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#1 Posted at 2013-10-07 00:05        
     
Introducing the {Spooky} FastStepRec.sqf
Written by: Peppy Zolkiewski
For: The Spooky Project.

INTENTION:
Produces Data Arrays referred to as an “Act” for use in the {Spooky} Project, OR Script publicly.

Acts are “Data Arrays” holding Position, Velocity, Vectoring, Current weapon, Aiming, Behavior, combat, speed, formation, Animation, and Key Press changes performed by the player controlled UNIT during the recording of an “Act” or technically the capturing of a Data Array that is captured at one second intervals, each interval equates to a “Frame”, A frame may hold up to 4 Sub-Frames that are captured at one quarter of a Frames time and only given there is a change of checked values with in that time. This conditional capturing of data dramatically reduces file size and access read times making Act files an efficient means with minimal or no coding required as well as reducing system resource load while Recording, Reviewing, Editing, Saving, And Pasting an “Act”, where as an “Act” consists of these Frames and there Sub Frames.

“Acts” are stored in the systems memory while recording and are MOVED to the clipboard for pasting in to “ActPlay template.Act” ActArray array, Notepad, or other script or text editors. “Acts“ are saved as an “ActName” with the “.Act” file extension with in the spooky project, but can have any file extension where “.Sqf” is most common publically and called using the standard Null=execVM ”Script-Name.sqf”;.

Acts are recorded by the {Spooky} FastStepRec.sqf to be used by an “ActPlayTemplate.Sqf”. The “ActPlayTemplate.Act” file is the “Act Player” itself.

Acts have no limitations to their length or complexity while being recorded other than the host systems memory and CPU capacities. Note that during a recording your system may be under heavy loads depending on the complexity of the actions being performed, essentially the more changes per frame the more complex, thus a heavier load.

Acts are of minimal code and are played frame by frame limiting system memory and computing power allowing for a smooth seamless playback. The frames Sub-frames containing animation change and Key press information are processed with in that frames time.

RECORDER:
NOTE: Currently in development.

The Recorder itself is very simple and offers a menu system for the user to interact with the recorder and its available functions which at this time are Start, Stop, Pause, Resume, Review Frames, Review Sub Frames, Save, as well as options to modify the recorded units Stance, Behavior, Combat, Speed, and Formation modes on the fly.

At this stage the {Spooky} FastStepRec Recorder is under heavy development.

With a NEW Timing scheme and Sequencing {Spooky}FastStepRec will provide the user interaction desired, further enhancing is versatility, usability by providing usability, functionality and efficiency where concerning the development of Pre-Developed Actions, Acts and Animated sequencing bettering game immersion opportunity’s and playability with ease.

What's Changed:
The entire body of the script, where the elements and variables remain the same, the script is self is entire new, with a completely new timing scheme that captures Sub-Frames from with in a frame rather then from out side of as was in the previous version.

This new timing method reduces systems resources and although one would expect a capturing script to be heavy I intend to have it float like a feather be the end

housekeeping, Redundant Variables and Misc. code has been removed adding to efficiency.

Some of features NOW ENABELED:
A: Selectable Start and End Frames
(Allows selection of Beginning and End Frames of Recording.)
B: Adjustable Frame Times
(Allows user to adjust capture rite of recorder)
C: Selectable Sub-frame Counts
(Allows user to adjust the number of sub-frames per frame)
D: Optional Visual Markers
(Draws Marker Balls at Frame, Sub-Frame, and Animation frames)
E: Optional Visual Notes
(Draws Marker info on screen while in REVEW and RECORD modes)
F: Optional Data Embedding
(Provides Point at information, Used for EDITOR)

DATA export of Embedded data is NOT functional at this time
(Exporting Embedded data to the Editor, Data is embedded and will be exportable via the Save menu system of the {Spooky}FastStepRec as development progresses.

THE NEAR FUTURE:
Here are some of the basic options that should be expected in future updates.
{Spooky}FastStepReq:

A: GUI for Recording and Editing.
B: Object Manipulation Controls and capturing (Create Acts for Objects)
C: Recording Camera Controls, and Safety Frames, (Selectable View Points, Clip prevention)
D: Selective Output of Data Array Elements, (Just Actions, Just Animations, Just Positions etc...)

The following Features have been REMOVED and Discontinued in the {Spooky}FastStepRec in that they will require the {Spooky}FastActReview witch will become available with future updates
A: Ability to Modify / Edit frames and sub frames, (delete, Modify, And below)
B: Ability to insert “Animations”, “Acts”, Scripts, Sounds, Text, Fx, Cut scene elements such as Lip-sync, Cameras, etc..
C: Export Act to Image or Video “.Avi” Via (Screen shot and compile)

ABOUT "Act Player":
Unfortunate now that {Spooky}FastStepRec has been recoded the same must occur with the player so the player is non functional and will not be released until it is back in a test worthy state. I can understand how some may be looking forward to the release of this player, and I am alone but trying my best lol only 5000 more scripts to go!

USEAGE:
(Social events and happenings)
Creating Cut scene quality Acts to be performed with in Missions aiding in immersion, and environment.
Example (if west Present)-(village PlayAct[“ViligAct_1.Act”, “ViligAct_2.Act”, “ViligAct_3.Act”])

(Dodge Bullets)
Constructing an “Act” as a response to particular action, such as triggers, script and events.
Example: (If Fired near) –(PlayAct “Supprized.Act”)

(Roll, Duck, Cover)
Construction of NEW action arrays or an “Act” that are performed by request or by triggers, script and events
Example: (If east detected) –(if this target=true)-(this PlayActFile “Supersized-Duck-Cover-Fast-Lowlf-Fcover.Act”)

(Prerecorded Actions of a Group)
Recording an Act for the Leader of a group provides a Pre-selection of Modes and Formations at each frame rather than waypoint, adding fluid control the group’s movements, formations and actions further enhancing immersion.

(Prerecorded Vehicle animations)
Construct detailed cut scene quality mission interaction and immersion.
Example (if this = leader & at treehut)-(PlayAct “Treehut-Brefe-MoveOut-LastChance.Act”)

90% less scripting required to accomplish the same goal, Not only that, An “Act” file uses less lines of code to accomplish the same but yet a grater effect.

NOTE: Scripts to watch for
{Spooky} ObLive.sq - Developing
(Gives Life interactions to all detected editor objects on the map) for example all chairs can be sat in, Cups can be drank from, Bottles can be picked up and thrown, Objects can be moved, taken, etc…

{Spooky} UnitPosSet.sqf – Updating.
(Gives a Constant or selectable Stance enforcement to a select group or groups) Can be used outside of the spooky project.

HELP!:
I am always open to suggestion, ideas, and HELP. If you’re reading this and would like to take part in its development please PM me.

End Goal: Versatile Reanimation / Debugging and Production Utility for Prerecorded Acts.

Current Stage: Step One.

End Note: {Spooky}= Scripts that INTERACT, For example, {Spooky} UnitSetPos.sqf.
Works alone and and with the {Spooky} FastStepRec "Act"s. This is something to keep in mind as the {Spooky} scripts are developed. Also note the Spooky Project is HUGE and this is but a tool being developed for that project.


The {Spooky}Mod/Add-ons:
Ensconces the 3D person. This is the first release of the Add-on, although very simple today, this add-on will be updated along with the {Spooky} scripts.
At present this add-on, only effects the 3D person external view extending it for easy viewing while recording Acts via the {Spooky}FastStepRec Recorder.

{Spooky}FastStepRec_PAK.zip
http://www72.zippyshare.com/v/71640657/file.html

PLEASE NOTE: Updates not considered Major occur regularly and with out notice, If you have chosen to follow this post, please check the Version number of the included script as this number will change by a minor interval any time it has been updated with out a new feature being added and by a major interval given there is an new feater and or function.

However given there is a major update, it will be announceded, where detailed information about the update will be provided.
.

This post was edited by Bingoz (2013-10-18 18:35, ago)


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#2 Posted at 2013-10-08 01:01        
     
...

This post was edited by Bingoz (2013-10-09 20:04, ago)


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#3 Posted at 2013-10-09 04:51        
     
...

This post was edited by Bingoz (2013-10-10 17:29, ago)


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#4 Posted at 2013-10-10 13:16        
     
I have copied the third post into the first post. People (should) look at the first post to get the latest and most up to date info about a release or project. So, if you keep the first post up to date you prevent that people have to read the full thread searching for the latest info which might be annoying for anyone interested ;-)

Also, I am a bit confused and sorry for asking or to sound dumb.
But, what exactly does this do? Is this a script which will record what a unit is doing in a (test?) mission and you can use this recording to call in another mission so the unit on which you call this recording does the exact same thing the unit did in the earlier (test) mission?
What is the gain for a user here? What would be a recommended way to use it?

I do not mean to critisize your release, I am just a bit confused and would like to understand its purpose so I can make a proper page about your release here on the website ;-)


# Bingoz : Expect this POST to change OFFTEN as this is a CURENT development in the Spooky Project.


Since you might update this script a lot and it is still under development, is it possible that you upload the script to something like dropbox or github so we could add to that specific page so anyone who wishes to use your script always has your latest development version?


Note:
I will wait with making news about this till I hear from you so I make proper informative pages and wont write wrong things ;-)


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#5 Posted at 2013-10-10 18:16        
     
Foxhound : I have copied the third post into the first post. People (should) look at the first post to get the latest and most up to date info about a release or project.

I agree, thank you.

This post was edited by Bingoz (2013-10-12 07:54, ago)


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#6 Posted at 2013-10-12 17:40        
     
The {Spook} Mod base is now available for download, A link has been provided above.

This is a simple Mod at the moment, where it ONLY effects the EXTERNAL view of a UNIT for easy viewing while RECORDING and Reviewing Acts produced by the {Spooky}FastStepRec Recorder.

This Mod should be enabled during Recording, and Disabled when Playing.
NOTE: future Updates may REQUIRER THIS Mod base as it will eventually hold all of the {Spooky} scripts and resources in the form of a editor module.

This is NOT REQUIRED at the moment, but can help put things in perspective when recording. More information will be provided as development progresses.

UPDATES of the {Spooky}FastStepRec.sqf,
Development of this script will pause temporarily for the extending weekends and holidays, so one may expect some pause in update frequency around such times.

Other news:
{Spooky}UnitSetPos UPDATED

Enjoy..

This post was edited by Bingoz (2013-10-14 08:19, ago)


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#7 Posted at 2013-10-16 22:16        
     
Information Update:

I am happy to announce the {Spooky}FastStepRec.sqf is currently undergoing a RECODE.

With a NEW Timing scheme and Sequencing {Spooky}FastStepRec will provide the user interaction desired, further enhancing is versatility, usability by providing usability, functionality and efficiency where concerning the development of Pre-Developed Actions, Acts and Animated sequencing bettering game immersion opportunity’s and playability with ease.

What's Changed:
The entire body of the script, where the elements and variables remain the same, the script is self is entire new, with a completely new timing scheme that captures Sub-Frames from with in a frame rather then from out side of as was in the previous version.

This new timing method reduces systems resources a little and although one would expect a capturing script to be heavy I intend to have it float like a feather be the end

Redundant Variables and Misc. code has been removed adding to efficiency.

Some of features ENABELED:
A: Selectable Start and End Frames
(Allows selection of Beginning and End Frames of Recording.)
B: Selectable Frame Time
(Allows user to adjust capture rite of recorder)
c: Selectable Sub-frame Count
(Allows user to adjust the number of sub-frames per frame)
d: Optional Visual Markers
(Draws Marker Balls at Frame, Sub-Frame, and Animation frames)
e: Optional Visual Notes:
Draws Marker info on screen while in REVEW and RECORD modes)
f: Optional Data Embedding
(Provides Point at information, Used for EDITOR)
DATA export of Embedded data is not functional at this time
(Exporting Embedded data to a Editor useable form, Data is embedded and will be exportable via the Save menu system of the {Spooky}FastStepRec).

DUE to the overhaul, other mentioned features and updates will be paused until the {Spooky}FastStepRec script is in it most stable state. Also note that this also applies to the Act Player that will to be overhauled to compensate for the changes made in the {Spooky}FastStepRec script and data arrays.

Thanks,


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#8 Posted at 2013-10-18 10:28        
     
The Beginning of Conception:

Here are some quick snaps of the GUI ( Recorder Controls )..

http://www60.zippyshare.com/v/9161767/file.html