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[Hack] Thirdperson version3: accurate aiming

Posted: Sun Dec 04, 2005 10:38 pm
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.

Posted: Sun Dec 04, 2005 10:50 pm
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

Posted: Mon Dec 05, 2005 2:38 am
by dafin0
very nice. good to c you are still making programs :D

Posted: Mon Dec 05, 2005 8:12 am
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.

Posted: Mon Dec 05, 2005 8:24 am
by xbox7887
Glad to see you finally located those values :D

Posted: Mon Dec 05, 2005 9:07 am
by INSANEdrive
Nice.... 8)

( Can ya say what your were doing wrong before...)

Posted: Mon Dec 05, 2005 9:19 am
by dale181
ok so you fixed the 3p acuraccy now can you fix the zoomed acuraccy that you messed up while doing so XD

Posted: Mon Dec 05, 2005 9:22 am
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.

Posted: Mon Dec 05, 2005 9:37 am
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)

Posted: Mon Dec 05, 2005 9:40 am
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

Posted: Mon Dec 05, 2005 10:33 am
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.

Posted: Mon Dec 05, 2005 11:04 am
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.

Posted: Mon Dec 05, 2005 11:27 am
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?

Posted: Mon Dec 05, 2005 12:23 pm
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.

Posted: Mon Dec 05, 2005 12:51 pm
by HPDarkness
FINALLY!! i like the third person hack but it never had acurate aiming im gonna download this now. hooray banana!

Posted: Mon Dec 05, 2005 2:16 pm
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

Posted: Mon Dec 05, 2005 2:26 pm
by GametagAeonFlux
=o

Bitterbanana is teh bak mb?

Nice job.

Posted: Mon Dec 05, 2005 2:31 pm
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? :?

Posted: Mon Dec 05, 2005 2:35 pm
by GametagAeonFlux
Actually...he did say something about Project Yellow...what could that be?

Posted: Mon Dec 05, 2005 3:26 pm
by Itszutak
A new kind of food?