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I'd like to second that. I've worked with databases and lots of different software projects, but I currently work on flight-control software for manned aircraft. Some of us really can talk shopsameriker said:@mimicking#6533 I am a database engineer for a security company here in southern Michigan. I know a thing or two about the Foundry and the source code. Could you humor a fellow geek and expand on what you meant by "it is not that simple to add content to the Foundry" when 100% of the content is found in the hogg files on each and every harddrive that runs the game?
Correct me if I am wrong, but all you need to do is add the data fields to the database so the Foundry access the mesh model of any given character or object. Then you need to add an icon to the Foundry GUI for the item. Also I don't see the need to have the Foundry require the network connection. Foundry authors could write offline without network having to be active and upload the Foundry script (because that is what the Foundry does) but once you are logged in an online. This would save many headaches, actually developing offline without having to log into the game just to verify we are working on a Foundry quest.
You have to remember, not all of us are high school teenagers. Many of us are professionals like yourself. I would appreciate a more detailed response. Thank you.
https://youtube.com/watch?v=WaRfBsZVO3Yhustin1 said:
I'd like to second that. I've worked with databases and lots of different software projects, but I currently work on flight-control software for manned aircraft. Some of us really can talk shopsameriker said:@mimicking#6533 I am a database engineer for a security company here in southern Michigan. I know a thing or two about the Foundry and the source code. Could you humor a fellow geek and expand on what you meant by "it is not that simple to add content to the Foundry" when 100% of the content is found in the hogg files on each and every harddrive that runs the game?
Correct me if I am wrong, but all you need to do is add the data fields to the database so the Foundry access the mesh model of any given character or object. Then you need to add an icon to the Foundry GUI for the item. Also I don't see the need to have the Foundry require the network connection. Foundry authors could write offline without network having to be active and upload the Foundry script (because that is what the Foundry does) but once you are logged in an online. This would save many headaches, actually developing offline without having to log into the game just to verify we are working on a Foundry quest.
You have to remember, not all of us are high school teenagers. Many of us are professionals like yourself. I would appreciate a more detailed response. Thank you.
I have discussed this with ZeroniusRex and Tacofangs on the STO forum many times.hustin1 said:
I'd like to second that. I've worked with databases and lots of different software projects, but I currently work on flight-control software for manned aircraft. Some of us really can talk shopsameriker said:@mimicking#6533 I am a database engineer for a security company here in southern Michigan. I know a thing or two about the Foundry and the source code. Could you humor a fellow geek and expand on what you meant by "it is not that simple to add content to the Foundry" when 100% of the content is found in the hogg files on each and every harddrive that runs the game?
Correct me if I am wrong, but all you need to do is add the data fields to the database so the Foundry access the mesh model of any given character or object. Then you need to add an icon to the Foundry GUI for the item. Also I don't see the need to have the Foundry require the network connection. Foundry authors could write offline without network having to be active and upload the Foundry script (because that is what the Foundry does) but once you are logged in an online. This would save many headaches, actually developing offline without having to log into the game just to verify we are working on a Foundry quest.
You have to remember, not all of us are high school teenagers. Many of us are professionals like yourself. I would appreciate a more detailed response. Thank you.
Mmmm, it's a point, but I find difficult to understand.markhawkman said:I have discussed this with ZeroniusRex and Tacofangs on the STO forum many times.
Short version:
Anything they add to the main game has stuff attached to it that needs to be removed to add it to the Foundry. Then they have to take that copy and add it to the database of Foundry assets.
The specifics varies based on what they're adding.
Yep, that could be solved with a variable: 0 - Open World, 1 - Foundry, 2 - Boss, etc...markhawkman said:Foundry Mobs need to be coded to have variable stats based on player level. But open world mobs have static levels.
Yep, but in a "Perfect World" the way to go must be:markhawkman said:Mission maps have a variety of mission related stuff coded into the map. Spawn points, triggers, all sorts of stuff.
markhawkman said:the devs save a copy of the finished map geometry before they add all the mission coding and just port that to Foundry.
I think that this will be an error of the foundry author, if you choose to build in a location other than what the devs originally used you will probably get some nasty bugs and errors, but I certaintly did this with some of my maps XD so well...markhawkman said:Also vis regions.... these let the developer selectively make certain part of the map not render from certain locations. But... when used in Foundry the author might choose to build a large part of the map in a location other than what the devs originally used. So vis regions might not perform in Foundry the way they do in the rest of the game. Thus they get removed.
Again, as we don't know the technical details, we can only speculate.markhawkman said:Although I seem to remember something about how they're not stored quite the same. But I don't have the technical details.
The map itself is static, a single asset.markhawkman said:Granted stock Foundry maps aren't entirely static. It might come with stuff like barrels you can kick across the room, or flames that will burn you.... But they don't have interacts, or traps, etc....
Component 286
{
ChildIDs 287, 288, 289, 290, 291, 292, 293
VisibleName "Klingon squad - Ens Lt Cmd 04 #1"
Type KILL
Placement
{
MapName 395182327
RoomID -4370
Position 1092.860718, 0, 1219.519043
Rotation 53.080235
}
MapType PREFAB_GROUND
ObjectID -1190560604
that sounds about right actually.valcontar73 said:I think the problem is that the "Object ID number" refers to a specific foundry object/asset, not the game asset we see in live server.
So I mean, (you know my english...) maybe there is an "Object ID number" for a "house asset" for the live server, and another one for the same foundry "house asset", even if the object use the same mesh + textures + animations + scripts, etc...
That means, they almost duplicate all the assets, that makes no sense either, but who knows...
Well, thinking about it, game assets are probably baked, so our video-cards don't need to calculate the light + shadows, but the foundry assets aren't baked, because there is no way to know which lights or light environment will use the author.
To resume:
Game Live Server Assets: Have some kind of properties.
Foundry Assets: Have same, less or different kind of properties, even if they are "equal" to the game assets.
I've been wondering for a while if part of the publishing process involves performing those pre-calculations like shadows.markhawkman said:
that sounds about right actually.valcontar73 said:I think the problem is that the "Object ID number" refers to a specific foundry object/asset, not the game asset we see in live server.
So I mean, (you know my english...) maybe there is an "Object ID number" for a "house asset" for the live server, and another one for the same foundry "house asset", even if the object use the same mesh + textures + animations + scripts, etc...
That means, they almost duplicate all the assets, that makes no sense either, but who knows...
Well, thinking about it, game assets are probably baked, so our video-cards don't need to calculate the light + shadows, but the foundry assets aren't baked, because there is no way to know which lights or light environment will use the author.
To resume:
Game Live Server Assets: Have some kind of properties.
Foundry Assets: Have same, less or different kind of properties, even if they are "equal" to the game assets.
tacofangs said:Yeah, pretty much what GD said.
While you, the player, have free will, and can walk/jump wherever you like, NPCS follow along paths between somewhat randomly placed nodes, we call "Beacons." Beacons are automatically generated on every map, in a process called Beaconizing (duh).
This beacons are generally a few feet apart from each other, and they all connect to others nearby to create a big web.
Here's a screenshot of our beacon debug viewing mode:
NPCS when going from one place to another, go to the beacon nearest them, and then follow the web of lines from one point to another to reach their goal.
Beacons are only drawn inside of playable geometry, starting from the spawn point outward. That's great in theory, but it means that if I (or another environment artist) leaves a gap or a hole someplace, the beacons can escape, and start flooding areas that the player (and NPCs) is never meant to get to.
Even without obvious holes, beacons are sneaky and still find their way out sometimes. There are bugs in the system, which cause beacons to connect to each other when they probably shouldn't.
In the image above, look at the blue and pink lines that are coming from the lower left and right of the image. Those lines converge on a point just left of my character in the doorway. But if you follow the lines, they cut through a bit of geometry. In this particular spot, the offense is pretty minor and your Boffs probably aren't going to get hung up on things. But there are places where it can be worse than that, or where there end up only being a single line to follow through the doorway. Those can end up causing more issues.
It's one reason why doors have to be as big as we make them. Even though they aren't a realistic human size, we need to make them big enough that the Beaconizer can find a path through them.
I know all of that doesn't necessarily solve anything for you. But as GD said, if you move some stuff around in the area, or re-publish, the new beacons might get put in slightly different spots, and connect through the door better.
Good luck!
Agreed , I don't think a VIP foundry is the way to go. in order to get mass community support it would need to apply to all regardless of who supported the project (ie non-authors like myself who has enjoyed a number of foundries and would support the development of tools). I also agree there would need to be safeguards / contracts that all funding was directed to foundry again there are various ways to handle that.melinden said:The Kickstarter idea might work. At this point I am willing to spend money to get more foundry resources but for many reasons the "VIP for foundry" causes a lot of issues that have been discussed before.*
If we had some reassurance that yes, this money would go to the foundry, I would back it.
*The short version is that it would make two classes of foundry adventures "VIP" and "Normal" and no one would play the normal ones, meaning that the Authors would almost be forced to purchase the "VIP" option.
Well, it'd probably need to be enough money in the kickstarter to pay a new dev's salary...melinden said:The Kickstarter idea might work. At this point I am willing to spend money to get more foundry resources but for many reasons the "VIP for foundry" causes a lot of issues that have been discussed before.*
If we had some reassurance that yes, this money would go to the foundry, I would back it.
*The short version is that it would make two classes of foundry adventures "VIP" and "Normal" and no one would play the normal ones, meaning that the Authors would almost be forced to purchase the "VIP" option.
From my transcript, which is not yet complete (I have another 20 minutes left to transcribe), the part on Foundry went like this:torontodave said:oops.
I just got this message.. "@TorontoDave lol I watched the video,he said he WAS going to play them, just needed time...no promises as to WHEN"
So if he actually said he was gonna play them, I retract the punk comment. ;D
As for crowdfunding the Foundry.. meh. It should be able to pay for itself. With incentive to play featured foundries, it would've created an endgame that the game is sorely lacking right now. =X *shrug* [logs in for 20 minutes of gated campaign weeklies and logs out]
"Stories" and all that. ;D