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Verve Compatability Question

by Syllus · in Verve · 12/29/2009 (1:20 pm) · 5 replies

Does anyone know of any compatability issues between Verve and the 3D Action Adventure Kit? (usage or implementation/install etc) Really want to buy this add-on but thought I would check on this first since both resources seem to access some of the same parts of the engine (camera system for instance).

Thanks in advance

#1
12/29/2009 (4:14 pm)
I've not used the Adventure Kit, so I cannot really comment, but Verve just plugs straight into T3D with no base engine modifications at all. If the Adventure Kit modifies code that Verve uses, then I cannot promise you that it will work correctly, though I am always here to provide a helping hand with these things.
#2
01/20/2010 (5:45 pm)
I have the same question. The Adventure Kit does a lot of camera manipulation, so I wonder about that. Unfortunately I think we have to purchase both in order to find out.

@Syllus: If you have discovered the answer to this question yet, please let me know. Thanks.

#3
02/04/2010 (3:17 pm)
Hey Nmuta,

Sorry I am not sure what happened, I posted a reply to this several days ago and it refreshed the page and showed my reply on it, but for some reason it is not there now (maybe some kind of rollback or something?). Anyhow, It has been a very busy couple of months since my original post. I did go ahead and purchase the Verve addon but just recently got around to integrating it into our project. Our project makes extensive use of the 3DAAK and I was very pleased to see how seamlessly and effortlessly the integration with Verve went. The addon is very well structured and self contained making it extremely simple to add, even to an existing and already modified project.

I do not have much experience with Verve yet, and know very little about how to use it so far, (that knowledge will come with time and experimentation lol) but so far, I have not encountered any compatability issues between Verve and 3DAAK. I have done a few experiments with it just to see how it worked and verify that it wasn't going to crash my modified build of the engine + 3DAAK, and everything I attempted to do ran smoothly and without hitch. I have successfuly used the animation and event timelines to take control of the player's character and run it through some pre-scripted animations in a very cinematic type way, without problem. This was using the modified player class from Ubiq Visuals' 3DAAK as well as some of my own modifications. So far I have not encountered any camera compatability issues either. (granted I have only gotten a very limited amount of usage time on it so far). But so far, so good. So for what it's worth... this combination has a thumbs up from me... but take that with a grain of salt in knowing that I have not put very much testing time on the Verve component, this is just my observations so far.

If I run into any issues with it in the future I will post them here.
#4
05/16/2010 (2:44 pm)
I know this is an old thread but just in case anyone still looks at it, we did find one issue between the 3DAAK and Verve that needed to be addressed immediately.

Upon finishing the playing of a cinematic sequence in Verve, it resets the cameras and controls to the player, as is to be expected. The problem with this is that 3DAAK has completely rewritten how the camera system works and in fact the default torque camera / control schemes will not even work with the 3DAAK. Attempting to use them results in the loss of several control functions and causes others to act haywire. (to see this, simply load up a clean install of 3DAAK, start a game, and attempt to go into 1st person mode via the 'TAB' key, you will very quickly see what I mean.) and this is the cam / controls that Verve returns you too, which basically results in a a near complete loss of control of your character in the 3DAAK based game.

Thankfully the solution is fairly simple in nature. To fix this and have Verve return control to your 3DAAK cam / controls rather then the default torque ones:

In game/scripts/server/commands.cs, add the following server command near the bottom of the file.
// ----------------------------------------------------------------------------
// Reset 3DAAK cam and control schemes.
// ----------------------------------------------------------------------------
function serverCmdResetUbiqCam(%client)
{
   %client.player.setVelocity("0 0 0");
   %client.setCameraObject(%client.cameraGoalFollower);
   %client.setControlObject(%client.player);
}


Now, in game/scripts/server/VerveCinematicController.cs, find the VerveCinematicController::onStop() function and add the following lines (around line 102):
// Reset Cam & Controls to 3DAAK scheme.
commandToServer('ResetUbiqCam');

Your function should now look like this:
function VerveCinematicController::onStop( %this )
{
    // Reset First Person Status.
    %clientCount = ClientGroup.getCount();
    for ( %i = 0; %i < %clientCount; %i++ )
    {
        // Fetch Client.
        %clientConnection = ClientGroup.getObject( %i );
        // Reset.
        %clientConnection.setFirstPerson( %clientConnection.FirstPerson );
        
        // Reset Cam & Controls to 3DAAK scheme.
        commandToServer('ResetUbiqCam');
    }

    // Reset the Canvas.
    Canvas.setContent( $Verve::StoredGui );

    // Resume Input.
    if ( isObject( moveMap ) )
    {
        moveMap.push();
    }
}

That's it, upon completion of a cinematic sequence, Verve should now properly return to the 3DAAK camera and control schemes.

I will post here if we run into anything else while using these 2 kits together, but so far that has been the only issue we have encountered.
#5
05/16/2010 (2:57 pm)
That is great to hear Syllus, thanks for the post!