Endeavor Modifications

Please Help Support E-Mods.net by Donating


News:

Looking for Video Tutorials? Check out the Open Nod Development section of e-mods.net.

E-Mods.net also has CryEngine tutorials! Check out the Open CryEngine Development section too.

Author Topic: Wodal Revived  (Read 7620 times)

Offline Javokis

  • Horses Dick
  • Member
  • *****
  • Posts: 1946
  • Karma: 2
Wodal Revived
« on: 2007-02-18, 03:53:27 »
I have begun planning and experimenting with the Wodal mod for Redemption. Attached is an early stage runthrough of the basics of Wodal. Please let me know if it makes sense because if it don't then I did something wrong.

So far I've been playing with JBuilder, which is not bad for a fre program, but I'm going to have to export the scripts in command line because DJ Decompiler (The program I normally used) decided not to accept my legitimately paid for serial number and activation code. I wont be doing business with them anymore if they are going to rip me off like that.
"There's nothing wrong with horses dicks, there's nothing wrong with sucking horses dicks." -Signo

Offline EtaYorius

  • Jewish Gothic Chef
  • Member
  • *
  • Posts: 539
  • Karma: 3
  • EtaYorius Mystic
    • CLICK HERE TO VISIT MYSPACE SITE.
Re: Wodal Revived
« Reply #1 on: 2007-02-18, 19:34:41 »
Sweet, youre back on the trail...
Victims... arent we all?

Offline El Gostro

  • Member
  • *
  • Posts: 167
  • Karma: 0
  • Very Sane wreck
Re: Wodal Revived
« Reply #2 on: 2007-02-19, 04:24:59 »
Yaaaays I ll make whatever can I s possibles ta helps!

Offline Bloodywolf

  • Malkavian
  • Member
  • *
  • Posts: 463
  • Karma: 0
  • 7th Gen
Re: Wodal Revived
« Reply #3 on: 2007-02-20, 05:01:55 »
Looks great so far, is this the original WODAL code or compleatly new?
William - Bloodywolf - Me
Sloth, Greed, Gluttony, Wrath, Envy, Pride and Lust.
Which one shalt thou pick today?

Offline Javokis

  • Horses Dick
  • Member
  • *****
  • Posts: 1946
  • Karma: 2
Re: Wodal Revived
« Reply #4 on: 2007-02-20, 11:19:29 »
Completely new. I'm rebuilding from scratch.
"There's nothing wrong with horses dicks, there's nothing wrong with sucking horses dicks." -Signo

Offline Javokis

  • Horses Dick
  • Member
  • *****
  • Posts: 1946
  • Karma: 2
Re: Wodal Revived
« Reply #5 on: 2007-04-08, 02:11:12 »
Ok I started up on coding Wodal some more. I'm using JBuilder, but only for syntax highlight and correction help. I have to use command line to export the scripts in a manner readable by Redemption sense the program I used to use decided to throw an invalid serial error at me for some reason.

I'm currently coding the Script scanner. I'm doing some more work than last time because I'm trying to enable a timer delay between file line reading so to keep the game running without big lag jolts from discipline use. The new script should have improved targeting system and more fluent command executions.

Like I said in another post, I really don't want all those pdf books I purchased to go to waste. I bought them so to build Wodal to begin with.
"There's nothing wrong with horses dicks, there's nothing wrong with sucking horses dicks." -Signo

Offline El Gostro

  • Member
  • *
  • Posts: 167
  • Karma: 0
  • Very Sane wreck
Re: Wodal Revived
« Reply #6 on: 2007-04-08, 02:33:26 »
Ye could av asked mes or the Slayer Den resident fer em thoughs!!!

Happy happy I bes ta sees the watery sadness outta yer auric emissions Javos!

Offline El Gostro

  • Member
  • *
  • Posts: 167
  • Karma: 0
  • Very Sane wreck
Re: Wodal Revived
« Reply #7 on: 2007-04-08, 02:50:41 »
What proggie usin will ye bes fer graphics though?

Offline ORI

  • Team
  • Member
  • ******
  • Posts: 365
  • Karma: 1
Re: Wodal Revived
« Reply #8 on: 2007-04-08, 06:45:30 »
So for example I have 5 points in obteneberation (each point  is a different sub discipline as described in the corebook) Ill use another general discipline to cycle through the the sub discipline functions(cycle through Arms of the abyss, Teneberous form etc) and another discipline to cast it? If so that is like the corebook and Defintly worth reinstalling VTMR for, more PnP oriented players may become interested in VTMR again.

If I can help in anything let me know.


Offline EtaYorius

  • Jewish Gothic Chef
  • Member
  • *
  • Posts: 539
  • Karma: 3
  • EtaYorius Mystic
    • CLICK HERE TO VISIT MYSPACE SITE.
Re: Wodal Revived
« Reply #9 on: 2007-04-08, 11:09:15 »
Initialy, Wodal was coded like that in the first try... but seems Javo had some issues with the cycle disc and eventually lead to the demise of the project.

Anyway, i really hope to see those FX commands i once asked Javo to help the indeep immersion of the story.
Victims... arent we all?

Offline Javokis

  • Horses Dick
  • Member
  • *****
  • Posts: 1946
  • Karma: 2
Re: Wodal Revived
« Reply #10 on: 2007-04-08, 12:21:39 »
There was a number of coding loop holes that led to the demise of the project. Not to mention lack of TRUE knowledge of java, which I now have thinks to taking two Object Oriented classes on Java scripting. I now have a better understanding of what static means and why it played a role in the demise of the last Wodal project. I had no idea about how 'scope' works in java. Now I do.

The last project had several issues like:

-Was unable to keep target storage, which caused disciplines to stop working after awhile.
-Too much use of collision quieries, which added more trouble to the targeting system.
-Having to rely on effects for storage because I did not know anything about storage scope in classes.
-Wodal could not allow multiple casting of discipline due to scope issues with the targeting system.
-Large scripts caused the game to lag on every discipline cast. THIS WAS NOT A CPU PROBLEM.
-Checkers were not working all of the time and the event handling was ugly.

Wodal was the plague and it drove me insane.
« Last Edit: 2007-04-08, 12:27:59 by Javokis »
"There's nothing wrong with horses dicks, there's nothing wrong with sucking horses dicks." -Signo

Offline Javokis

  • Horses Dick
  • Member
  • *****
  • Posts: 1946
  • Karma: 2
Re: Wodal Revived
« Reply #11 on: 2007-04-09, 20:19:13 »
Wow... it went better than I thought. With a little help from one of my instructors I was able to propperly establish a fully functional system. I have only tested minimal scripts and made sure individual targets weren't sharing disciplines. I'm quite impressed with the new Wodal scripts. I just need to add content and some more features in code and I'll start building some betas for us to play around with.

The first build will only have Vampire content with some commands. I already have a dice roller working that checks for .char file values and a checker for the number of successes. So far I have made a single effect that allows a projectile to be fired in one of two ways (at target and at position).

Again. You'll have to BUILD your disciplines sense wodal beta will come very stripped, but you'll need not know anything about java.
"There's nothing wrong with horses dicks, there's nothing wrong with sucking horses dicks." -Signo

Offline Javokis

  • Horses Dick
  • Member
  • *****
  • Posts: 1946
  • Karma: 2
Re: Wodal Revived
« Reply #12 on: 2007-04-10, 01:20:36 »
Ok I made a little video of what I did with the mod so far. This video will display how disciplines are cycled through and then casted. The effect the discipline is based on text based scripts. No more need for compiling. So this video is showing disciplines in action that are running on wodal script commands contained in simple text files.

NOTE: This is only showing off the language of wodal and how easy it would be to build a discipline without ANY knowledge in java. The script displayed below is not planned to be included with Wodal, but commands that were used to make the script will be.

http://www.e-mods.net/videos/WodalTest02.wmv

Here's the script for character's .char file. This is a taste of things to come. Wodal is its own custom language.
Code: (test.char) [Select]
[define] (disc1) (FireBall) (2)
[define] (disc2) (FireBall) (2)
[stat] (Strength) (4)
[talent] (Aiming) (2)

Here's the code for the def file called Fireball.def
Code: (fireball.def) [Select]
[0] (discipline) (disc_fireball) (1)
[1] (discipline) (disc_arrow) (2)
[2] (discipline) (disc_fireballspread) (1)

Here is the script for cmd_fireballspread.cmd file.
Code: (cmd_fireballspread.cmd) [Select]

[event] (cast)
[charcheck] (caster) (rolldice) (stat) (strength) (5)
[charcheck] (caster) (rolldice) (talent) (aiming) (5) (add)
[check] (successes) (equals) (3)
[fire] (spread30) (proj_fireball)
[setevent] (cast)
[endcheck]
[endevent]


And here is the script from the cmd_arrow.cmd file.
Code: (cmd_arrow.cmd) [Select]

[event] (cast)

[charcheck] (caster) (rolldice) (stat) (strength) (3)
[charcheck] (caster) (rolldice) (talent) (aiming) (3) (add)
[check] (successes) (equals) (3)
[fire] (spread50) (arrow)
[endcheck]

[delay] (0.5)
[setevent] (cast)

[endevent]

The arrow script continues to call itself in an endless loop while the fireballspread script only calls itself when a diceroll for stat strength and talent aiming equal to or exceed 3. If you look fast enough in console you can see the dice roll results along with the successes scored.
« Last Edit: 2007-04-10, 01:31:48 by Javokis »
"There's nothing wrong with horses dicks, there's nothing wrong with sucking horses dicks." -Signo

Offline ORI

  • Team
  • Member
  • ******
  • Posts: 365
  • Karma: 1
Re: Wodal Revived
« Reply #13 on: 2007-04-10, 04:18:43 »
Well the video resolution is too small to actually be able to read, but can understand it after looking again at the structure description in the Wodal.doc.
Why does the .char file contains 2 seperate references to the .def file?(disc1) and (disc2) is one of them the pointer? or is it simply for convinece of not rotating the disc?

other than that the code is easy enough to understand, however you might want to make (equals) tag as '==' and have '>=' as a different tag say (bigeuqals)? or is that solved by doing some sort of 'case of' statement?

Offline Javokis

  • Horses Dick
  • Member
  • *****
  • Posts: 1946
  • Karma: 2
Re: Wodal Revived
« Reply #14 on: 2007-04-10, 10:20:24 »
the multiple defines in the .char file are referencing the two different disciplines being used in-game. Notice I had two sets of disciplines in my quick slots. One was disc1 the other was disc2. The define tag tells wodal what disc should contain what definition group. I just used two of the same. I could easily have created another .def file for disc2.

This is an example what you would ACTUALLY put in the definer tags of your char file on a serious RP game.

Code: (yourchar.char) [Select]
//[tag] (discslot) (def file) (disclevel)

[define] (disc1) (animalism) (1)
[define] (disc2) (fortitude) (2)
[define] (disc3) (protean) (3)

The above definers would assign Animalism to disc1 in-game so any selecting would cycle through an animalism.def file. Fortitude would be assigned to disc2 and Protean on disc3. Each would have their own def file to cycle through, which can be easily created and modified by the wodal user.

typically a animalism def would look like this:

Code: (animalism.def) [Select]

//Be sure to increment the index number so that wodal will know what line to scan
//next when a player cycles the def file using in-game disciplines.

//[index] (definer type) (cmd file) (level required)

[0] (discipline) (cmd_feralwhispers) (1)
[1] (discipline) (cmd_beckoning) (2)
[2] (discipline) (cmd_quellbeast) (3)
[3] (discipline) (cmd_subsumespirit) (4)
[4] (discipline) (cmd_drawingbeast) (5)

And that's how it goes. You create your own scripts and tell the disciplines what you want them to do through coding. When wodal launches its first beta I will make a new sections on this forum so that users can create and distribute their scripts for the wodal users. The mod will be very modular.
"There's nothing wrong with horses dicks, there's nothing wrong with sucking horses dicks." -Signo