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first person look
Posted: Fri Apr 29, 2016 10:28 pm
by Lockonnow
This is how i wish we we have on there sever First person view go to 4,18 when we talk to npc and pc
https://www.youtube.com/watch?v=Ci8dlt7 ... 9D6762DCC7
Re: first person look
Posted: Fri Apr 29, 2016 10:43 pm
by NeOmega
You would think games have progressed beyond exaggerated female animation and men stanced like they are ready for a fight when just talking and such by now... ...poor art for a game in this day and age. How do these artists get hired?
Re: first person look
Posted: Fri Apr 29, 2016 10:59 pm
by Lockonnow
NeOmega i allways thinking when i make a post i get a negative from one of you player it is fine but do i get any positive no that is why this server is not the best as for the player there nothing worng with my wish but have you met captain Deudmant at the dock in Baldur's gate
Re: first person look
Posted: Fri Apr 29, 2016 11:03 pm
by Dagesh
That reminds me of so many old games. It does happen with some conversations, at least on an up close level. For example, the Nexus conversation has its own window.
Re: first person look
Posted: Fri Apr 29, 2016 11:24 pm
by Lockonnow
Dagesh so when you say old games sould we take it as old games is bad yes in Nexys to
Re: first person look
Posted: Fri Apr 29, 2016 11:31 pm
by Dagesh
Oh sorry. I had two different thoughts squished together.
First thought, the video reminds me of old games I used to play. Those were fun.
Second thought, The Nexus NPCs that port you out of the Nexus have conversations similar to what you're talking about.
Re: first person look
Posted: Fri Apr 29, 2016 11:33 pm
by Lockonnow
aye
Re: first person look
Posted: Fri Apr 29, 2016 11:40 pm
by Lockonnow
I remember one back in the past that that the wizard Rasael made a spell in the game that could make you completely invisible so it was like first person view
Re: first person look
Posted: Sat Apr 30, 2016 7:06 am
by NegInfinity
NeOmega wrote:You would think games have progressed beyond exaggerated female animation and men stanced like they are ready for a fight when just talking and such by now... ...poor art for a game in this day and age. How do these artists get hired?
The game is from 2001. The animation is quite good for that time, and would work even in modern 3rd person perspective game.
P.S. You need to lighten up a bit.
Re: first person look
Posted: Sat Apr 30, 2016 1:44 pm
by NeOmega
NegInfinity wrote:NeOmega wrote:You would think games have progressed beyond exaggerated female animation and men stanced like they are ready for a fight when just talking and such by now... ...poor art for a game in this day and age. How do these artists get hired?
The game is from 2001. The animation is quite good for that time, and would work even in modern 3rd person perspective game.
P.S. You need to lighten up a bit.
I didn't know it was from 2001.
P.S. dude....
P.P.S. I never know why lockonnow posts anything. I cant understand him.
Re: first person look
Posted: Sat Apr 30, 2016 1:59 pm
by ctothep
I loved that game back when it first released... i remember playing it coop with my brother, good times!
You could also unlock Drizzt in this game and he was crazy broken

Re: first person look
Posted: Sat Apr 30, 2016 2:07 pm
by Passiflora
I didn't know the barmaid at the elfsong was so preetty!
There should be more people in there than there is already! But no, people prefer the old, small, big nosed gnome-hafling-goblin who owns the friendly arms inn!

Lol
Re: first person look
Posted: Sat Apr 30, 2016 2:15 pm
by Dagesh
Lockonnow wrote:I remember one back in the past that that the wizard Rasael made a spell in the game that could make you completely invisible so it was like first person view
This could work if it were only single player. Otherwise you'd see PCs disappear if they got into a convo.
That said, NWN1 has a client side fix that allowed the camera to go into 1st person.
I could find the appearances.2da file for BG and maybe tweak it to work something like this:
http://neverwintervault.net/project/nwn ... era-nearly
Re: first person look
Posted: Sat Apr 30, 2016 5:07 pm
by Aspect of Sorrow
Dagesh wrote:This could work if it were only single player.
You're half way there in your thinking. All you would need to do is to adjust the runtime client setting, nothing being communicated between the server and the client. It would not impact any other player but themselves.
NWN2 has the scaling mechanism that I'd suggest enumerating clientside rather than appearance fiddling. Write a script that loops, adjusting the player scale. Load the game into the module containing that script and start a debugger like olydbg. Look for patterns of data in memory flipped, find their position and the context wrapping it. If you find a pattern that can be easily identified after every client reset via olydbg, create an application that determines the process name, call kernel32.dll, search and marshal the area to enumerate, read it's current state, set scale x,y,z to 0.001. The player becomes "invisible" to themselves and no other, impacting no one and they gain a pseudo first person visual. Keep in mind that the camera being adjusted at the time of a player being scaled is a nwscript feature that is not inherently connected to the rescale event of the object, so your camera won't end up on the floor in this mechanism.
Alternatively, you can hijack the camera position in this same mechanism.
... as well as performing nefarious tasks that I shouldn't elaborate on.

Re: first person look
Posted: Sat Apr 30, 2016 5:31 pm
by Dagesh
Aspect of Sorrow wrote:Dagesh wrote:This could work if it were only single player.
You're half way there in your thinking. All you would need to do is to adjust the runtime client setting, nothing being communicated between the server and the client. It would not impact any other player but themselves.
NWN2 has the scaling mechanism that I'd suggest enumerating clientside rather than appearance fiddling. Write a script that loops, adjusting the player scale. Load the game into the module containing that script and start a debugger like olydbg. Look for patterns of data in memory flipped, find their position and the context wrapping it. If you find a pattern that can be easily identified after every client reset via olydbg, create an application that determines the process name, call kernel32.dll, search and marshal the area to enumerate, read it's current state, set scale x,y,z to 0.001. The player becomes "invisible" to themselves and no other, impacting no one and they gain a pseudo first person visual. Keep in mind that the camera being adjusted at the time of a player being scaled is a nwscript feature that is not inherently connected to the rescale event of the object, so your camera won't end up on the floor in this mechanism.
Alternatively, you can hijack the camera position in this same mechanism.
... as well as performing nefarious tasks that I shouldn't elaborate on.

Find the thing and change the thing. XD
We're I able to do the above I'd allow a higher level of zoom similar to how it was done w/ nwn1. It placed the camera within the PC, just beyond any textures.
Let's say, using olydbg, I was able to find what part of the memory uses zoom. These steps are something I've never learned to do but would love to:
call kernel32.dll, search and marshal the area to enumerate, read it's current state, set scale x,y,z to 0.001
Where can I go to learn this? I figure you'd call all this stuff from a batch file but I don't really know.