UDKOSC DEV
http://eprints.soton.ac.uk/353226/7/353226POLFREMAN35.pdf
Creative Commons xbox photo:
http://commons.wikimedia.org/wiki/File:Xbox-360-Controller-Black.jpg
Debug Info:
"ShowDebug NET" from client console ShowDebug AI ShowDebug NET ShowDebug PHYSICS showdebug collision showdebug camera STAT... (http://udn.epicgames.com/Three/ConsoleCommands.html)
Math:
http://forums.epicgames.com/threads/712424-Using-Cosine-and-Sine
New OSCPack:
http://comments.gmane.org/gmane.comp.audio.osc.devel/1408 https://code.google.com/p/oscpack/
TO DO:
-
allow users to ramp up/down speed of movement -
modify animation speed based on speed of movement -
Add support for absolute "setX" etc OSC params; updated dll already, need to update OSCPlayerControllerDLL::ProcessMove::returnX() etc. -
Add support for SetX params in DLL - Toggle Mode in UDK via OSC "mode" param of playerstatestruct
-
Add "playermove mode" value in DLL: "/udkosc/script/playermove/mode" -
Toggle FlyWalk in UDK via OSC "fly" param in playerstatestruct -
Output downtrace over OSC -
Hide trace color lines -
Add tracing into startup script - change size of OSCPawnBots by default (medium)
- change size of OSCPawn to larger
- make speed of OSCBot followers fluctuate
- Make "FollowOSCBots" a toggle and make it OSC toggled (even just via ConsoleCommand)
- teleport OSCBot
-
Make OSCBots track a target near the pawn, not it -
Make OSCBots use /bot osc output, not /pawn -
OSC toggle for camera modes (OSCFreeCamera, OSCAttachedCamera)
Occulus:
https://developer.oculusvr.com/forums/viewtopic.php?f=44&t=231
Rotate camera with mouse:
http://forums.epicgames.com/threads/719004-(Solved)-Rotating-Camera
Mouse Smoothing:
http://www.flipcode.com/archives/Smooth_Mouse_Filtering.shtml
BiPlane Flight discussion:
http://forums.epicgames.com/threads/728892-Relative-Physics-Problem
~screetch = ( { arg gain = 0.0; l = LocalIn.ar(2); k=LFSaw.ar(l,0,l,1); j=k.range(0.25,4.0); s=PitchShift.ar(SinOscFB.ar(j**j,k),[0.05,0.03],j); 5.do{s=s.tanh+(s*0.1)}; LocalOut.ar(s); s * gain }.play; ); ~screetch.set(\gain, 0.2);
( { Pan2.ar( DynKlank.ar(`[[800, 1071, 1353, 723 + SinOsc.ar(SinOsc.ar(0.2).range(0, 10)).range(0,330)], nil, [1, 1, 0.5, 1]], PinkNoise.ar(0.007)), TRand.kr(-1, 1, trig: Pulse.ar(10)) ) }.play; )
Command shortcupts
http://udn.epicgames.com/Three/CommandLineArguments.html#Unreal Engine 3 Command-Line Arguments
FIXING CAMERA STUFF:
- oscstartinput
- behindview
- changeplayermesh 2
- FlyWalk
- oscmove
- setoscfreecamera 0
- setoscattachedcamera 1
- ---- can't manually move now
- ---- player turning via OSC doesn't work
- setoscattachedcamera 0
- osc turning works, so does mouse move
- SEND OSC MESSAGES...
- setoscattachedcamera 1
- behindview
- changeplayermesh 2
- setoscattachedcamera 1
- - - - - - - THIS WILL GIVE A WIERD 3RD Person ISO cam (because of behindview?)
This gets you standard view (need to set speed though)
- OSCMove
- setoscfreecamera 0
- setoscattachedcamera 0
- setspeed 1
- setairspeed 2000
SetTimer
List of exec functions: http://udn.epicgames.com/Three/ExecFunctions.html
Echo::Canyon
PREPPING START OF PIECE
- HIDE ALL SCREEN OBJECTS: ToggleScreenShotMode
- InitPiece
SpawnOSCBot
- defaults to 0,0,2000
SpawnOSCBotAt(x,y,z)
- set parameters manually
MOVING OSCPAWNBOTS:
oscstartinput
ruby osccontrol.rb localhost 7001
osccheckpawnbots
oscpawnmove
playermove teleport 0 0 1000 0
OSCMove OSCSetFreeCamera OSCStartInput
SPACING OF FOLLOWERS
- take a local vector for targeting: LocalForward = vect(-30, -30, 0)
- transform that vecto: WorldForward = LocalForward >> Rotation
FaceRotation in Pawn now lets pawn follow camera rotation if not in OSCFreeCamera or in OSCAttachedCamera
NEED TO ADD:
TESTING :
OSCBot Following OSC controlled OSCPawnBot:
- SpawnPawnBot
- OSCCheckPawnBots
- OSCPawnMove
- OSCStartInput
- spawnoscbotat 50 50 500
- followoscbots
- OSCStartOutput
- OSCStartPawnBotOutput
- OSCStartBotOutput
CAMERA:
- Added OSCSetStaticCamera and setStaticCamera(int var)
- Now OSCFreeCamera means Camera moves around with OSC control
- OSCAttachedCamera means camera rotates with OSC but is attached to Pawn
Contents
Smooth Mouse example
// Smooth and amplify mouse movement
SmoothTime = FMin(0.2, 3 * DeltaTime); MouseScale = MouseSensitivity * DesiredFOV * 0.0111; aMouseX = aMouseX * MouseScale; aMouseY = aMouseY * MouseScale; if ( (SmoothMouseX == 0) || (aMouseX == 0) || ((SmoothMouseX > 0) != (aMouseX > 0)) ) SmoothMouseX = aMouseX; else if ( (SmoothMouseX <0.85 * aMouseX) || (SmoothMouseX> 1.17 * aMouseX) ) SmoothMouseX = 5 * SmoothTime * aMouseX + (1 - 5 * SmoothTime) * SmoothMouseX; else SmoothMouseX = SmoothTime * aMouseX + (1 - SmoothTime) * SmoothMouseX; if ( (SmoothMouseY == 0) || (aMouseY == 0) || ((SmoothMouseY > 0) != (aMouseY > 0)) ) SmoothMouseY = aMouseY; else if ( (SmoothMouseY <0.85 * aMouseY) || (SmoothMouseY> 1.17 * aMouseY) ) SmoothMouseY = 5 * SmoothTime * aMouseY + (1 - 5 * SmoothTime) * SmoothMouseY; else SmoothMouseY = SmoothTime * aMouseY + (1 - SmoothTime) * SmoothMouseY; aMouseX = 0; aMouseY = 0;
Sounds
SixAxis and Hydra dll math
http://sixense.com/forum/vbulletin/showthread.php?3591-Tutorial-2-Coordinate-Space
Multiple Instances on One Machine
udk.exe server OSC-sound_room_rob.udk?AdminPassword=admin?bIsLanMatch=1?NUMPLAY=0 -RC -USEALLAVAILABLECORES
http://www.hassang.com/udk-multiple-instances-dedicated-server
udk.exe server DM-Deck.udk?listen=true?bIsLanMatch=true AdHoc: udk.exe DM-Deck.udk?ResX=640?ResY=480?listen=true?bIsLanMatch=true Set Res: udk.exe DM-Deck.udk?ResX=640?ResY=480 Connect To Server: open 127.0.0.1
Users
Video: http://vimeo.com/73698645 http://svengus.wordpress.com/category/kandidatarbete/ http://alpineskichampion.tumblr.com/portfolio http://www.academia.edu/2854138/Procedural_audio_modeling_for_particle-based_environmental_effects http://www.sga-ssa.ch/pdf/events/120510_SSA_printemps2012_03-Verron.pdf
Links
http://scholar.google.com/citations?user=yYqNpQQAAAAJ&hl=en
http://visualmusic.ning.com/video/video/listForContributor?screenName=0p23awbgz6bsy
http://www.mattscape.com/2009/08/printed-matter-wired-stanford-humanities-lab-does-mito.html
http://ioquake3.org/2008/05/22/q3osc-using-ioquake3-as-a-musical-environment/
http://ioquake3.org/2008/06/01/interview-with-robert-hamilton-creator-of-q3osc/
https://github.com/martinez-zea/localconflict
https://github.com/martinez-zea/localconflict/blob/master/q3osc/ccrma.kdevelop
http://thescl.com/SCL_LA_Seminar_FUTURE_MUSIC
http://www.thesoundstew.com/2011_07_01_archive.html
http://baguyos.tripod.com/id17.html
http://www.paloaltoonline.com/news/show_story.php?id=12549
http://www.flickr.com/photos/aisenamalia/4983355207/
http://www.ptank.com/blog/2013/07/outsound-music-summit-vibration-hackers/