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Jan 28 |
- Check the 4thingscene on the idesk
- the 4things come a bit too close - 1 & 4 go out of view - moved
each of their 5.paths to end up at 8 instead of 5. (Y)
- can't see thing at all at the beginning - need to change its position
and maybe also its path to trap - made thingtopit.path start at 2 instead
of 0 (Y)
- the thing looks good thrown up into the cage - but disappears a
bit when it turns over to "shit" - made an amended thingtocage.path
saved old one as thingtocage.path.orig - and moved thing back in Y, over
in X
- implemented start from in the cage
modular short cut
- Need to - shit gun - so it has to be on a path - also sized etc - with
its soundbite
- Thing goes oof oof ugh - how does the gun come out of nothing into
being?
- first just get it into the right position at the end of the shit
- needs to go down a bit
- have it scale up and move out in x!
- gun is alsmost invisible! if the ground is black! - what color could
it be? - maybe silver? - made it silver and gold
- timing - needs to pop out completely with things last oof
- added a THROW call to script advance - check from beginning - OK
- added an event occurred - in cage and am timing it from there with
a script in script_advance
- add a twirl as the gun announces itself
- - need to finalize timing
- I changed gunshit.path so I could line up the gun and flash and
back
- Next the gun/ and the gunflash have to be grabbable - hmmmmm! -need
to review grabbing ! Make it grab = 1 and put the gunflash under it - says
Dave
- Trivial Quibbles
- Do I want the invisible floor a bit lower - and therefore parts of
cage a bit higher and more visible?
- Look on Idesk
- Will this effect paths of thing/gun etc?
- Sky etc - I think I want it to be a bit further back ie bigger - so
that you don't see the lines/make fog at where it is now? - should I bother?
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For
Jan 28
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- Need to attach gunflash to gun as appropriate how can I do that? -
may have to write it its own class - shitty death
- Gun appearing switches us back from pathos - so Thing can start again
to be bossy
- cage should twist - its bottom is all jaggy! - morph/dwindle and pop
outtat site - when intersected with - hmm
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Jan 27 |
- At the moment the "torture" actions take place kinda on the
crack! - On the idesk will I be able to see them? Am I too high up?- this
needs to be checked NEXT!
- Tried changing the height of the Cage to 10 - still feels fairly high
- but we're getting most of the action on the front wall - which is better
- but of course then have to change the thingtocage path
- also will we be able to see thing so close on idesk - here in the cage
and when it walks beside us
- First "beating" needs more activity from the four things
- I like the Thing writhing and shitting - its tail does hit the user
some
- can't see the Things against the floor - make it black? - or red?
- Thing needs to be crying out as it is thrown up
- Four Things need to file out - shout comment about meat object -
need a pause - they kinda jump out the back - not getting "grease"
- I would like to see it from the beginning - but also leave in
the modular option and make a new one starting from inthecage - to see
from beginning
- change script_floor
- %navigator back
- uncomment call to script_advance
- in script_advance uncomment call RETREAT_ONE
- remove "invisible" platform
- change speed of thing's "thingtotrap.path back to 19
- don't forget to take out working button presses
- timing is a bit off - we need thing tosay they're going to kill
us - directly after meat object threat
- thing 1 look wrong way - that's an action that I can't fix - could
change its action
- thing a bit low in trap
- growls and meat object threat louder - "I'm hurt "- softer
- I see no local action as the things leave
- fog a little less? - I made it 160 instead of 155 but not sure it
changed noticeably
- start from inthecage - forget 4things
- comment out fourthingscene
- change script floor
- %navigator
- comment out call to script advance
- on button press call
- thingglobalbody -> thingtocage
- thing brain -> incage
- trap ->start
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Jan 26 |
- Now the Thing rolls on its back at first attack and whimpers nicely
- 4Things surround more
- Beat during Travesty - do their actions need to be faster? - ie
make 2 actions
- At end of "in the pit" just as thing (currently says)
they're going to kill us - someone needs to move forward - scoop and throw
- hmm! - I need a throwing action on behalf on the two that throw?
- and watch the timing
- on pounce - have 4things hit the ground quicker.
- Things actions too similar and boring at end of this berate period
- trajectoryof thing being thrown into cage needs to be diff - maybe
to go over edge of cage - maybe also transparent bubble/force field
that turns ofas it goes through? - It could spark?
- Check how all I did today looks in the CAVE/ on IDesk
- make an incage or arrive incage STATE and actionstore for the Thing
- Also need to make the next STATE for the 4Things - PLOT - should
it be getActionInSequence or getRandomAction?
- start a list of soundbites and actions needed
- 4Things should file off/away - maybe at this point they don't come
back at all until the cage is blown!!!
- BACKUP
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Jan 25 |
- Make them jump/pounce as they turn on the Thing - before "so
cousin" - didn't see it
- really need to be able to start from "berate" and not
go through all this junk! - I have commented out from script_floor "script_advance
call BEGIN" and instead on the third button I call berate for all
4things - plus it calls BERATE in script advance which calls the globalbody
paths and calls the thing as tortured
- (however the Thing ain't gonna be in the right place! - unless I
get it there somehow) - so've I've out the things path "thingto pit"
on button 2
- also I the navigator am stuck too far away really want to come in
where I'll be watching from! - but then I fall so I put in a platform
to stand on
- everything working - except the thing ain't moving - cos no function
calls him to!
- I have fthing*9.path which is them running in to beat the thing
- I have timed the run in slightly differently for the diff things - with
# 4 coming out first to announce the Things guilt!
- I also need the scream - backwards growl - seems to be in good place
- must speed up the thingtotrap path - it should be 19 secs
I'm making it 1 in thingScene2
- put times in the thingInPit sound file and noted its position for
first few actions
- I need the Thing to "be rolled onto back" at time of first
beating
- The 4Things may need to surround it more - and I still think I need
more "beating" gesures from them
- Then I want another set of beating actions to take place at and
around "Travesty"
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Jan 22 |
- Put in the top of Sam's rock for a trap - needs a sound - and
a top?
- I used one of the floor slabs as an invisible floor for the trap
- but making it draw = 0, has disappeared half the floor- put in the shed
floor, draw = 0
- Am extending 4things paths so they will taunt the Thing in front
of the user - unfortunately if I use the handy dandy "lure" button
2 - this gets fucked up.
- lets turn them around at the end
- I'm made the thing go further too, but it bumps into one thing -
I've made it slower - and it moves into the middle
- The fourth thing is "in" one of the menhirs - I have removed
it - now the #one thing is in the other menhir - I'll move them both further
out in x
- I should stop the 4thing's talking while the user is pulled up -
then have them bounce around in inison on "Cousin or should we call
you scum!"
- how to indicate torturing? - They should run in and out and seem
to beat it
- I need to make the line "In the pit" -> "In the Cage"
- then they have to throw it up !
- then they can run behind the fog - only peeking out to swear and
threaten occasionally - they will come out when the user blasts the cage
bars?
- do a backup
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Jan 21st |
- Problem - the timing in the fourthingscene is very fragile and totally
linear - is there a way to make it more modular?
- first I could simply make more actionstores - ie welcome/comewith/trap/berate
- NB - I also think it would be better if I didn't have to hard code
the name of the action stores
- I could make it a subsidiary class - a node like teach dance - then
I could/should also make the "thingonthe plain" stuff a separate
class
- But instead I simply made a LURE, TRAP, BERATE state and actions
stores etc in the newBrain - I also made much clearer which are thing and
which are 4thing states/actionstores and related functions. I will subsequently
have to add PLOT, REACT_TO_GUN_BLASTING_CAGE and TAUNT/RUN_AWAY states
for the 4things and equally I will need new states for the thing.
- Now I must adapt the fourthingscene to use these new actionstores
- Changing states for 4Things
- end of welcomeAS -> setState(LURE)
- end of lureAS -> setState(BERATE) (no trap actions as yet)
- end of berateAS -> setState(OFF_STAGE)\
- NB - it would be nice to be able to change way the states are chosen
from the file.
- so also I added two eventOccurred messages to NewBrain so that I
can call the global moves (avatarDCS paths currently) in the script_advance
script
- in setState(LURE) eventOccured "startlure"
- in setState(BERATE) eventOccurred "startberate"
- nb currently only using "startlure"
- So can I know call lure and have us jump to the second lot of actions
and gloabl moves? - YES!
- I changed the intopit path to a totrap path - but it doesn't work
- I think I fall back to earth - if I had a trap to stand on that was a
floor maybe I wouldn't - so next to make the trap!
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Jan 19th |
Make plan of Action for what to get
done by MediArtech
- Trace and/or Resend Video
- Send slides
- Get more information on Tracker Issue
- what kind of roof can we fix it to roof, height of roof
- get clearer picture of whether we need to take PC and how big all the
equipment will be
- will we need to bring glasses - state of stereo
- we will need to bring wand
- Decide what will get programmed - make revised StoryBoard
- Transition from scene 1 to scene2
- Put user in cage rather than in pit
- User will watch Thing's taunt/torture Thing
- Thing will produce Gun
- Gun will shoot out "bars" of cage
- Gun will have short, visible "throw" distance - so user has
to get close to things to shoot them
- User can jump down
- 4 Thing's must taunt user and run?
- User must/can/will shoot
- When all QC's shot -> moment de la verite avec the Thing
- Either/Or
- Plain scene - different opening -> "I found myself back on
the very large plain - I had a choice - I could go to the shed and release
the Thing - or I could wander the lifeless plain -alone forever. ->
OK then set a timer for the wandering eg 30 secs or if the user goes to
the Shed - simply have the Thing come out laughing maniacally - I could
stop it there or have the Thing start off teching the dance from where
it left off.
- With Thing -> Thing laughs maniacally and starts teching from where
it left off - 30 second timer?
- Make first implementation with everything on a path- and positioned
for the Idesk before making a version in which the user and four things
and thing will move relatively to each other etc.
- Meanwhile review/redo the relative movement code - talk to Chungwei
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Jan 11th
- 18th |
Re-edited video for VIDA 2.0/LIFE 2.0 contest
Used Netcast Beta Tape, Hi-8 Dec 97/Jan99, CAVE tape - master of A
Virtual Reality Theater, Beta Master of Thing-Adaptation
Put it out onto that same Beta Master of Thing-Adaptation and 2 VHS
tapes
Sent by DHL to Madrid with entry form, description, bios - need
to submit MC bill for reimbursement
FTP'd tif files to Docutech to make into slides- need to check on
this
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Jan |
List of Things To Do left over from
last semester
- Need to FIX that avatar DCS /rock mess
- NB - xpTimer NOT as a pointer - maybe this will fix some of the wackiness
in timing stuff
- Is initializing the frequency in flasher to 0 a problem?
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