[Hack] Thirdperson version3: accurate aiming

Special mods, make sure you don't miss anything in here!
Post Reply
bitterbanana




Tsunami Firestorm

Posts: 129
Joined: Fri Mar 19, 2004 3:25 pm
Location: 6AC4DE

[Hack] Thirdperson version3: accurate aiming

Post by bitterbanana »

After a whole year, I finally fixed thirdperson aiming. I also started over and redid everything in assembly. The code is much smoother and efficient. I'm very happy with the result. As of now, it's compatible with PC only. The CE version will be released with Project Yellow.

Download localised as previous download link gave a 404 error, Snave.
Attachments
i6jj0m.jpg
i6jj0m.jpg (22.09 KiB) Viewed 8107 times
Thirdperson.zip
(121.98 KiB) Downloaded 1057 times
Last edited by bitterbanana on Tue Dec 06, 2005 5:05 pm, edited 2 times in total.
User avatar
Alexander




Mad Hatter Grunge

Posts: 1339
Joined: Thu Jun 24, 2004 9:43 am
Location: Trannywood
Contact:

Post by Alexander »

Fantastic.

Before, the 3rd person was just a novelty, and cool to use, but was never really useful, I've been waiting for a functional aiming version to come out ever since I played Halo with your original 3rd p.

Edit: BAHHH!!!!1

Image
Image
09f911029d74e35bd84156c5635688c0
dafin0




Droplet

Posts: 202
Joined: Sun Jun 12, 2005 8:53 pm
Location: Under your bed with shotgun, sleep well to night
Contact:

Post by dafin0 »

very nice. good to c you are still making programs :D
saying the good about every mod.. and give shit to the people that dont like the mod :)

u could say that i am a person sick of people say bad about things that people have made
=sw=warlord





Posts: 1469
Joined: Wed Feb 23, 2005 4:11 am
Location: england:lincolnshire
Contact:

Post by =sw=warlord »

sweet nice job i was hoping this would show up somtime as i heard u was improving this thing.
10/10 for the cool app.
User avatar
xbox7887




Socialist Coagulator Decryptor Advisor
Eureka Commentator Wave Scorched Earth

Posts: 2160
Joined: Mon Dec 27, 2004 6:19 pm
Location: New Lenox, Illinois
Contact:

Post by xbox7887 »

Glad to see you finally located those values :D
User avatar
INSANEdrive




Mad Hatter

Posts: 2642
Joined: Sun Jul 18, 2004 1:42 pm
Location: Cell Block #Q (There are a lot of strange people in the world. I should know; I'm three of them...)
Contact:

Post by INSANEdrive »

Nice.... 8)

( Can ya say what your were doing wrong before...)
Image
"You know what I'd like to be? I mean if I had my goddamn choice, I'd just be the catcher in the rye and all."
or should I?
dale181





Posts: 119
Joined: Sun Oct 31, 2004 11:04 pm
Location: Scotland

Post by dale181 »

ok so you fixed the 3p acuraccy now can you fix the zoomed acuraccy that you messed up while doing so XD
bitterbanana




Tsunami Firestorm

Posts: 129
Joined: Fri Mar 19, 2004 3:25 pm
Location: 6AC4DE

Post by bitterbanana »

xbox7887 wrote:Glad to see you finally located those values :D
I never found them. I had to calculate them myself using one of halo's functions. I needed a function to return the distance between the player and the point of impact of the bullet.

Since the camera goes closer to the player when you're near a wall, I figured there had to be a collision function that returned the distance between the player and a colliding object. So I backtraced what editted the position of the camera point and figured out how it was calculated. I found the function that was used:

float player_getCollision(point* position, vector* up, float* depth, float unknown);

So to get the function to detect collision in FRONT of the player, I inverted the forward vector and set the depth to 100 so it would return the distance between the player and whatever was infront of him. Then I just repositioned the forward vector to point to that exact point. A lot of assembly and math involved. That's about it.
DECOY




Socialist Snitch! Articulatist 500

Posts: 1216
Joined: Mon Feb 28, 2005 10:12 am

Post by DECOY »

Nice!

Can I host a copy over at Halopc.net, or would you prefer I directed the DL traffic to your site?

8)
http://www.customcrysis.com Crysis mapping / modding site under development.
dale181





Posts: 119
Joined: Sun Oct 31, 2004 11:04 pm
Location: Scotland

Post by dale181 »

bitterbanana wrote:
xbox7887 wrote:Glad to see you finally located those values :D
I never found them. I had to calculate them myself using one of halo's functions. I needed a function to return the distance between the player and the point of impact of the bullet.

Since the camera goes closer to the player when you're near a wall, I figured there had to be a collision function that returned the distance between the player and a colliding object. So I backtraced what editted the position of the camera point and figured out how it was calculated. I found the function that was used:

float player_getCollision(point* position, vector* up, float* depth, float unknown);

So to get the function to detect collision in FRONT of the player, I inverted the forward vector and set the depth to 100 so it would return the distance between the player and whatever was infront of him. Then I just repositioned the forward vector to point to that exact point. A lot of assembly and math involved. That's about it.
pardon XD
bitterbanana




Tsunami Firestorm

Posts: 129
Joined: Fri Mar 19, 2004 3:25 pm
Location: 6AC4DE

Post by bitterbanana »

dale181 wrote:pardon XD
yeah, aren't you glad you asked? I tried summing it up, but I'd probably have to write a novel to explain a year's worth of thought-processing.

You can host the file, that's fine.
FBH_Eclipse





Posts: 53
Joined: Sun Jul 24, 2005 1:28 am
Location: The Lou
Contact:

Post by FBH_Eclipse »

Very good, i already tryed it in-game a little glichy for some reason when your running around, but besides that i think its better.
Image
User avatar
Ombre




Coroner Socialist Orb

Posts: 2495
Joined: Sat Dec 11, 2004 12:42 am
Location: California - Bay Area

Post by Ombre »

Sweet, i love you're work banana :)
Edit: I just tested it, it works great but, as someone said before the master chief is kinda glitchy while moving, there anyway to fix this?
Image
bitterbanana




Tsunami Firestorm

Posts: 129
Joined: Fri Mar 19, 2004 3:25 pm
Location: 6AC4DE

Post by bitterbanana »

The glitchy movement is caused by Gearbox's addition of frames per second on Vsync. They didn't do a real clean job of it. If you watch other player's you'll notice that they move the same way.

To fix the problem, just set your video settings to 30fps. There's no reason to go above that, 30 fps is what Halo was meant to be played at, so might as well set it for optimal performance.
User avatar
HPDarkness




Socialist

Posts: 1925
Joined: Tue Mar 22, 2005 6:57 pm
Location: Boston
Contact:

Post by HPDarkness »

FINALLY!! i like the third person hack but it never had acurate aiming im gonna download this now. hooray banana!
wasserbrunner




Critic

Posts: 518
Joined: Sun Jul 24, 2005 8:07 pm
Location: united states

Post by wasserbrunner »

woah nelly



a year is a year, a program is a program, but when a year is taken away by a program at bay...u never hear what the program had to say


gj
User avatar
GametagAeonFlux




Bloodhound Acolyte Orb Commentator
Pyre Socialist

Posts: 9320
Joined: Sun Jun 06, 2004 7:27 pm
Location: Lincoln, NE

Post by GametagAeonFlux »

=o

Bitterbanana is teh bak mb?

Nice job.
User avatar
Ombre




Coroner Socialist Orb

Posts: 2495
Joined: Sat Dec 11, 2004 12:42 am
Location: California - Bay Area

Post by Ombre »

GametagAeonFlux wrote:=o

Bitterbanana is teh bak mb?

Nice job.
I think he's done about everything possible with the camera though, so will he move onto other parts of halo? :?
Image
User avatar
GametagAeonFlux




Bloodhound Acolyte Orb Commentator
Pyre Socialist

Posts: 9320
Joined: Sun Jun 06, 2004 7:27 pm
Location: Lincoln, NE

Post by GametagAeonFlux »

Actually...he did say something about Project Yellow...what could that be?
Itszutak





Posts: 188
Joined: Sun Apr 17, 2005 6:14 am
Location: right here

Post by Itszutak »

A new kind of food?
Post Reply