28, 2011 12:20 pm

Can't people upload homemade games onto Live Marketplace?

Whats the difference?
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Cody Banks
 
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Post » Sat May 28, 2011 9:51 am

Can't people upload homemade games onto Live Marketplace?

Whats the difference?

You need to pay Microsoft a subscription fee ($99 a year) to submit games for the Live Marketplace like that, and they still need to go through review by Microsoft before they're allowed on the market.
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Lucy
 
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Post » Sat May 28, 2011 5:52 pm

Er? Unreal Tournament 3 is far less of a niche game than something like Oblivion, sees far more mods than any of the TES games do, and those mods make far more extensive changes to the games (mainly because the tools and engine are considerably more flexible and open than what Bethesda provides). I would really suggest actually looking into the game (and really, the entire series) before commenting on that sort of thing.


I didn't realize that UT had that level of modding, but it is still a very particular type of shooter, and one that hasn't had the same mainstream attention as Oblivion. I know personal demographics rarely ever count for squat, but I know plenty of people of all shapes and sizes who have Oblivion. But very few of those would know UT by name.

Again speaking in terms of UT3, there is no middle man. Mods aren't distributed by Sony or Epic. There are other games with content distribution systems that seem ripe for the kind of abuse you're talking about (Rock Band Network comes to mind), and it still works out with literally no backlash or issues.


Again, just because it worked there, doesn't mean it'd work here. And middle man ->

You need to pay Microsoft a subscription fee ($99 a year) to submit games for the Live Marketplace like that, and they still need to go through review by Microsoft before they're allowed on the market.

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Big mike
 
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Post » Sat May 28, 2011 7:11 am

Except that Unreal Tournament 3 was a higher profile game than this, allowed mods to be played on the PS3 with absolutely no restrictions, and has seen absolutely no "can of worms". History disagrees with you, simply because developers are rarely (if ever) held responsible for the work of their fanbase (and on legal grounds, can't be).

They aren't refusing a CS or mods on the consoles because of any kind of backlash it could cause, because there would be no backlash. They're refusing to do it because adapting the CS to actually work on the consoles would be a massive amount of work for something that Microsoft simply wouldn't allow on their system, and even allowing mod support would be an extra bit of work for the PS3 version that couldn't possibly be applied to the 360 (because, again, Microsoft wouldn't let them do this). It's just not worth the investment given that it wouldn't be supported on their primary platform.


Sorry, but Unreal Tournament 3 is not a higher profile game then The Elder Scrolls series of games. In fact, UT3 sold less then 35,000 units in its first month... and while it eventually sold over a million units world wide, its impossible to find any sign it was a mega hit. Oblivion on the other hand sold 1.7 million copies in the first 3 weeks and over 3 million by the end of the year. Hard to call UT3 a higher profile game.. but I guess thats besides the point.

Honestly I would just be happy with the ability to edit my house. If you've ever used the construction set you could go into a floaty camera like that then have options for moving stuff around and adding/deleting stuff from a list of things you've bought at a furniture store or something. It could be restricted to only your house and I would be happy with that. Cause that's all I would really want it for on consoles anyway.


This really doesn't really have anything to do with having a CS for the console. What your talking about would simply be an in-game house decoration tool, which would be a great addition to the game for all platforms IMO.
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Rebecca Clare Smith
 
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Post » Sat May 28, 2011 10:21 am

I think maybe a lot of you are confusing the construction set with a map editor....Map editor's work by you moving your little hand icon or whatever with the controller, onto a tree then dragging it onto a blank world, next a wall, next a hill. This is stored simply as Tree is at xx,yy,zz, hill is stored at xx,yy,zz...etc and that is all. Graphical UI with some trees, some hills. and a wall or two that you can rearrange on a blank canvas and upload to a server so that others may play with you. Very very simple and basic and the storage space needed for newmap.u3 is literally just a few mb's since all of the actual graphics, characters, bullet dynamics, etc etc are stored locally on everyone's console. You cannot break anything and you cannot alter anything that would affect performance too bad.

Construction set's allow you to completely alter every single aspect of a game. How much light shines from a torch, how much gravity a certain book has, how fast that goblin runs, and even more complex things like how many graphical objects to preload into memory from a set point, how many cpu threads to be used for physics, and how many times you have to press escape (start button?) before the exit menu comes up...Not to mention it basically looks like

Bob-thegoblin(g15)[s33,f33,run56,hit35,etcetc]
D1. "Hello I am bob'
ON s1[atk pchar val 3]
more dialogue options

Variables: Val 3 = maxatkAI

maxatkAI [
On Swingmiss cast boltofdeath
On swinghit stab in throat
On HIT heal

ETC, etc, etc.... Every object, even a book can have tens or hundreds of variable reactions to any sort of input you with to add, this takes lots and lots of time and would bore the majority of console players -in my opinion- before anything playable was ever created not to mention worth playing.

Let's say you just want to use the generic set of variables and AI, let's say you just want to design a map enter some dialogue and never have anything surprising happen. You start by sticking some torches in a hallway, 2, 4, 6? Ok good no problem, but when you add that 7th and your console can no longer process the lighting effects from that many sources at the same time your box heats up, dies, or simply crashes. You restart your console, everything is gone, or if everything was saved you'd just be in an infinite loop of crashes. Let's say you don't want to mess with lighting effects, you'll just play outside. You create some goblins to fight, sweet goblin warz! But when one too many goblins appears on screen your box still can't handle it and crashes.

PC modding works, and works well, because of quite a few factors that consoles just do not have.

1. If you create a mod that your machine can't handle, -only the program will crash- not the machine(usually) This is done by having separate memory and processor usage assigned to various programs to keep one badly written line of code from ruining your hardware
2. If a mod doesn't work on my machine, i can upgrade my hardware

Hell i could make a list and describe hundreds of reasons, but simply put it will not work and i don't even know why i wasted this much time when the question always comes up on every new game.....Map Editors, YES! Construction Sets, NO!
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Hella Beast
 
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Post » Sat May 28, 2011 3:23 pm

At first I came in here to cast doubt...

Then you brought up Forge and had to hesitate. It's possible... highly unlikely, but possible. Could be TOTALLY sweet if done right, but in the end I can't imagine how they could properly implement it.

Open to ideas though.
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Fanny Rouyé
 
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Post » Sat May 28, 2011 10:56 am

I didn't realize that UT had that level of modding, but it is still a very particular type of shooter, and one that hasn't had the same mainstream attention as Oblivion. I know personal demographics rarely ever count for squat, but I know plenty of people of all shapes and sizes who have Oblivion. But very few of those would know UT by name.

That's... kind of surprising. UT is by far a larger franchise going by sales, and far more influential going by use of its engine (Unreal Engine 3 is quite possibly the most notable engine in the industry). By far. Its being a very particular type of shooter doesn't mean anything any more than Oblivion's being a very particular kind of RPG does.

Again, just because it worked there, doesn't mean it'd work here.

Why not? Aside from, as I've been saying over and over again, Microsoft's general refusal to allow it (which has no bearing on the PS3 version of the game).

And middle man ->

Yes. On Microsoft's platform, where they wouldn't allow this sort of thing in the first place. That doesn't validate the points you were making about "middle man" involvement.

Sorry, but Unreal Tournament 3 is not a higher profile game then The Elder Scrolls series of games. In fact, UT3 sold less then 35,000 units in its first month... and while it eventually sold over a million units world wide, its impossible to find any sign it was a mega hit. Oblivion on the other hand sold 1.7 million copies in the first 3 weeks and over 3 million by the end of the year. Hard to call UT3 a higher profile game.. but I guess thats besides the point.

Unreal Tournament 3 was also available exclusively on the PC for its first month, with the PS3 version coming a month after and the 360 version (the 360 being by far the most popular current gen console at the time, Wii excluded) coming quite some time later. The 35,000 unit number is actually based on NPD data, which is tracked by month - UT3 was released nearing the end of November, and had about ten days to achieve that - and only tracked within North America - UT3's sales were significantly higher in other regions, but sales data is harder to track outside of North America. The game actually managed to break a million units internationally within 3-4 months of release and before being released on the Xbox 360, which is the platform with the largest market for products like UT3. Long story short, you're comparing ten days of sales on the PC only to three weeks of sales on the PC and both consoles, and you're comparing a year's worth of sales on all three platforms to about a quarter of that time in sales on what were, at the time, the two platforms likely to generate the least amount of sales.

You're going to have to be very careful if you intend to try using sales data on me. I track this sort of thing as a hobby, so I'm extremely familiar with it.

EDIT: But like you say, it's a bit besides the point. UT3's relative level of success doesn't really change the fact that it does offer mods on a modern console, on a large scale, with far more complex mods and without issues.
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FirDaus LOVe farhana
 
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Post » Sat May 28, 2011 2:13 pm

Imagine writing out a script with the Xbox controller :dance:
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Alycia Leann grace
 
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Post » Sat May 28, 2011 4:49 am

ps3 is not that much more technology wise than a 360, and im going to give you a pretty dumbed down version why because unlike me im guessing your not a software engineer. The PS3 is a 128 bit processor the buses in side of it are double the 64 bit processors in 360 or in PC however this does not mean its faster get this out of your head. the cpu in you ps3 can dlever roughly double the information of a 64 bit system in one cycle however the Cell processor is much slower than a modern day multithreaded processors like the i7 (what im typing this on) more is not always better. The 360 also has more GPU memory than the PS3 , the PS3 can do more at once but the 360 can typically do it better. Now neither of these can do it as fast or as pretty or as much as a modern PC.

Now the CS is a complicated program it is an editor but many mods require proper installation paths (OMOD can do that for you though) or they need to over right game files. On 360, and PS3 the majority of the files are stored on the disk and there for are immutable even with the new installing games on hard drives for consoles the core game files are compiled and unchangeable over-righting files isn't really possible you could add to them though. So no the CS wont be ported to consoles and an editor would be massively cumbersome and complicated its simply not worth the dev time. as has been said before the PC CS is a tool that is already made and made available to users because its really simple for them to do. what your asking is both a hardware, software and computing issue its not easy, not worth it and the majority of console users wont use it



I feel if people read this post ON THE THIRD PAGE. this annoyance would die until the next rollout of consoles.
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Solina971
 
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Post » Sat May 28, 2011 12:03 pm

Bah, redirected... Oh well.

All I want from it is to be able to edit enemy and player stats as well as enemy inventories.
That way I can custom create my own difficulty and not bother with the default difficulties. (As they are never balanced.)
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Jordyn Youngman
 
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Post » Sat May 28, 2011 12:09 pm

I don't see how one would be able to do any scripting without a keyboard, but that is the only issue I see with it.
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Scott Clemmons
 
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Post » Sat May 28, 2011 4:46 pm

I don't see how one would be able to do any scripting without a keyboard, but that is the only issue I see with it.

Any PC compatible USB keyboard can be plugged into any 360 and used right away. Type messages, navigate the dashboard. It's literally plug & play.

So as I see it, if it was needed for the CS to work, just say so on the box "Needs PC compatible USB keyboard"
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Fluffer
 
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Post » Sat May 28, 2011 8:46 am

At first I came in here to cast doubt...

Then you brought up Forge and had to hesitate. It's possible... highly unlikely, but possible. Could be TOTALLY sweet if done right, but in the end I can't imagine how they could properly implement it.

Open to ideas though.


forge is a map editor, which is something I believe the consoles should have. The CS is on a whole new level.

I'm not that well versed in the CS but I have used it before. This is what modding generally looks like (spoiler to save space)
Spoiler

This is from stalker Shadow of chernobyl and is the simplest thing to mod in it
[actor_terrain]
255,255,000,255

[actor]:common_ph_friction_params_on_npc_death
GroupControlSection = spawn_group
$spawn = "actor"
$ed_icon = ed\ed_actor
$player = on
$prefetch = 16
cform = skeleton
class = O_ACTOR
money = 40;
rank = 3;
script_binding = bind_stalker.actor_init
visual = actors\hero\stalker_novice.ogf
destroyed_vis_name = physics\Dead_Body\skelet_crash

terrain = actor_terrain

max_item_mass = 80.0
jump_speed = 6.
crouch_coef = 0.45
climb_coef = 0.7
run_coef = 2.1
sprint_koef = 2.6
run_back_coef = 1.8
walk_back_coef = 0.8
air_control_param = 0.1
walk_accel = 17

;eà?èó? a ê?òe?ì íà? ?e??ì?òàìè a?a???ò?? è? íà?aàíè?
pickup_info_radius = 5 ;3

ef_creature_type = 17 ; option for evaluation functions

; attach params
attachable_items = device_torch,attachable_item,hand_radio

ph_box0_center = 0.0, 0.9, 0.0
ph_box0_size = 0.35, 0.9, 0.35
ph_box1_center = 0.0, 0.75, 0.0
ph_box1_size = 0.35, 0.75, 0.35
ph_box2_center = 0.0, 0.6, 0.0
ph_box2_size = 0.35, 0.6, 0.35
stalker_restrictor_radius = .55;0.55;0.75;0.9
stalker_small_restrictor_radius = .55;
medium_monster_restrictor_radius = 0.1
ph_crash_speed_min = 14
ph_crash_speed_max = 30
ph_collision_damage_factor = 1.0
ph_mass = 80

weapon_bone0 = bip01_r_finger1
weapon_bone1 = bip01_l_finger1
weapon_bone2 = bip01_r_finger11

damage = actor_damage

hit_probability_gd_novice = 0.20
hit_probability_gd_stalker = 0.30
hit_probability_gd_veteran = 0.40
hit_probability_gd_master = 0.50
hit_sounds = actor_hit_snds
;actor condition

immunities_sect = actor_immunities_gd_master
condition_sect = actor_condition

heavy_breath_snd = actor\breath_1 ;?aóê ò??????? ???àíè? ?eè ó?òà???òè
heavy_blood_snd = affects\heartbeat; heart\8

material = creatures\actor
camera_height_factor = 0.85


;?è???e?è? ?òe??üá? ? ó÷?ò?ì ???üá? è á??à
disp_base = 0.8 ;ó??? (a ?eà?ó?à?) eà???òà ?ó?ü, ê???à àêò?e ?ò?èò íà ì??ò?
disp_aim = 0.04
disp_vel_factor = 2.0 ;íà ?ê??üê? óa??è÷èò?? ?è???e?è? ?eè ?êe??òè a 10 ì/? (í? ?á??àò??üí? ?eè á???)
disp_accel_factor = 2.0 ;?ù? íà ?ê??üê? óa??è÷èò??, ???è àêò?e á??èò (+ ?ê?e??òü)
disp_crouch_factor = -0.2 ;óì?íü??íè? ???è àêò?e ?è?èò
disp_crouch_no_acc_factor = -0.4 ;óì?íü??íè? ???è àêò?e ?è?èò + no acceleration
;disp_jump_factor = 2.0

missile_throw_offset = 0.3, 0.5, 0.5

body_remove_time = 60000 ;ae?ì? óíè÷ò???íè? òeó?à (? ó÷?ò?ì TimeFactor)

sleep_time_factor = 1000 ;400 ;a? ?ê??üê? eà? ae?ì? è??ò á??òe??, ê???à àêò?e ??èò
max_sleep_hours = 12
;species of monster
species = actor


;---STEP MANAGER------------------------------------------------------
LegsCount = 2
step_params = stalker_step_manager
foot_bones = stalker_foot_bones

memory_update_time = 100

; visibility parameters
DynamicObjectsCount = 32
min_view_distance = 1.0 ; ê?y??è?è?íò, ê?ò?e?é ìí??èò?? íà eye_range, a ?àaè?èì??òè ?ò ó??à
max_view_distance = 1.0 ; ê?y??è?è?íò, ê?ò?e?é ìí??èò?? íà eye_range, a ?àaè?èì??òè ?ò ó??à
visibility_threshold = 1.0 ; ?íà÷?íè?, ?eè ???òè??íèè ?óìì?é ê?ò?e??? ?áú?êò ?÷èòà?ò?? aè?èì?ì
always_visible_distance = 1.0
time_quant = 0.005
decrease_value = 0.1 ; ?íà÷?íè?, íà ê?ò?e?? óì?íü?à?ò?? a??, ???è ?áú?êò ???à? a ?eó?òóì, í? ?ò??ê?? ?? êàêèì-ò? ?eè÷èíàì
velocity_factor = 0.5
luminocity_factor = 0.5;0 ; ?àêò?e ??a?ù?íè? (ò??üê? ??? àêò?eà)
transparency_threshold = 0.4 ; 0.25
still_visible_time = 5000 ; ae?ì?, ê?ò?e?? ?áú?êò a?? ?ù? ?÷èòà?ò?? aè?èì?ì, ?à?? ???è ?í ó?? í? a? ?eó?òóì?

[actor_immunities_gd_novice]
burn_immunity = 0.5 ;ê?y??è?è?íò? èììóíèò?òà
strike_immunity = 0.5
shock_immunity = 0.5
wound_immunity = 0.5
radiation_immunity = 0.5
telepatic_immunity = 0.5
chemical_burn_immunity = 0.5
explosion_immunity = 0.1
fire_wound_immunity = 0.5


[actor_immunities_gd_stalker]
burn_immunity = 0.65 ;ê?y??è?è?íò? èììóíèò?òà
strike_immunity = 0.65
shock_immunity = 0.65
wound_immunity = 0.65
radiation_immunity = 0.65
telepatic_immunity = 0.65
chemical_burn_immunity = 0.65
explosion_immunity = 0.3
fire_wound_immunity = 0.65

[actor_immunities_gd_veteran]
burn_immunity = 0.8 ;ê?y??è?è?íò? èììóíèò?òà
strike_immunity = 0.8
shock_immunity = 0.8
wound_immunity = 0.8
radiation_immunity = 0.8
telepatic_immunity = 0.8
chemical_burn_immunity = 0.8
explosion_immunity = 0.6
fire_wound_immunity = 0.8

[actor_immunities_gd_master]
burn_immunity = 1.0 ;ê?y??è?è?íò? èììóíèò?òà
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 1.0
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity = 1.0

[actor_condition]
satiety_v = 0.000015 ;?ê?e??òü óì?íü??íè? ??ò??òè ?? ae?ì?í?ì
radiation_v = 0.0001 ;?ê?e??òü óì?íü??íè? eà?èà?èè
satiety_power_v = 0.000055 ;óa??è÷?íè? ?è?? ?eè óì?íü??íèè ??ò??òè
satiety_health_v = 0.0001 ;óa??è÷?íè? ???e?aü? ?eè óì?íü??íèè ??ò??òè
satiety_critical = 0.0 ;êeèòè÷??ê?? ?íà÷?íè? ??ò??òè (a ?e???íòà? ?ò 0..1) ê???à ???e?aü? íà÷èàíà?ò óì?íü?àòü??
radiation_health_v = 0.004 ;óì?íü??íè? ???e?aü? ?eè a????é?òaèè eà?èà?èè
morale_v = 0.0001 ;?ê?e??òü a???òàí?a??íè? ì?eà?è
psy_health_v = 0.001 ;?ê?e??òü a???òàí?a??íè? psy-???e?aü?
alcohol_v = -0.0003
health_hit_part = 1.0 ;?e???íò ?èòà, ó????ùèé íà ?òíèìàíè? ???e?aü?
power_hit_part = 0.1 ;?e???íò ?èòà, ó????ùèé íà ?òíèìàíè? ?è??
max_power_leak_speed = 0.0 ;íàê????íè? ó?òà???òè (ìàê? ?eàíè?à, ?? ê?ò?e?é a???òàíàa?èaà?ò?? ?è?à) a ??êóí?ó è?e?a??? ae?ì?íè
max_walk_weight = 100

bleeding_v = 0.0005 ;??ò?e? êe?aè ?eè í?ìèíà?üí?é eàí? a ??êóí?ó
wound_incarnation_v = 0.003 ;?ê?e??òü ?à?èa??íè? eàí?
min_wound_size = 0.0256 ;ìèíèìà?üí?é eà?ì?e eàí?, ????? ê?ò?e??? ?íà ?÷èòà?ò?? ?à?èa??é

;--when actor in sleep
satiety_v_sleep = 0.00001
radiation_v_sleep = 0.0003
satiety_power_v_sleep = 0.0001
satiety_health_v_sleep = 0.00001
radiation_health_v_sleep = 0.001
morale_v_sleep = 0.0
psy_health_v_sleep = 0.0

alcohol_v_sleep = -0.0005

bleeding_v_sleep = 0.0
wound_incarnation_v_sleep = 0.0
max_power_leak_speed_sleep = -0.00001;
;health_restore_v = 0.0001

;;;;;;;;
;actor_condition only

jump_power = 0.01 ;0.005 ;óì??ü??íè? ?è?? ? ?e??ê?ì á?? ó÷?òà a??à í??è
jump_weight_power = 0.05 ;0.045 ;óì??ü??íè? ?è?? ? ?e??ê?ì ? ó÷?ò?ì a??à í??è, ??? ìàê?èìà?üí??? ???ó?òèì??? a??à
overweight_jump_k = 5;10 ;10 ;ê?y??è?è?íò a?è?íè? ??e??eó?êè ?e???ê ? a???ì (óìí??à?ò?? íà jump_weight_power)

stand_power = -0.005
walk_power = 0.00001 ;óì??ü??íè? ?è?? ?à ??êí?ó a? ae?ì? ???üá? á?? ó÷?òà a??à í??è
walk_weight_power = 0.00005; ;óì??ü??íè? ?è?? ?à ??êí?ó a? ae?ì? ???üá? ? ó÷?ò?ì a??à í??è, ??? ìàê?èìà?üí??? ???ó?òèì??? a??à
overweight_walk_k = 5;9 ;10 ;ê?y??è?è?íò a?è?íè? ??e??eó?êè í??è (óìí??à?ò?? íà walk_weight_power)
accel_k = 3;5 ;ê?y??è?è?íò íà á?? (óìí??à?ò?? walk_power, walk_weight_power)
sprint_k = 75;150;185;180;200; ;ê?y??è?è?íò íà "sprint" á?? (óìí??à?ò?? walk_power, walk_weight_power)

; ?e?ì?òà
limping_health_begin = 0.1 ;??e?? ???e?aü? ì?íü?? ê?ò?e??? àêò?e íà÷èíà?ò ?e?ìàòü
limping_health_end = 0.2 ;??e?? ???e?aü? á??ü?? ê?ò?e??? àêò?e ??e??òà?ò ?e?ìàòü
limping_power_begin = 0.1 ;??e?? ?è?? ì?íü?? ê?ò?e??? àêò?e íà÷èíà?ò ?e?ìàòü
limping_power_end = 0.2 ;??e?? ?è?? á??ü?? ê?ò?e??? àêò?e ??e??òà?ò ?e?ìàòü
use_limping_state = on

cant_walk_power_begin = 0.01 ;??e?? ?è?? ì?íü?? ê?ò?e??? àêò?e í? ì???ò ?aè?àòü??
cant_walk_power_end = 0.10 ;??e?? ?è?? á??ü?? ê?ò?e??? àêò?e ?ì???ò ?aè?àòü??

cant_sprint_power_begin = 0.20 ;??e?? ?è?? ì?íü?? ê?ò?e??? àêò?e í? ì???ò á??àòü a ??eèíò?
cant_sprint_power_end = 0.30 ;??e?? ?è?? á??ü?? ê?ò?e??? àêò?e ?ì???ò á??àòü a ??eèíò?

can_sleep_callback = dream.can_sleep_callback
sleep_video_name_callback = dream.sleep_video_name_callback

[actor_damage]
;bone_name = ,,
; - ê?y??. è?ì?í?íè? ?èòà (óì?íü??íè? ???e?aü?)
; - ê?y??. è?ì?í?íè? a??è÷èí? ?òêe?ò?é eàí?
;-1 - í?ò àíèìà?èé, ÷?òí?é í?ì?e - ???e??è, í?÷?òí?é í?ì?e - ??à?è, óêà???à?ò?? ò??üê? ??D??íèé!!! ?à?íèé íà à?ò?ìàò?
default = 1.0, -1, 1.0

bip01_pelvis = 1.0, 10, 1.5
bip01_spine = 1.0, 10, 1.5
bip01_spine1 = 1.0, 0, 1.5
bip01_spine2 = 1.0, 0, 1.5
bip01_neck = 1.0, 0, 1.5
bip01_head = 0.2, 0, 1.5
eyelid_1 = 0.0, 0, 0.0
eye_left = 0.0, 0, 0.0
eye_right = 0.0, 0, 0.0
jaw_1 = 0.0, 0, 0.0

bip01_l_clavicle = 1.0, 4, 1.5
bip01_l_upperarm = 1.0, 4, 1.5
bip01_l_forearm = 1.0, 4, 1.5
bip01_l_hand = 1.0, 4, 0.5
bip01_l_finger0 = 0.0, 4, 0.0
bip01_l_finger01 = 0.0, 4, 0.0
bip01_l_finger02 = 0.0, 4, 0.0
bip01_l_finger1 = 0.0, 4, 0.0
bip01_l_finger11 = 0.0, 4, 0.0
bip01_l_finger12 = 0.0, 4, 0.0
bip01_l_finger2 = 0.0, 4, 0.0
bip01_l_finger21 = 0.0, 4, 0.0
bip01_l_finger22 = 0.0, 4, 0.0

bip01_r_clavicle = 1.0, 2, 1.5
bip01_r_upperarm = 1.0, 2, 1.5
bip01_r_forearm = 1.0, 2, 1.5
bip01_r_hand = 1.0, 2, 0.0
bip01_r_finger0 = 0.0, 2, 0.0
bip01_r_finger01 = 0.0, 2, 0.0
bip01_r_finger02 = 0.0, 2, 0.0
bip01_r_finger1 = 0.0, 2, 0.0
bip01_r_finger11 = 0.0, 2, 0.0
bip01_r_finger12 = 0.0, 2, 0.0
bip01_r_finger2 = 0.0, 2, 0.0
bip01_r_finger21 = 0.0, 2, 0.0
bip01_r_finger22 = 0.0, 2, 0.0

bip01_l_thigh = 1.0, 8, 1.5
bip01_l_calf = 1.0, 8, 1.5
bip01_l_foot = 1.0, 8, 1.5
bip01_l_toe0 = 1.0, 8, 1.5
bip01_r_thigh = 1.0, 6, 1.5
bip01_r_calf = 1.0, 6, 1.5
bip01_r_foot = 1.0, 6, 1.5
bip01_r_toe0 = 1.0, 6, 1.5

[actor_animation]
;ó??? ?a?e?òà í?? àêò?eà a? ae?ì? ?òe?é??a (a ?eà?ó?à?)
fwd_l_strafe_yaw = 45
back_l_strafe_yaw = 45
fwd_r_strafe_yaw = 45
back_r_strafe_yaw = 45
l_strafe_yaw = 0
r_strafe_yaw = 0


[actor_hit_snds]
burn =actor\pain1,actor\pain2,actor\pain3; ,actor\hurt4
shock =actor\pain1,actor\pain2,actor\pain3; ,actor\hurt4
strike =actor\pain1,actor\pain2,actor\pain3; ,actor\hurt4
wound =actor\pain1,actor\pain2,actor\pain3; ,actor\hurt4
radiation =monsters\biting\def_0; actor\hurt1,actor\hurt2,actor\hurt3,actor\hurt4
telepatic =actor\pain1,actor\pain2,actor\pain3; ,actor\hurt4
fire_wound =actor\bullet_hit_1,actor\bullet_hit_2,actor\bullet_hit_3,actor\bullet_hit_4
; actor\pain_1,actor\pain_3,actor\pain_4,actor\pain_5,actor\pain_6,actor\pain_7,actor\pain_8
chemical_burn =actor\pain1,actor\pain2,actor\pain3; ,actor\hurt4
explosion =affects\tinnitus3a
wound_2 =actor\hurt1,actor\hurt2,actor\hurt3,actor\hurt4
physic_strike =actor\pain1,actor\pain2,actor\pain3; ,actor\hurt4



the CS streamlines it but only just in that it has things like this in windows and is little easier to understand. What i'm trying to say is using something like the CS on a console would be a pain, plain and simple and not many people would have the paitence for it because of how much of a hassle it would be.
User avatar
Rachell Katherine
 
Posts: 3380
Joined: Wed Oct 11, 2006 5:21 pm

Post » Sat May 28, 2011 6:35 am

I would love some user-created content to be implemented into Skyrim!
A full-range, boundless creation station that includes creative freedom in regards to everything is very much impossible right now.

However!

Creating a form of creative outlet for users with very specific presets on consoles is definitely possible.


I imagine a very obtainable scenario of including a dungeon creation system of sorts.
There would be a singular NPC that would serve as a host to this mystical, ever-changing labyrinth.

The NPC would provide a unique interface that would allow the player to browse through user-created dungeons based on popularity, randomness, or rate of submission (This would all be kept within a very RPG language of course).

As long as this system would limit players to what loot, enemies, and overall complexity included in their custom-dungeons, this would be very implementable.

Concerning the way users can handle the layout...
I assume a grid-based system of the physical layout of the dungeon would be best, but also allowing creators to hand-place items and enemies.

Is this something that you had in mind?

User avatar
Alexandra Ryan
 
Posts: 3438
Joined: Mon Jul 31, 2006 9:01 am

Post » Sat May 28, 2011 1:44 pm

Definitely NOT happening for Skyrim, unfortunately. I'm going to have to scraqe up the money for a better computer to run Skyrim, or I'll just have to resort to getting it for Xbox.
User avatar
teeny
 
Posts: 3423
Joined: Sun Feb 25, 2007 1:51 am

Post » Sat May 28, 2011 5:29 pm

Never gonna happen.

If you want mods move from console to PC. Its whats im going to do.



What about doing something along the lines of unreal tournament 3, you can create mods on a pc and transfer them to the ps3 version (microsoft wouldnt let them do it for the 360 version tho). Then console users would be able to at least create their own races weapons and armor etc.
User avatar
Laura Samson
 
Posts: 3337
Joined: Wed Aug 29, 2007 6:36 pm

Post » Sat May 28, 2011 10:12 am

What about doing something along the lines of unreal tournament 3, you can create mods on a pc and transfer them to the ps3 version (microsoft wouldnt let them do it for the 360 version tho). Then console users would be able to at least create their own races weapons and armor etc.

While I'm all for giving bethesda money twice over, since it wouldn't be across both consoles it's doubtful.

I think modding on my xbox would be fun, a sort of "fix your own bugs" thing (I only used the CS to fix things or to even out what I considered gameplay and story segregation, such as trueflame's durability or lack thereof). I don't think I'll get the opportunity, but I'm fine without.
User avatar
liz barnes
 
Posts: 3387
Joined: Tue Oct 31, 2006 4:10 am

Post » Sat May 28, 2011 2:07 pm

UT3 keeps coming up, but what is the modding tool for UT3 actually capable of?

The CS for Oblivion can do some pretty fundamental things with the computer, and the console can do some more serious things. I'm talking about writing files and reading files from the hard drive.

The CS, as it is, could be considered a security risk on consoles, I'd think.
User avatar
Kelly John
 
Posts: 3413
Joined: Tue Jun 13, 2006 6:40 am

Post » Sat May 28, 2011 4:11 pm

Do you guys think that some form of the Construction Set could work on consoles? I saw someone mention it a few days ago and they made a reference to the Forge gametype in Halo 3 and Reach. Maybe if the PC version of the construction set couldnt work on consoles they could do something similair to Forge? What do you guys think?


Would be cool but not likely. But if they did add it i hope it would be like the FarCry 2 editor for the consoles it in my opinion was better than halos by far the maps in FC2 where huge and you had to build your own map from the ground up same thing as halo but more bigger in FarCry 2.
User avatar
rae.x
 
Posts: 3326
Joined: Wed Jun 14, 2006 2:13 pm

Post » Sat May 28, 2011 10:37 am

To answer this.

UT3 keeps coming up, but what is the modding tool for UT3 actually capable of?


Map making basically. Build the map from existing parts I believe or model the parts in a 3D modeller then import it into the editor. Place spawn points, weapon and item placement, vehicle placement and bot routing (Like nav meshing, but basically sets the path for bots).

A lot more in deapth than the console based Halo and Farcry editors, but not as complicated as the Creation Kit.

As for the conversion tool. It was hit and miss. Sometimes the map would convert to PS3 ok, other times it would crash the tool or it'd convert, but something fouled up in the process and all the textures were messed up, bot routes deleted or some other issue.

Simple maps got through ok, but larger ones with fancy features had a higher chance of crashing the convertor. Plus mods and stuff never converted properly.

I also noticed that the UT3 modding community never really set off. It was a small fraction of that of the UT2003-2004 community.
User avatar
i grind hard
 
Posts: 3463
Joined: Sat Aug 18, 2007 2:58 am

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