Well, I've been gaming for around 5 years now, modding for nearly 3. In modding I specialize in scripting and story-building, but can do (to some extent) basically anything. I like postnuked and other almost believable but dark and gritty themes/games/mods best, with most RPGs next (except action/RPGs (eg Oblivion) and JRPGs). In my free time (from other games/mods) I tend to play mindless shooters. I'm a member of both my own modding group Black Sun Studios and the group Clone Gaming Studios. In the past I've worked on a few mods, mostly for Morrowind (a few JKA and Oblivion), and am on the Ashes of Apocalypse dev team.

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pk_peachykeen
pk_peachykeen @ Uru Project (Morrowind Online)

3. Databases are slow. Very slow. Compared to memory lookups, critically slow. Basically, you won't be able to use any kind of SQL database for this. Period.
Now, if you were to use a std::map and some simple programming, you could very easily make things much, much faster. You're probably going to need to check out basic TCP/IP and write your own simple server to handle sending out data.
The main thing is that the difference between using MySQL or even SQLite and using a native C++ program will be many levels of magnitude. We're talking 0.1 seconds vs 0.005 seconds. Once you start getting into large numbers of clients and NPCs, the native-mode program will still be running where the SQL database would have crashed your server from stress. It's still possible to do similar lookups with C++ code, in fact it's slightly simpler for what you're trying to do (it boils down to thisNPC = npc_records.find(NPCName); ).

4. Memory debugging is slow. I may not be able to help you there, but I do suggest two things: check out IDA Pro (it's one of the better debuggers around) and check out the MWSE source code (they've already figured out at least part of the system). Also, the Morrowind engine isn't encrypted or obfuscated, so you can get a lot of info from just looking at it. IDA will help you isolate functions, which you can then break at and watch NPCs be created in memory (and later hook the code and create your own).

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pk_peachykeen
pk_peachykeen @ Uru Project (Morrowind Online)

1. A "scene graph" is the tree that holds objects in a game. The current cell is the "root", then each object is a "node" off that root. It's a simple way to organize things for the engine to manage them. Now, each NPC is a node in the scene (an "NPC root", let's say), and each piece of clothing or weapon is a node attached to a "NPC root". Now, say in your MMO version, one player enters a cell where another is already. You're going to have to add the new player into the scene (and so, into the scene graph). There are two ways: hook the script engine and use an Add command, which will be difficult (the script virtual machine isn't designed for that) or just hook the usual Add NPC function in the original code and call that (better, but you need to know where it is). Either way, you're going to need to consider how you're going to add NPCs into a cell dynamically from external code (it can be done in a script easily, but that won't help you much here).

2. Sounds like it will work. One thing about Morrowind, though: you'll never ever be able to sell this if you have a "no mods" policy. It just won't work, sorry. Morrowind is still alive after all these years because of mods, and what you're doing is another example of people modding it to keep it going. I'd recommend you widen your database to handle mods. Add it on after initial release or something, but you're much better off slowly working up to full mod support, instead of banning them from the start. Just my opinion, though. :)

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pk_peachykeen
pk_peachykeen @ Rule 12

No, AoA 2 never even got past the discussion stage. AoA was canceled and some plans made for the second, but nothing happened.

Now, as for this project: I've been putting in a bit of work here and there, when I get the chance too. Nothing nearly as major as what I was doing, and I haven't made significant enough progress (in any obvious areas) to update this page. It's not dead, though, just back-burnered for the time being. I've also been taking very careful care of the resources so that nothing will happen to them and in the event I can't finish it, things will be prepared for a resource-only release or to be passed on. I have, however, put in a bit more work as of late. I can't promise one way or the other if I'll ever finish (I have a habit of wanting to do too much and never quite getting "done" ;) ) but I figured I'd post something here, just to let everyone know what's up.

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pk_peachykeen
pk_peachykeen @ Uru Project (Morrowind Online)

How are you going to handle NPC cell changes? That's always been an issue, even within the engine itself.
How will you update the scene graph to reflect that transition?
Have you implemented the necessary code hooks to destruct and reconstruct the NPC_ records under the new scene node? The internal code would have to be hooked rather heavily and called from your client for everything to work smoothly, especially with different languages or versions of the MW engine.
How will you handle multiple NPCs being processed in different cells (something the MW engine doesn't support, at all)? MW doesn't even recognize that NPCs in other cells exist, usually. It certainly doesn't keep track of them as characters, not like ones in the current cell.
How will you optimize any kind of SQL database to be able to handle constant client queries of that magnitude? (a CGI program would be far better suited)
What kind of documentation/map of the Morrowind memory object structure are you working off of? I have yet to see a good solid one, explaining how NPCs are set up. MWSE has a bit of info on it, but that's about all we've got.

Now, all that said (and those are all valid questions, I'm not just bashing ;) ), this is definitely possible and your basic principles are solid. The whole update-NPCs-in-memory is probably the best way to do this, and something I don't think others have considered. There's a few problems with your current plan, though, I think. If you can get those ironed out, this should be very do-able and work out quite well. Best of luck. :)

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pk_peachykeen
pk_peachykeen @ Rule 12

It's not done yet. I'm working on it in bits and pieces, adding a few buildings in a shot. It will be completed, isn't dead.

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pk_peachykeen
pk_peachykeen @ Rule 12

Apologies for the slow reply... Been hard at developing all sorts of nonsense.

Sent a PM with more details about all this.

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pk_peachykeen
pk_peachykeen @ Rule 12

Indeed I would be. PMed you for info.

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pk_peachykeen
pk_peachykeen @ Distortion Image Effect

Interesting feature. Would work really well for masks and face-shields.

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pk_peachykeen
pk_peachykeen @ Transport System

These are the equivalent of Morrowind's Silt Striders, so right now (except for special occasions) you will "teleport."

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pk_peachykeen
pk_peachykeen @ Various Shots

This is what happens when you leave your fish alone for too long. :P
I doubt I'll leave this in, it's more of a joke.

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pk_peachykeen
pk_peachykeen @ Rule 12

Thanks. PMed you.

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pk_peachykeen
pk_peachykeen @ Rule 12

This is not an AoA-addon, it's a seperate project. As for carrying it on, I'm using a lot of our resources from that project, but a few new ones, too. So it's something of an inspired-by, I suppose.

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pk_peachykeen
pk_peachykeen @ Rule 12

lol, there are lights, they just aren't apparent in some of the screens.
If you look at the third screen on the main page right now, there's a lightpole, and the building has some greenish faces. At night those will be much brighter and the light will illuminate an area.

All lights are scripted to simulate turning off during one half of the day (external are on during the night, interior during the day usually), and most interior cells have ambient light set to almost nothing, so light is provided only by placed lightsources.
The exteriors that have been shot so far are desert, so the light is left mostly alone for a harsh, bright effect.

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pk_peachykeen
pk_peachykeen @ I mod / game best with

Depends on the game.
Lots of voice acting, or stealthiness (Oblivion, CSS): no music.
Fast-paced shooting (UT99): Angelspit (or other suitably high-speed techno industrial).
Slower games, other music.
Timeshift: Tegan & Sara (XD).

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pk_peachykeen
pk_peachykeen @ Ruined House

'cause these ones were, before being exported into Max and from there R12. Sketchup tends to be quicker for this kind of geometric work, with Max better for smooth work and detail.

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pk_peachykeen
pk_peachykeen @ AK

Too much? It's labelled as an AK, and since they're one of the most hardy and prolific guns, there'll be plenty lying around.

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pk_peachykeen
pk_peachykeen @ Blue River Settlement - Town Hall v2

Just to mention, this will be replaced with a Hummer as soon as I convert the mesh.

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pk_peachykeen
pk_peachykeen @ Concen

I'd like to note (as speaker already pointed out), that while the city is slightly inspired by this Midgar place, that's only the layout. Everything else is completely original, and custom made by us.

We're avoiding all possible copyright problems and such.
Jus' wanted to clear that up.

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pk_peachykeen
pk_peachykeen @ In my opinion, modding is.....

For some games it's getting easier (example: Morrowind, even though it's not the newest), but for many (Oblivion) it's being made harder by profit-minded developers.

To elaborate, Morrowind shipped with a construction set, and Max exporters were made available (same CS and exporters the devs used, which says something). And so, it's had many (many) mods made.
Obvs had an optional CS up for download later, and still no official exporter.

As games are targetted more and more at the console users, and the companies are pressured to make more money, they're slowly killing modding. A few places still make it possible, and hopefully FO3 will be moddable, but too many publishers don't realize that the more a game is modded, the better (and longer) it will sell. Morrowind sets the example again.

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pk_peachykeen
pk_peachykeen @ Rule 12

A burst-fire system is in progress, which will make them less like crossbows, and if I can figure out how to splice animations with the new tools, normal pistol and rifle fire animations will be placed in. As is, they work less like crossbows due to the requirements for certain ammo types, and the clip sizes/reload times are in progress.

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pk_peachykeen
pk_peachykeen @ Rule 12 - Patch 3

What's wrong with it? Sorry, but I can't help with just an 'it doesn't work'. What's the exact error?

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pk_peachykeen
pk_peachykeen @ Rule 12

Yeh, but the thing is, despite the similarities, there'll be definite differences between this and FO3. Sure, there are only so many routes you can take to nukewar, and only a few ways to survive, but after that there are just so many different ways you can go. There'll be some differences, hopefully enough to make them both worth playing in a majority of people's opinions.

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pk_peachykeen
pk_peachykeen @ Rule 12

Yeah, and...? Honestly, I don't care. I'm not making this to totally pwn Todd. I'm making this cause I want to. You don't have to download it, you can buy FO3. Some might play both, I know I will. No competition, same theme, different games.
Not to mention if Bethesda goes all Obvs on it, that's *next* September, lol

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pk_peachykeen
pk_peachykeen @ Rule 12

Actually, once Fallout 3 is released, AoA will be back either on that engine or the Unreal 3 (2008) engine.
But, yeh, same general theme. Thanks for the luck.

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pk_peachykeen
pk_peachykeen @ Rule 12

I have models, just not screenshots, since I've been busy making more models and textures. Sry about that, I'll try and get them taken and up ASAP.

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