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Posted: 24 Sep 2009, 03:34
SkindupTruk
hi all,
the basic ai tutorial does not tell me how to change the red/green/center/racing speed, usually it's 30.
i have the basic key map but are there more???
i know RRR has a tutorial but maybe an ai master can just tell me here
also whats the difference between the two lines that move when you press 8 9 and / *
thanks
Posted: 24 Sep 2009, 07:06
hilaire9
How to change the red/green/center/racing speed setting is not known.
It does not seem to be used on any stock track and not listed on any
keyboard command table.
The white racing line is the main racing line the CPU cars will try to
follow. The pink second line (adjusted with keypad 8 & 9) is
called the overpassing line. The CPU cars will follow this line if there
is a slower car just in front of it to pass around the slow car.
I suggest adjusting the white line for the entire track for the best racing
line and speed. You can merge the white and pink lines for the entire
track by pressing the left Shift key + the Space bar.
After you are done with the main white line you can adjust the pink line.
It is best used on straightaway (also at the start line to spread out the cars a little)
so a fast car can pass a slow car. Adjust it at least a car width from the white line
to give it space to pass a car.
Look at a stock track in AI mode to see how it is used.
Posted: 24 Sep 2009, 08:54
SkindupTruk
thanks heaps for that hil i was trying everything!
because i haven't seen it, i wonder there are no further commands documented in the RRR tutorial? you probably included that already in your thinking though...
another question i have is about the "type" of line, like racing, bumpy, stairs etc changed by numpad enter. i can check stock tracks as you suggest, but any ideas about what these might do?
thanks again, this ai node business is tricky
at least whatever i learn i'll be happy to write up here on the pub!
Posted: 24 Sep 2009, 17:27
urnemanden
I have been experimenting quite alot with the Wilderness property, but unfortunately all the infomation is on the RRR - where I am banned from.
Posted: 24 Sep 2009, 17:49
miromiro
Don't be so "happy"
the tut is already down.
cuz rst used dohtml tag and now you see strange things !
also you need an account to access that part i think ...
Posted: 24 Sep 2009, 22:59
nero
miromiro @ Sep 24 2009, 01:19 PM wrote: Don't be so "happy"
the tut is already down.
cuz rst used dohtml tag and now you see strange things !
also you need an account to access that part i think ...
Lol,good thing i still saved it!
Urne,your post about the Wilderness has been deleted.
Maybe you can explain it here?
Posted: 25 Sep 2009, 03:37
Dave-o-rama
the only ai settings that I can get to work are the "slow down" ones, which (suprisingly) tell the ai cars to slow down when they hit that node. However, the effects that the other node types have... nobody seems to know if they make any difference in the way the cars run on a track.
And if my answer isn't enough, you can always just play around with the ai nodes and see what happens...
Posted: 25 Sep 2009, 04:44
zipperrulez
soft suspension helps ai on grass and dirt i think.
Posted: 25 Sep 2009, 17:58
nero
I can experiment soon...
I tried the Short/Long Cut on one of my tracks...it did nothing.
But...that Wilderness...gotta try it out.
Posted: 25 Sep 2009, 18:57
urnemanden
The theory is that Long/Short cut will make the choice for the AI, which way to go in case of a split way. A good idea if you want the AI to not take a shortcut.
Posted: 25 Sep 2009, 19:55
SkindupTruk
thanks again for all the info - very valuable!
you probably guessed by now but again i'm trying to pick apart the binary fan file
i can see the 30 / 30 with the 3d points, but the seven ints are a mystery... i wonder if the game will allow non 30 nodes???
here is a pic of what i can import so far, the 3d points, which i colour red and green to match the makeitgood editor
here is the plain text of the binary for a simple lego track
Code: Select all
tot 16
-------------------------------------BEGIN node0
int 256
float 0.499208033084869
float 0
float 0.499208033084869
seven-ints 0
seven-ints 30
seven-ints 30
seven-ints 15
seven-ints -1
seven-ints 1
seven-ints -1
int 30
pos-1 2374
pos-2 0
pos-3 1499
int 30
pos-1 1626
pos-2 0
pos-3 1500
-------------------------------------END node0
-------------------------------------BEGIN node1
int 272
float 0.499249458312988
float 0
float 0.499249458312988
seven-ints 0
seven-ints 30
seven-ints 30
seven-ints 0
seven-ints -1
seven-ints 2
seven-ints -1
int 30
pos-1 2374
pos-2 0
pos-3 2502
int 30
pos-1 1625
pos-2 0
pos-3 2499
-------------------------------------END node1
-------------------------------------BEGIN node2
int 272
float 0.500915288925171
float 0
float 0.500915288925171
seven-ints 0
seven-ints 30
seven-ints 30
seven-ints 1
seven-ints -1
seven-ints 3
seven-ints -1
int 30
pos-1 2372
pos-2 0
pos-3 3499
int 30
pos-1 1625
pos-2 0
pos-3 3502
-------------------------------------END node2
-------------------------------------BEGIN node3
int 256
float 0.813189625740051
float 0
float 0.813189625740051
seven-ints 0
seven-ints 30
seven-ints 30
seven-ints 2
seven-ints -1
seven-ints 4
seven-ints -1
int 30
pos-1 2375
pos-2 0
pos-3 3622
int 30
pos-1 1627
pos-2 0
pos-3 4374
-------------------------------------END node3
-------------------------------------BEGIN node4
int 256
float 0.499544382095337
float 0
float 0.499544382095337
seven-ints 0
seven-ints 30
seven-ints 30
seven-ints 3
seven-ints -1
seven-ints 5
seven-ints -1
int 30
pos-1 2502
pos-2 0
pos-3 3626
int 30
pos-1 2499
pos-2 0
pos-3 4375
-------------------------------------END node4
-------------------------------------BEGIN node5
int 272
float 0.500247597694397
float 0
float 0.500247597694397
seven-ints 0
seven-ints 30
seven-ints 30
seven-ints 4
seven-ints -1
seven-ints 6
seven-ints -1
int 30
pos-1 3502
pos-2 0
pos-3 3626
int 30
pos-1 3499
pos-2 0
pos-3 4375
-------------------------------------END node5
-------------------------------------BEGIN node6
int 272
float 0.500915288925171
float 0
float 0.500915288925171
seven-ints 0
seven-ints 30
seven-ints 30
seven-ints 5
seven-ints -1
seven-ints 7
seven-ints -1
int 30
pos-1 4499
pos-2 0
pos-3 3628
int 30
pos-1 4502
pos-2 0
pos-3 4375
-------------------------------------END node6
-------------------------------------BEGIN node7
int 256
float 0.813189625740051
float 0
float 0.813189625740051
seven-ints 0
seven-ints 30
seven-ints 30
seven-ints 6
seven-ints -1
seven-ints 8
seven-ints -1
int 30
pos-1 4622
pos-2 0
pos-3 3625
int 30
pos-1 5374
pos-2 0
pos-3 4373
-------------------------------------END node7
-------------------------------------BEGIN node8
int 256
float 0.499544382095337
float 0
float 0.499544382095337
seven-ints 0
seven-ints 30
seven-ints 30
seven-ints 7
seven-ints -1
seven-ints 9
seven-ints -1
int 30
pos-1 4626
pos-2 0
pos-3 3498
int 30
pos-1 5375
pos-2 0
pos-3 3501
-------------------------------------END node8
-------------------------------------BEGIN node9
int 272
float 0.500247597694397
float 0
float 0.500247597694397
seven-ints 0
seven-ints 30
seven-ints 30
seven-ints 8
seven-ints -1
seven-ints 10
seven-ints -1
int 30
pos-1 4626
pos-2 0
pos-3 2498
int 30
pos-1 5375
pos-2 0
pos-3 2501
-------------------------------------END node9
-------------------------------------BEGIN node10
int 272
float 0.500915288925171
float 0
float 0.500915288925171
seven-ints 0
seven-ints 30
seven-ints 30
seven-ints 9
seven-ints -1
seven-ints 11
seven-ints -1
int 30
pos-1 4628
pos-2 0
pos-3 1501
int 30
pos-1 5375
pos-2 0
pos-3 1498
-------------------------------------END node10
-------------------------------------BEGIN node11
int 256
float 0.813189625740051
float 0
float 0.813189625740051
seven-ints 0
seven-ints 30
seven-ints 30
seven-ints 10
seven-ints -1
seven-ints 12
seven-ints -1
int 30
pos-1 4625
pos-2 0
pos-3 1378
int 30
pos-1 5373
pos-2 0
pos-3 626
-------------------------------------END node11
-------------------------------------BEGIN node12
int 256
float 0.499544382095337
float 0
float 0.499544382095337
seven-ints 0
seven-ints 30
seven-ints 30
seven-ints 11
seven-ints -1
seven-ints 13
seven-ints -1
int 30
pos-1 4498
pos-2 0
pos-3 1374
int 30
pos-1 4501
pos-2 0
pos-3 625
-------------------------------------END node12
-------------------------------------BEGIN node13
int 272
float 0.500247597694397
float 0
float 0.500247597694397
seven-ints 0
seven-ints 30
seven-ints 30
seven-ints 12
seven-ints -1
seven-ints 14
seven-ints -1
int 30
pos-1 3498
pos-2 0
pos-3 1374
int 30
pos-1 3501
pos-2 0
pos-3 625
-------------------------------------END node13
-------------------------------------BEGIN node14
int 272
float 0.500915288925171
float 0
float 0.500915288925171
seven-ints 0
seven-ints 30
seven-ints 30
seven-ints 13
seven-ints -1
seven-ints 15
seven-ints -1
int 30
pos-1 2501
pos-2 0
pos-3 1372
int 30
pos-1 2498
pos-2 0
pos-3 625
-------------------------------------END node14
-------------------------------------BEGIN node15
int 256
float 0.813189625740051
float 0
float 0.813189625740051
seven-ints 0
seven-ints 30
seven-ints 30
seven-ints 14
seven-ints -1
seven-ints 0
seven-ints -1
int 30
pos-1 2378
pos-2 0
pos-3 1375
int 30
pos-1 1626
pos-2 0
pos-3 627
-------------------------------------END node15
final-int 1
final-float 10828.4267578125
-------------------------------------END fan file
Posted: 26 Sep 2009, 23:12
nero
Uhhh...what?
If Darksabre could figure out the moving textures,then you can figure out the 1,2,3 Racing Line.
Posted: 27 Sep 2009, 01:18
KDL
http://kallel.site50.net/tools.rtf
also:
http://revoltsource.awardspace.com/ainode_8h.html (C++)
@Nero: moving textures? you mean "multiframe"? that's another word...
Posted: 27 Sep 2009, 01:40
urnemanden
I wonder if the tools.rtf originally was so the employer could give all the newbies a fast way to introduce the programs they worked with.
Posted: 27 Sep 2009, 21:03
SkindupTruk
OMG you have the source!
i kind of heard about it but didn't really get it but damn its all there. that solves that!
i see now that yeah you have up to 2 forward and back links. -1 must be the null value.
well this means all the answers are there for us to find. i'll keep trying and use that as a reference for sure.
Posted: 27 Sep 2009, 22:50
zagames
Hmm, I wonder who all has the source, and who has the actual released version...
Posted: 28 Sep 2009, 00:31
urnemanden
SkindupTruk, did you hear of rvdev yet?
Posted: 28 Sep 2009, 23:06
KDL
http://z3.invisionfree.com/rvdev/index.php (RVDEV's link)
it has Re-Volt source as well... with documentation
Posted: 03 Oct 2009, 17:26
SkindupTruk
just to be clear, has anyone got the up/down/left/right working in the AI node editor. the tools.rtf file says that's how to do it but it don't work? wasn't completed by the coders???
Posted: 03 Oct 2009, 22:23
hilaire9
The Arrow keys do not seem to do anything in AI edit mode.
The final AI edit mode keyboard commands are slightly different
than described in the .rtf file. The Keypad Enter key is not a linking
key as stated in the .rtf but toggles the racing line Priority types.
The Space bar is the linking key now. So if what they called node flags
in the .rtf are the same a Priority types things were changed in final
AI edit mode.
I also think many things found in the AI edit mode on screen menu are
not enabled (red/green/center/racing speed and various Priority types are not used in any stock tracks).
Posted: 04 Oct 2009, 02:45
Skitch2
I think a red speed has been altered in toylite near the first big corner. A red speed differs from the rest..
What the hell is the flashing shadow that pops up on a node that also has a hooter sound if you left click on it ( I forget what keystroke makes it happen now)
Posted: 04 Oct 2009, 02:59
urnemanden
I believe that the shade you are mentioning, Skitch, is
Gari Biasillo who created the car AI for Re-Volt (
Wiki).
Posted: 04 Oct 2009, 03:50
MOH
is that where the red circle turns into a random guys face?
haha
Posted: 04 Oct 2009, 12:37
KDL
not random, it's Gari's face xP
press 1, 2, andor 3 ... on the ai node; and the ai node will turn into nightmare , I meant... Gari's face
Posted: 04 Oct 2009, 13:05
miromiro
what means that gary face ?
Posted: 04 Oct 2009, 13:15
urnemanden
Read about what a face is on Wikipedia
(Click here).
Posted: 04 Oct 2009, 13:30
miromiro
man you got crazy
i meant the nodes face lol
Posted: 04 Oct 2009, 19:01
SkindupTruk
man you guys crack me up! lol wiki link to face ROFL!!! crazy coder easter eggs LOL. all the work i've done so far on these binary files is worth it for just the handful of posts above
i've done a little more work and have figured out the main / overtake line numbers. they are the two floats near the top of the "node frame" and are a scalar between 0 and 1 of the vector from the green to the red node... get it?
so here is a pic showing some pink dots, but there are blue underneath. you can see on corner one i moved the blue and pink to understand the file... another i have selected to show it
the big plan is to try and edit the binary to make the red/green nodes a value other than 30... but that is to come, the game may just crash.
pic
pic
Posted: 05 Oct 2009, 03:56
zipperrulez
wtf is that green thing for when you press 1?
that dont look like a face to me.
also, does anyone know what the rapid blinking is for when you press backspace?
Posted: 05 Oct 2009, 21:57
urnemanden
The face only appears in DEV version and in version 1.00 of Re-Volt as of what I understood.
Posted: 06 Oct 2009, 06:32
zagames
I thought it was just in a muse track...