Vriff

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Everything posted by Vriff

  1. Vriff

    Requests

    Anyone who is interested in creating sabers...I've been wanting to see Atris's concept saber ingame. It looks like a nice simple saber design. http://deadlystream.com/forum/gallery/?module=images&section=img_ctrl&img=194&file=medium http://media-cache-ak0.pinimg.com/736x/74/dc/78/74dc7800ca376c94fb519bb22b56eb90.jpg
  2. It would allow you to pretty much rebuild the game's systems in your image.
  3. Vriff

    Requests

    I assume it wouldn't be very hard just to recreate the DS transitions with a side by side if anyone would be up to task? Is it weird that he is using an image from your photobucket?
  4. Wasn't that a major plot point to the last book in the thrawn trilogy? The one that produced Luuke Skywalker? Guess MrPhil can finally be happy about something
  5. You'd have to play the game to know that, but long story short he split into two force ghosts pretty much.
  6. The last book of the Thrawn trilogy introduced Luuke Skywalker, and for that reason I'm so glad they're not going to be what the new movies are about.
  7. Vriff

    Requests

    I was thinking they probably just paid Batu to gtfo. much cleaner.
  8. Looks like starwarsknights.com is down? Anyone know if it's for good?
  9. You'll have SS's sleheyron sometime lol.
  10. Sorry, I was in a rush earlier and made quite a few nasty mistakes in that. This should work when transcribed into perl: If (YOrientation < 0) degrees = 180 - arcsin(YOrientation); If (YOrientation < 0) && If (XOrientation > 0) degrees = 360 + arcsin(YOrientation);
  11. There's a way to do this, It's hard to differentiate between quads sometime. For example.. 30 degrees and 150 degees can't be told apart by their sin values. sin(30) = .5 sin(150) = .5 so we have to examine their cosine values. cos(30) = 0.866 cos(150) = -0.866 Therefore we can tell them apart by their cosine inverse values. arccos(0.866) = 30 arccos( -0.866) = 150 What we can use the sin value for is to differentiate quadrants using a comparison operator. if YOrientation < 0 then the degree is more than 180, if the XOrientation is also less than 0 then the degree is less than 270. Some psuedo code would be like.. float XOrientation; float YOrientation; float degrees; degrees = (arccos(XOrientation) * Pi/180); If (YOrientation < 0) degrees = degrees + 90; If (XOrientation > 0) degrees = degrees + 90; For reference, the unit circle:
  12. What do you need those for? Reading in from a GIT file to see the orientation in degrees? (This will be my last post of the night, I'll pick up from here tomorrow).
  13. How are you storing this number? you should convert say 270 degrees (by means of 270 * pi/180) to a float(or whatever the equivalent is in perl) representing 4.71238898 radians, then execute sin and cos on that float value. pseudocode: user_input_degrees = 205; (example value) float radians = user_input_degrees * (pi/180); x = cos(radians); y = sin (radians);
  14. Okay, got that. How exactly is creature orientation stored in the GIT file? Say, a creature is at a 90 degree angle, how is that represented is what I'm maybe missing or not understanding clearly?
  15. Gotcha, so this is where I am confused. So are you replicating this behavior inside of your program or is your program supposed to set the creature's rotation to a radian to then be read by the game with this behavior?
  16. So what exactly does the game read in to figure the rotation of creatures?
  17. Then 1 radian equals pi of what? 1 radian = 57.29 degrees, 1 π radian = 180 degrees. If your user wants to set a rotation of 180 degrees, then to calculate the sin/cos the radian value perl needs is 3.14.
  18. Maybe it's a typo, but that is wrong. if cos() returns a value <= 0 && >= -1 and sin() returns a value <= 1 && >= 0 then angle >= 90 && <= 180. Likewise, if.. cos() returns a value >= -1 && <= 0 and sin() returns a value <= 0 && >= -1 then angle >= 180 && <= 270. and cos() returns a value >= 0 && <= 1 and sin() returns a value <= -1 && >= 0 then angle >= 270 && <= 360/0. If your facing is 180 degrees. cos should return -1, and likewise sin should return 0. (-1,0) = 180 degrees or pi radians. It seems your understanding of radians may be a little skewed. 1 radian does not equal pi. pi of what? You can't convert a unit into a unitless number. 3.14159265 radians = 180 degrees or one half turn to the left. Note: If you're setting that integer to 180, then you are setting it to 180 radians, not 180 degrees. That is 28 full turns, then a partial turn of .6478898. If your user is wanting to set an orientation of 180 degrees then you should do something along the lines of: int facing = GetFacing(oPC); float radianV = (oPC * (pi/180));
  19. Proxies, VPNs, etc there are a lot of ways around this.
  20. Vriff

    K2R-V

    Several others have started up projects similar to this while you've been away, perhaps it would be worthwhile to pursue a partnership? I know SiC has been going through and not only improving the textures, but also fixing broken spots. Good luck either way though, and I look forward to seeing it finished.
  21. I love PHPBB and prefer it over IP.board.
  22. Infernixx is literally, and I mean literally the worst poster on the SWTOR forums, but the "theory" (by theory I mean datamined since the game launched) is correct. The next Forged Alliances flashpoint will take place on Rakata Prime/Lehon. Revan is gathering allies, for what? Still unknown.
  23. He was never a raid boss, and I've already explained that in the previous thread. You'll be happy to know, SH, that they're super nerfing Makeb so you'll be able to breeze through it in no time.