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Using 2 animations in multiplayer. Possible with this code?

 
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the 4th survivor
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 PostPosted: Thu Jan 17, 2013 3:36 pm    Post subject: Using 2 animations in multiplayer. Possible with this code? Reply with quote Back to top

Hey guys Smile

So it's common knowledge that you can't use both regular and skedar animations in multiplayer. Bit of a stumbling block for those who would like to have human or maian vs skedar matches. However I was looking at the old Yamo's lair site and found something interesting. I found this code:

800AC548 003E
800AC594 003E
800AC5E0 003E
800AC62C 003E
800AC678 003E
800AC6C4 003E
800AC710 003E
800AC75C 003E

It is a character modifier code, different from the one on this site. It turns all sims into Dr. Carrol and they have their own set of animations, including a floating above the ground "running" animation and a falling down and exploding defeat animation. Now here's my question. What would stop a talented hacker from simply swapping Dr. Carrol's animations with a skedar's? Swap the Carrol floating animation with the skedar running animation, the falling down and exploding animation with a skedar death animation, Carrol's voice with the skedar voice, etc. In this way you could play multiplayer with humans, maians and skedars without messed up animations. So what do you think? Am I crazy or could I be onto something?
 
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zoinkity
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 PostPosted: Thu Jan 17, 2013 6:52 pm    Post subject: Reply with quote Back to top

It requires two shuffles: one to replace x animation set with y, and a second to replace the animations used by character type a with b.

The real problem is with memory allocation. Basically, if we were to allocate more memory to the animation block is all MP stages, then force both to load, no problem.
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the 4th survivor
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 PostPosted: Wed Feb 06, 2013 2:25 am    Post subject: Reply with quote Back to top

Sounds hard. It must be if even the developers couldn't do it. I don't really know about that sort of stuff either so I couldn't be of much help. Out of curiosity though, why isn't as simple as just modifying Carrol's character type and animations? The code I posted seems like it should let you use two animation types.
 
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zoinkity
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 PostPosted: Wed Feb 06, 2013 7:02 am    Post subject: Reply with quote Back to top

The issue is human(like) with Skedar, and has to do with allocated space.

It isn't just that the animations are different. To animate a model they (oversimplification!) index each joint and limb, then give it instructions on how to move relative to the rest of the model. Skedar and humans aren't just incompatible because the animations are different, but because the joint numbers and limb numbers are different; it's akin to having a different skeleton and muscle groups.

Dr. Carrol and the spybots can't properly fight in MP, they can't properly slap/be slapped, and explode on death.

To properly get human and skedar animations requires them both to be loaded at the same time. We'd have to change allocations around a bit, then change the loader to grab up both sets. The issue is that changing the amount of memory allocated could very well break some MP configurations, and we really don't know enough about the ram layout to anticipate the side-effects.
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the 4th survivor
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 PostPosted: Wed Feb 06, 2013 1:48 pm    Post subject: Reply with quote Back to top

Gotcha. I see what you mean now.
 
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SubDrag
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 PostPosted: Wed Feb 13, 2013 11:13 pm    Post subject: Reply with quote Back to top

Figured this was closest post. Here are blood colors for each race (Blonde is part of Skedar, and all robots are the black):

Maian: 103010FF 104010FF 005611A0
Robot: B0B030A0 E0E030A0 E0E050A0
Skedar: 302010FF 402010FF 560011A0
Human: 301010FF 401010FF 560011A0

The maian soldier at body 0x83 is red blood, perhaps accident. The blood is by body, sound on death/eyes/reaction time is by head. Note maians and Jonathan have slower reaction times. The maian soldier is exempt from reaction slowdown and is fast (but oddly red blood).

Also, there is a special check for Foster and Jonathan's heads together, I still can't figure out how fosters is different right now. Anyone know?
 
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Dragonsbrethren
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 PostPosted: Thu Feb 14, 2013 10:03 am    Post subject: Reply with quote Back to top

I remember sending in an email to Detstar (or was it still TPD back then?) about the Maian soldier's red blood and basically getting called a liar. I'm not sure if it ever went up on the mailbag or not. Then I promptly forgot about it until your post. Razz
 
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 PostPosted: Thu Feb 14, 2013 11:06 am    Post subject: Reply with quote Back to top

As far as I can tell, he's multi only. Don't think that body is in solo.
 
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the 4th survivor
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 PostPosted: Fri Dec 27, 2013 4:09 pm    Post subject: Reply with quote Back to top

Any updates on this? Just curious.

Also I was wondering if anyone's tried using a skedar as a player character? It freezes every time for me. I figured this was because there's no first-person skedar view so I tried to be crafty and use human arms but it still freezes.
 
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 PostPosted: Fri Dec 27, 2013 4:18 pm    Post subject: Reply with quote Back to top

the 4th survivor wrote:
Any updates on this? Just curious.

Also I was wondering if anyone's tried using a skedar as a player character? It freezes every time for me. I figured this was because there's no first-person skedar view so I tried to be crafty and use human arms but it still freezes.


I think it's because the skedar has a different number of parts, and parsing it differently, and players can only use ones with the human # of parts.
 
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Maxout
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 PostPosted: Sun Dec 29, 2013 4:19 am    Post subject: Reply with quote Back to top

I know this is a little off subject. The Skedar should build their structures with x-ray proof sheeting of some kind. If a small Farsight can view one structure from the ground then a larger Farsight from a Maian Saucer from orbit could wipe out a Skedar colony.

I'm more worried about the Tools of the trade than who gets to live/die. Some tools make war obsolete imo.
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