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  1. Ah, I hate when I write a long post and the forums doesn't take it. So this'll be much shorter... small gears would gunk up easier than big ones. So I don't think small bot disabled by moss and big bots not a problem. Don't remember what moss did in T3 other than the pagan stones, what comparision are you thinking of Springheel? Um... lantern being put out. The lantern glass IS a different material NOW. So it can be illuminated, so that material can have a seperate prop for stims. water, would be hard to extinguish lantern thru glass broadhead, maybe a little noisy, but well placed could break glass, put out lantern. selfshadows, what ever looks best, is mtr file prop so easy to change/test at any time.
  2. Diego

    Looks Awesome!

    wassup everyone! long time since i last checked the forums.. the screen shots available are really cool, i get very euphoric everytime i visit the site! btw, i noticed my account still have access to the rest of the forum. if you guys like, you can take me off, since i'm not a contributor for a long time now. Unfortunately college has taken all of my time, i even moved to a place nearer to the campus (where i don't even have a computer, btw). keep it up guys! if someone need any of those models i've done (all of them unfinished, i must add) just let me know.
  3. I just heard from a veteran of building cpu's that SLI isn't that good. If you were to get the 8800 GTS from Nvidia which is in the 500-600$ range you'd be way better off. Which is what the system I helped build above has. As for Quad-cores which I find very interesting, a real quad core is coming in July. Right now this is what the market has available and it's not worth it that much. http://www.newegg.com/Product/ProductRevie...N82E16819115017 I also found an article via Gamespot forums on Eigth core CPU. That's right 8 freaking cores. People are estimating the cost for the cpu to be like 1500$. http://www.legitreviews.com/article/521/1/ I think with a dual core all the future games should be maxed out with the 8800 GTS and no slowdown. Like creed, bioshock, gears of war pc if it ever is announced officially. Honestly i'm just happy the entrance price of 1500$ is resonable.
  4. This is all very interesting .... too bad it'll probably all be moved to the private forums soon. I studied a bit of Paul Glimcher's lab work on "vision & risk/decisionmaking" in the brain, if you are interested in how the brain's vision system addresses these exact kinds of issues ... in particular I studied eye saccades, which is a kind of search routine. It sounds very familiar to the way Malcolm was explaining it, relative-weighted areas of the vision area getting updated as evidence comes in ... (well, more complicated, as you could imagine ... You could just google Paul Glimcher, vision, and NYU to find his papers if you want more detail on how LIP, the brain area he studies, does it). The one major element it adds to what you were saying is that it isn't just "likelihood" alone, but (likelihood of a hit) * (expected payoff, if it's a hit) ... in effect, relative expected utility of a hit (REU = L*P). You've already thought about likelihood well (shadows before well lit areas, heard sounds+, etc), so I don't need to really discuss it. And you've also got a system where the weights are relative to one another built into the hierarchy of choice based on weight, so I don't really need to talk about that, either. As for payoff, in most cases the expected payoff is probably the same -- a "hit" will be the same thief every time; there he is. It's not like some shadows are more likely to carry more thieves than other shadows so go to those first (the traditional way P works). If the task is just to find that one guy, then that's it. So it might not apply so well. But just so I don't make a completely irrelevant point, another possible way to think about payoff is the same thief in different situations. E.g., there might be situations where the guard has a better chance of catching the thief by surprise or at least off-guard ... that's a higher payoff for the guard. ... So you might tweak the scales a little so that certain evidence that indicates coming from a certain direction might catch the thief off guard (e.g., coming from behind the thief rather than in front of him) will bump up the P factor in the weight just a little more than usual for that direction relative to the other direction (of course, the L factor might still outweigh for the other direction). Or an approach which better cuts off the thief's exit. Or, vice versa, things that lessen the expected payoff for the guard might get bumped down, e.g., if the direction puts the guard in a particularly vulnerable position if he catches the thief, relative to catching him from another position. Or, e.g., distance/work to get to the spot might also tweak the payoff, insofar as it leaves him more vulnerable to fight vs. another approach (need to think about that; if fatigue were a factor it definitely would, but I don't think you'll have that, or some approaches making fighting easier or harder for him, not sure.) The point is that these wouldn't be independent factors affecting the weighting, but a multiplier to the factors you already have (which are most all, in effect, "likelihood" factors), that have the potential to tweak a little in either direction with the right evidence, otherwise it's just set at "1". Although maybe this graduated-approach you have to weighting--bits of evidence tweak the amount this way or that--amounts to the same thing in effect. My examples are just me thinking on the fly, take them with a grain of salt. You need to think the idea through. You might think it might be better to have a hit at all than worry about the relative value of that hit when it happens (well, really this is about a hit from one place relative to the same hit from another place; but from a more/less advantageous position for the guard, coming from the Thief's behind, or cutting off his exit, etc). But anyway, because so much of the literature always has this equation of REU = L*P for rational saccade/search behavior, it's worth spending a little time thinking about how the P (expected payoff) factor might work for you, as well as the L factor that you've been working with ... maybe in a much different way than my examples. Since there's just one hit, maybe it's not all that important as it would be in other situations (e.g., where there are other potential hits at play), but it might come up in other ways like I was trying to think out. It's just worth thinking about, that's all I'm saying, outsider that I am.
  5. (Woe, cool forums better than phpbb2) The mod you guys are making owns all. Its gatta be the best rpg mod for doom 3 its too leet... You guys have to had modified the sdk! What did you use to compile it?
  6. I had to just type in one word and it came up wit the write thread http://www.ttlg.com/forums/showthread.php?...376#post1597376
  7. Great work at any rate, thanks for sharing it. I too looked at that first picture and thought about the gameplay possibilities so it is inspiring. Looks like a cool place to loot. As far as concepts, I'm still trying to pin down ideas on bots, if you have time to paint some up, any ideas would be great. In the models forums I've got a thread about them with the one I've almost finished aloing with other concepts and ideas. Other than that I guess just any insprational architecture/objects would be great.
  8. Ok, I got my Doom3 (it lay under some other wargames but I found it for 10 Euros!;D Original US-Version:P)... And I'm downloading a patch 1.3.1, let's see if it is the right one...;D So I only need this 1.5 GB editor from your FTP? Nothing more? (e.g. the original SDK) Is there an installation note in there (or somewhere at the forums)? I'm already searching around here but at the moment it is a little bit confusing...;D
  9. sorry, what's the EOC forums?
  10. o hehe I've taken a some new ones I will post on the ttlg forums
  11. Yes, we have an FTP server, please read here how to access it: http://forums.thedarkmod.com/index.php?showtopic=609 Do you have some material files for testing? Otherwise I could provide a few to facilitate testing. (Looks good so far, the devil is probably in the detail as usual, but I get the idea.)
  12. Read http://forums.thedarkmod.com/index.php?showt...l=image+hosting and Google "image hosting"
  13. I'm afraid I'm even worse. I had to drop off the forums for three weeks due to finals and vacationing in Sydney. I've yet to do anything since I've gotten back (apart from playing Twilight Princess). Deadlines are my kryptonite.
  14. There's a detailed discussion on it in the public forums.
  15. The short answer, no. There is probably a thread in the public forums on silhouette detection if you want to learn more.
  16. I have mentioned this several times on some pyhton forums, but you are always shot down. "You are a newbie and have to get used to it." "You must be doing something wrong it always works for me." "But it's so great because it forces programmers to write nice looking code." etc. I also don't really like this indentation as a syntax but that's how it is.
  17. There are texture_src and model_src repositories on SVN for these kinds of things... you guys should get into the habit of using them as much as possible. Above is from http://forums.thedarkmod.com/index.php?showtopic=5449
  18. thanks to you and the other person as well. That's how this all started with the old Ionstorm forums and TTLG. We all asked questions, why dammit why. Deus Ex was a masterpiece and IW was not even close. I'm just glad that Deus Ex 3 is close to being made. Just need the green light from Eidos. Maybe I should start a petition. Couple thousand signatures and send it to Eidos. Hmmm
  19. As you can't see the internal developer forums, I thought I'd drop a note here as well: the problem/crash in Linux is due to the dynamic_cast operator not working when used on classes created in the shared libraries like the entity plugin. The cast returns NULL where it is expected to return something useful. This works in Windows, but not in Linux as it seems. OrbWeaver is currently investigating the linker options to find a way around it - if you're feeling adventurous, feel free to play around with the compiler flags as well.
  20. It would be nice if that worked, but it only works on a few computers. I've tried every single fix on the face of this earth, and nothing works. I get the menu fine, and everything, but as soon as I load up a mission, black screen and nothing. I checked the forums all over the intraweb and nothing
  21. A compiling darkrd on Ubuntu would be cool and would it make possible for me to do some little changes (vbos etc) myself. So far I always got a scons related error: scons: Building targets ... scons: *** Directory /home/cc/Projects/darkradiant/trunk/darkradiant/libs/string found where file expected. scons: building terminated because of errors. I searched the forums and the suggested way to fix this is to install an older version of scons. However, this is no option for me since two of my projects rely on the recent (96.92) scons-version.
  22. There's also the problem that md5 models default to nonsolid, and the last time I looked into the issue, no one knew of a way to fix that problem. You can check out the grandfather clock entity for an example. It's an md5 file (for an animated pendulum) but when you put it in a map you can walk and shoot arrows right through it. Here's the original thread about the gfather clock. I checked around on D3W and other forums at the time and no one had a real solution for this.
  23. I posted a thread at ttlg, asking what people liked/disliked about t2 bots: http://www.ttlg.com/forums/showthread.php?...340#post1594340 and got a few comments. the lockpick idea was mentioned, Digi posted a cool T2 concept bot...
  24. My final concept? I'm kindof running dry on ideas. This is a rough concept, so of course things like thicker legs are absolute changes. Anyway, before i start any new bots I'd like to get not only opinions but I would like some help with more concepts. Even just basic pencil scrathes on napkins. I guess I big problem I'm having, and I noticed this in other bot threads is that everyone has their idea of what they want, but it's different from what everyone else wants <IMG style="VERTICAL-ALIGN: middle" alt="" src=" http://forums.thedarkmod.com/style_emoticons/default/wacko.gif" border=0 emoid=""> So what I propse is a brainstorming of everyones ideas again, but to help finalize exactly what we want/need. ------- I suppose it will be : 2 combat bots: One arrow attack (thru the mouth?) One gas attack (thru the tail?) with some kind of gargoyle/animal head (hopefully like above) Legs not wheels. Yes the T2 bots did do stairs. Of course they had limits of ladders/small holes, will the Darkmod Ai climb ladders? I don't know, wheel and leg combo just seems odd. If they did have wheels how can we stop them from using stairs. Don't know what happened there: Anyway, I know T2 ai were stopped by walls, but how would we stop a bot from stairs? I stimmed blockade? Then I need someone up high to just say "this is what we want, shuddup and do it"
  25. Excellent. Welcome aboard drac. Let's take this to the Programming forum so we can discuss tasks to assign you. In the meantime you'll probably want to get set up, and start browsing the private forums... there's a lot to read!
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