[Wipz] Unnecessary Violence II + I'm Back

Post » Wed Mar 30, 2011 4:06 am

The only other explanation would be that he is involved with human trafficing :P. I wonder how much a master's student doing a dissertation on oblivion modding costs nowadays :rofl:


It's probably for a psych degree. I'll save him the time: we're all nuts :lmao:

I do like the sound of Professor Hex though... :D
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Ashley Campos
 
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Post » Wed Mar 30, 2011 12:37 am

LOL, I'm not a prof, but I am a Doctor of computer science and a university lecturer.

The student's project is to use a heart rate monitor to control an influx of zombies in a simple mod. That is heart rate goes down, more zombies appear -> net result either it will keep you excited or you'll die. It's supposed to be a proof of concept that biofeedback in gaming can support adaptability as well as just control. I'll probably pick it up again myself once the student is done and take things a bit further. I've got an EEG monitor that i'm dying to use to control the magic system. I would love to control the OB magic with my mind :D

DW - that's a kind offer. I'll point him your way. He'll not be starting for a few weeks, but when he does I imagine he might need a pointer or two on making OBSE plugins.
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DarkGypsy
 
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Post » Tue Mar 29, 2011 10:17 pm

LOL, I'm not a prof, but I am a Doctor of computer science and a university lecturer.

The student's project is to use a heart rate monitor to control an influx of zombies in a simple mod. That is heart rate goes down, more zombies appear -> net result either it will keep you excited or you'll die. It's supposed to be a proof of concept that biofeedback in gaming can support adaptability as well as just control. I'll probably pick it up again myself once the student is done and take things a bit further. I've got an EEG monitor that i'm dying to use to control the magic system. I would love to control the OB magic with my mind :D

DW - that's a kind offer. I'll point him your way. He'll not be starting for a few weeks, but when he does I imagine he might need a pointer or two on making OBSE plugins.


That is freaking cool!!!
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Jennifer Munroe
 
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Post » Wed Mar 30, 2011 6:59 am

LOL, I'm not a prof, but I am a Doctor of computer science and a university lecturer.

The student's project is to use a heart rate monitor to control an influx of zombies in a simple mod. That is heart rate goes down, more zombies appear -> net result either it will keep you excited or you'll die. It's supposed to be a proof of concept that biofeedback in gaming can support adaptability as well as just control. I'll probably pick it up again myself once the student is done and take things a bit further. I've got an EEG monitor that i'm dying to use to control the magic system. I would love to control the OB magic with my mind :D

DW - that's a kind offer. I'll point him your way. He'll not be starting for a few weeks, but when he does I imagine he might need a pointer or two on making OBSE plugins.

Wow, sounds like you're in a field of creative gaming interaction. Very neat indeed.

Well, I guess I'll start calling you Dr. Hex from now on. :wink_smile:
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Stu Clarke
 
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Post » Wed Mar 30, 2011 11:37 am

LOL, I'm not a prof, but I am a Doctor of computer science and a university lecturer.

The student's project is to use a heart rate monitor to control an influx of zombies in a simple mod. That is heart rate goes down, more zombies appear -> net result either it will keep you excited or you'll die. It's supposed to be a proof of concept that biofeedback in gaming can support adaptability as well as just control. I'll probably pick it up again myself once the student is done and take things a bit further. I've got an EEG monitor that i'm dying to use to control the magic system. I would love to control the OB magic with my mind :D

DW - that's a kind offer. I'll point him your way. He'll not be starting for a few weeks, but when he does I imagine he might need a pointer or two on making OBSE plugins.


Sort of reminds me of the 3rd Space Tactility vest that ShadeMe did a plugin for. It's the opposite of course - you feel all the hits when something pelts you with arrows and what not. I haven't gotten it to work with Oblivion but it works fairly well with action games. You'll have no problem keeping your heart rate up wearing that thing!

ShadeMe's plugin seems to work ok, but I haven't had a chance to code up a mod that will use it. There's an idea for your mod! Code it up to send output to the vest :D
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Hot
 
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Post » Wed Mar 30, 2011 5:24 am

Update?
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Rach B
 
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Post » Wed Mar 30, 2011 6:35 am

why not?

Things going well. Not as fast as would be nice, but we're heading towards a release. Got an AI bug that's (heh) bugging me. Once I solve that it's really just one more test run through, a few little tweaks to one of the quests, and a manual. Then I'll offer a beta release. Actually that's not quite true - I do have another issue or two to fix now I think about it. Still it is closer than it has ever been.

HeX
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FirDaus LOVe farhana
 
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Post » Wed Mar 30, 2011 8:22 am

Maybe a few specifics:

Got an issue with the skeleton switching - need to be able to do it without the character fading out and in.

Also have an unresolved issue with my garbage collection script

AI issue relates to NPCs refusing to use a teleport object

Still have to make a decision about the window entry stuff. It's rather flakey and somewhat unreliable. I think I may offer it as an "off by default" beta feature.

That's about the list for now I think.

HeX
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WYatt REed
 
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Post » Wed Mar 30, 2011 12:21 pm

I would love to control the OB magic with my mind :D

Heh, see, that is what I'd love to do. Brain-computer interface is something I'm very interested in.
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Rebecca Dosch
 
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Post » Wed Mar 30, 2011 11:44 am

Maybe a few specifics:

Got an issue with the skeleton switching - need to be able to do it without the character fading out and in.

Also have an unresolved issue with my garbage collection script

AI issue relates to NPCs refusing to use a teleport object

Still have to make a decision about the window entry stuff. It's rather flakey and somewhat unreliable. I think I may offer it as an "off by default" beta feature.

That's about the list for now I think.

HeX


Hi Hex,

Regarding the issue related to NPC's refusing to use a teleport object...per chance is the teleport object using "trigger" collision, to detect the NPCs, in which it should then teleport them?

If so, I think I know what you might be trying to achieve, and I figured out a fix for a similar, if not the same, issue that Silgrad Tower was having.

Koniption
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Scared humanity
 
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Post » Wed Mar 30, 2011 8:06 am

@DW - hehe, I should be on course to be doing that soon. Got all the sensors I need, got that student lined up to make the OBSE module to allow input from the biofeedback equipment. If that gets done then then it should be an easy step. I've got a project already involving trying to determine physiological, if not emotional, state from EEG (something that has really interesting potential), but even with out that direct control to some level is pretty straight forward and well documented. Really I just need to find a good academic justification for doing it, then publish it somewhere like ACE. You don't fancy a UK based PhD in that area do you - we've got a large doctoral training school looking for talented folks ;)

@Koniption - the issue is with the NPCs refusing to use a rope ladder. I'm pretty weak with OB's AI system, since I usually just script everything. tbh i'll probably use a script based hack to do this, but any advice would be appreciated. I've got a 'useobjectat' package and they walk up to it, but just don't seem to bother activating it. I must admit it's rather annoying. I'm inclined to make an auto-teleport script that listens for a specific NPC approaching an xmarker and teleports them when they get in range. I can get them to there with a travel package, then teleport them as if they'd actually used the rope ladder. After the teleport I can use another travel AI package to get them to where they're supposed to be.

HeX
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Eliza Potter
 
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Post » Wed Mar 30, 2011 11:20 am

Incidentally, for any UK based people, i'll be exhibiting at the Cheltenham Science Festival (http://www.cheltenhamfestivals.com/science) this year, in area 42, showing off some breath controlled games if anyone happens to be around. I may even be available for a pint or two in the evening ;)
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Dawn Porter
 
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Post » Wed Mar 30, 2011 6:19 am

Too bad I don't live in the UK then. :( I'd love to see that.

regarding the rope ladder, are you wanting to see them use animations or just change cells via the ladder?
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Jonathan Braz
 
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Post » Wed Mar 30, 2011 2:59 am

@DW - hehe, I should be on course to be doing that soon. Got all the sensors I need, got that student lined up to make the OBSE module to allow input from the biofeedback equipment. If that gets done then then it should be an easy step. I've got a project already involving trying to determine physiological, if not emotional, state from EEG (something that has really interesting potential), but even with out that direct control to some level is pretty straight forward and well documented. Really I just need to find a good academic justification for doing it, then publish it somewhere like ACE. You don't fancy a UK based PhD in that area do you - we've got a large doctoral training school looking for talented folks ;)

@Koniption - the issue is with the NPCs refusing to use a rope ladder. I'm pretty weak with OB's AI system, since I usually just script everything. tbh i'll probably use a script based hack to do this, but any advice would be appreciated. I've got a 'useobjectat' package and they walk up to it, but just don't seem to bother activating it. I must admit it's rather annoying. I'm inclined to make an auto-teleport script that listens for a specific NPC approaching an xmarker and teleports them when they get in range. I can get them to there with a travel package, then teleport them as if they'd actually used the rope ladder. After the teleport I can use another travel AI package to get them to where they're supposed to be.

HeX


Did you make sure to enter the rope ladder as a "Door" object in the CS? Also, make sure the ladder "door" is unlocked.

Also, I'm not sure if "UseObjectAt" is usually used for this. You might want to use a "Travel" package, whereby the NPC is told to travel to where the rope ladder leads (where the rope ladder leads, after activating it). That sort of Travel package *should* make the NPCs activate that ladder door, in order to reach the destination the ladder door leads to. After all, at this wiki link, it says NPCs will activate objects (chairs and beds,, as an example) with Travel packages:

http://cs.elderscrolls.com/constwiki/index.php/Travel_Package

It might also be a collision issue. Don't use "OL_Trigger" collision on a door object, because usually this collison comes under a "phantom" collision node, that prevents detection by the crosshairs, and thereby prevents activation by the player/NPCs (even though it still detects colliding objects with "Begin OnTrigger" blocks in scripts). "Phantom" collision blocks, like the name in them implies, act like "ghosts" - they're there, but not interactable.

"Door'"' objects in the CS, have an option, whereby you click "automatic door", and if an NPC gets too close to that "Door", they automatically teleport. But this is not always desirable, because sometimes the wrong NPC can stray too close to that Door object, and end up teleporting. What I did, for Silgrad Tower, was use an invisible "Door" object (no mesh, just collision; but mesh can be used, too), without "Automatic door" checked. I used "OL_Trigger" collision under a "phantom" collision block as the bigger encompassing collision. That alone would not work, of course. But the next thing I did, was add a smaller encompassing "OL_Portal"" collision block (used regular bhkCollisionObject * bhkRigidBody), that was far enough within the trigger collision shape. The OL_Portal collision is activatable by actors.
So when the player or NPC touches the trigger collision layer, using "Begin OnTrigger" block via script and if you use "GetActionRef" (to decide if the actor meets the ID or criteria for using this invisible door) & "Activate", when the "correct" actor touches the collision, they automatically teleport to the desginated location.

Here is the script I made, for such a door, that worked for Silgrad Tower:

scn StIdFGaSTLSideRef RefRef SelfBegin OnActivate	set Ref to GetActionRef		if Ref.IsActor == 1 && Ref.GetIsPlayableRace == 1			Activate		endifendBegin OnTriggerActor	set Self to GetSelf	set Ref to GetActionRef		Self.Activate Refend


Koniption
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luke trodden
 
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