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Everything posted by Obsttorte

  1. Very nice work. Regarding the climbable banners: there isn't much consistancy in what and what not should be climbable in FM's anyway, so if you want it like that it's fine imho. What may cause issues though is that if you are planning other mission authors to use those models, then it may happen that they don't realize they are climbable, as typically most if not all models aren't climbable by default and a specifically textured brush needs to be added to allow for climbing. As your approach with having them climbable by default goes in a different direction, you may note this in the comment section of the specific entities.
  2. I thnik there is a special class for animated characters that don't act as AI, so they are more or less statically playing htere animation without interacting with the world otherwise. Func_animate could be worth a try.
  3. Indeed. I have him in my steam friends list and we were talking from time to time. In addition, (almost) all team members have TDM associated email addresses, so they are reachable from the outside. Although I am not sure whether those can be found anywhere, and there is the tdm steam group Biker still has access to, so he can be contacted there.
  4. IIRC ai will only use elevators if there is no direct way to reach the destination, for example via stairs. So if every area is reachable via stairs, they won't be using the elevator.
  5. I don't think that those things are comparable. In nature, I have to do certain things to survive, indeed. But those things are concrete. I need food as a source of energy, I need other persons as living in groups grant me protection and so forth. The problem nowadays is that most of the time we worry about something abstract - money. We have to work to get this pieces of metal or paper, or most often just a digital transfer to buy the stuff we need. In return, I can't just go to the next lake and fish for food, as it is forbidden. I can't cut a tree to build myself a home, as it is forbidden. My only choice is to participate in the economical system. It is descriptive that a move called "The pursuit of Happyness" is about someone trying to get a better job, although at the very beginning of the movie he already had a wife and a child. Although I liked the movie (and Will Smith as an actor), I consider it not worthwhile to keep following that track any further. Taking the statistics into account I am very much with Springheel. One year is not nearly enough to draw any meaningful conclusions. And regarding economical effects you also have take the government expenses into account. In germany, every fourth person does not work until they get retired, as they become too sick to do so. More than a fourth of them due to physical diseases, another big part because of problems with their back or similar diseases. Comparing the low-risk and high-risk professions it appears, that working in a well paid job that requires a higher qualification grants a lower risk of becoming too sick to work. So increasing the overall happyness and allowing people with badly paid and unsatisfying jobs to pause from them may lead to a lower amount of people becoming unfit to work which would reduce the government expenses, that in germany as an example consist out of social expenses to a huge degree. In addition it may help balancing the payment people receive for their work. Many jobs are paid badly because there is always a "dumb one" doing it because he or she is just happy having a job. If people don't have to rely on those jobs, they must get paid better to attract people doing them. And getting paid at a reasonable level (not neccessarely high, but also not low) is an important part of the satisfication a job is able to provide, as it tells the employee how valued the job really is. Current payments don't reflect that very well.
  6. I've used Linux in addition to Windows during writing my Diploma Thesis, as some of the program libraries I needed back then only worked under Linux (well, there may have been a way to get it to work under Windows, too, but as I am no programmer using Linux was the easier way). I can't remember the exact distro right now but I haven't had any issues at all, and besides some minor things it was not much of a difference than working under Windows. And as a little bonus TDM ran smoother under Linux back then (TDM 1.07, from 1.08 on it didn't made a difference on whether I've ran it under Windows or Linux). The main reason I am using Windows 7 right now instead of Linux is that I mainly use my computer for gaming, and most games run under Windows only, at least if you don't want to fallback to virtual machines and stuff like that. I guess once the day comes when most games require Windows 8/10 to run I will rethink my decision.
  7. This is something I only know from Latin (as in the image) or from Runes. A short look at wikipedia implies that Old English used Runes, but not an U or V, and Middle English (which is probably more what the above quotes are refering to) seems to have had an U. I am neither a native speaker nor an expert, though. But I could imagine that someone who is actually familiar with older forms of English may consider it odd if something like this is done although it wasn't typical. In additionit would make those quotes even more harder to understand for non-english players as they already are. I mean, they sound nice, but it is really hard to get what they mean.
  8. We hope so, too. Glad we could help.
  9. My assumption would be that you've build a lot of things out of brushes and patches including small details without converting them into func_static or exporting especially critical ones as models using the latter instead. This can lead to a very high amount of intersections splitting up those brushes and patches that does indeed has the potential to grow exponential. As all of this needs to be stored temporary you probably hit a certain limit within the source code the dmap algorithm doesn't want you to exceed. So my advice would be that you go through your map and start converting detailed geometry into func_static and see what happens if you try to dmap after that.
  10. This is more or less how it works here in germany, with the only difference that the tax rate is applied to the whole income (minus things were no taxes get applied one, like health care payments). But basically you need to earn a certain amount of money per year to have to pay taxes (8400 € or so, not sure) and the tax rate increases with income, but in a way so that earning more money always means that more mones is kept, even with the higher tax rate, similar to your example. We call this progressive taxation, and I think it is a rather fair concept. Another approach that came to my mind is as follows. If you have a basic income, you ensure that nobody has to work in order to survive. So the amount of money they earn in addition serves the purpose of increasing the live standard as mentioned above but is not crucial. This way people could be sharing jobs. I mean, the main intent for this discussion was the idea that in the near future the employment rates may sink due to advanced technologies (although I am pretty sure people have thought so in the past either, think industrial revolution). Nevertheless, if a smaller percentage of employees is needed in a certain area, you could instead still employ all people educated in that area but at a lower work time or less days per year. As said, with the ubi you don't neccessarely have to work 40-50 hours per week to ensure some minimum standards. Distribution of employees among companies could be made by a governmental directorate, based on anonymous evaluation of those companies by their current employees. The better the rating, the better the employees are that they get (better in terms of their marks). This way companies have to be good employers in order to get the best educated employees instead of just having the most money available to pay them. Obviously this is only a concept and something like this can not be established within a short amount of time. However, I consider the question in what direction we want our society to develope to as far more important as the question on whether any concept is compatible with our current economical system. So they basically do what every other animal on this world does. And as you said, most people, not all. Although I am not sure whether this is really true or may only be how your friend experienced it from his or her personal point of view. We have been tought to evaluate a human life by the amount of work that human can perform. I am not sure whether this is something we should be eager to keep. After I made my university degree I was unemployed for a year before finally getting a job. I've spend a fair amount of the time with TDM and how many of the underlying systems work. For an outsider, however, it probably would have appeared as I would have been playing a game, more or less wasting my time and beeing lazy. I don't know whether my perspective is right or the one of the imaginated outsider, or whether it is something in between. But I am also not sure whether it is up to others to tell me on how to live my life and whether they have the right to judge upon its worth. Because in the end, it is my life.
  11. You can raise this argument against a high educational standard, too. If most of the people are highly educated, who will empty our bins? So in return it would just be legit to argument that a certain percentage of the society should be kept "dumb" to ensure we have enough of them doing the unpleasant jobs. Or you could think about a way to make those unpleasent jobs more attractive by providing a reasonable compensation (not neccessarely money). To me, the idea of having a basic income is aiming at two points: Ensuring that each person has a guarenteed minimum life standard, independent from income. The latter only serves the purpose of raising that standard. This would highly reduce the amount of pressure and fears that encompany especially the part of the society that belongs to the lower casts. Providing a fundament that would allow to finally uncouple work from living standard. Your living standard and happyness you can achieve shouldn't be only bound to your job, as the latter only includes what you get paid for, not what you actually contribute to the society.Money is a fictive good after all, it doesn't need to be produced. It has the value everyone believes it to have.
  12. @Biene: There is a 'use entity origin as export origin' setting in the objects exporter which you should activate. This only works if you only have one entity selected for exporting, but provides the highest control over where the origin will end up. In regards to the performance boost note that each brushs and patchs surface contained in one func_static will split up each other which does not happen when exported as a model. This can lead to high tris counts on detail func_static and therefore impact performance. Turning things into func_static only avoids them to split up and be split up by other nearby geometry. The noflood spawnarg works on all sort of entities. It possibly won't work on ai, but definetely does work for func_static. I would second that. I'm no modeler but imho the uv maps don't rely on origin placement, but is stored on a per vertex base.
  13. That would then increase aas creation time, which is an additional step after dmapping. Mappers would clearly see whether the additional time is taken by the dmap or aas creation step. In addition, one can dmap with the noaas command (dmap noaas mapname) to see whether it makes a difference. I also doubt that aas creation raises exponentially with the amount of aas areas to be created, but you are right that it is probably non-linear (very few algorithm are). I guess hte general advice to keep dmapping times low is to avoid detailed stuff to stay worldspawn. Convert it to func_static and avoid brushes and patches with lots of vertices to intersect with each other if they are worldspawn or belong to the same func_static. Exporting detailed stuff as models and use those instead should also help. Monsterclipping should be done a bit generously, as it is better to have few big areas instead of lots of tiny ones. This should also help in avoiding strange pathfinding behaviour, like ai swirling around.
  14. Did you create small details out of tiny brushes or patches. Lots of intersections can increase dmapping time and even cause crashes. Back in the day when I was working on my first mission I created a girder out of brushes (didn't knew about alpha-testing at that time). A simple 32x32 doom units sized girder caused the dmapping time to increase from around 10 seconds to more then five minutes.
  15. Yeah, flickering gui indicators. Gimme, gimme, gimme
  16. The problem here is that the gui doesn't support any way to merge two strings together. So if you want to combine two strings, like dmw is, you can only go the way of using two window definition, each containing and displaying one of the strings, at least for guis like the mission loading gui. Once you are in game, you can use a script to combine several strings together.
  17. The problem I was refering to isn't neccessary the way they sold the game, although I am no fan of that either. I've bought it as a boundle after all missions were released. The problem I have with this Hitman is that it's simple not a good game. And you stating that "it's not bad" does sound like you've played better games, either.
  18. This is imho more a point of bad level design then an issue with the core mechanics. And yeah, my first mission released has such areas, too. Each and every mechanic can be exploited if misused, especially if a mapper is not paying attention to those things and that fact. The purpose of any game mechanic should be to create an entertaining and preferable challenging experience. Boundling that up in a way that is immersive is the job of the mission author. Note that we are talking about a game here, not a simulator. And note that immersion is not the same as realism. The game should present itself in a way that the player believes it could be true, not in a way that equals to the true world. Flaws in mission design like quoted above obviously break that illusion, so they should be avoided. But as we are no professionals they will occour every now and then.
  19. By the might of the Holy Builder, nooooooooooooooooo.
  20. I would expect the rope arrow to get ripped out of the banner once I attempt to climb it, but I am maybe a bit heavier then you are
  21. Upper right corner, the field with the string search in it that's mission related issue, not a problem with the core game concept so you answered it on your own and if the mission authors are interpreting this in different manners, what is very likely, you'll get unpredictable and ununiform gameplay across the game, perfect. Not to mention that as per your suggestion mappers would have to define those spots where this behaviour should be applied. Sounds tiresome. whether it is neccessary in the current configuration is discussable either (hence it is toggleable), but despite that it doesn't sound like you are making this propose to reduce the hud this is wrong. You visibility in real life, as this is what you are seem to be referring to, doesn't only get affected by the brightness of the area behind you. Normally the major impact comes from the lights that is hitting you, independent of its origin, may it be behind or in front of you. This is what the current implementation is based on, as it is in almost all other stealth games, and it seems to work out pretty well. Besides the fact that sarcasm really won't help you motivating any of the team members to apply any of your suggestions, you didn't get the point. Noone says that simulations can't be entertaining, I for one love playing them. The point is that TDM isn't a simulation. Of course you can go on and create a thiefing simulation that aims to reproduce reality, but that has never been the goal of TDM. Something like this can easely be applied by mappers by placing additional light sources in that area that only interact with the players lightgem. The player can't see it, but it lights him up. I don't see how this is closer to what you were thinking, though, as you are talking of silhuettes and background brightness, so visibility that depends on from which direction the player is looked at, which won't apply here in any way.
  22. Rope arrows deal a small amount of damage, water arrows don't iirc. Adding features like this to already existing arrow types in the core mod is a terrible, terrible idea. It will affect all existing missions. As said you can add all kind of crazy stuff to your own fm, but things that are intented for the core mod really needs to be an enrichment for the gameplay, and I can't see how this is the case here. If you want a cheap arrow that is able to take out guards at the distance but requires you to shoot at the ai's head, use the broadhead arrow. That is what it is for.
  23. The only surface rope arrows stick to is wood, as otherwise the player could shoot them into a carpet hanging at the wall for example and climb up there, which is neither what most players would expect nor very believeable. Of course there would be the more elegant solution of having the rope arrow stick into the same materials as the broadhead does, but only deploy the rope on hitting wood. This would require changes to the scriptobject used by the rope arrow. I guess it was done that way asit was the more straight foward implementation.
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