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So, what are you working on right now?


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#7176 Fieldmedic

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Posted 21 October 2016 - 09:47 PM

attachicon.gifFB_IMG_1476526709708.jpg

Starting to look like somewhere that can be traversed. At least from this angle hahahaha

 

Reminds me of the Arcane Sanctuary from Diablo 2 :) Needs more impossible geometry though... ;)


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#7177 MirceaKitsune

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Posted 22 October 2016 - 06:19 AM

Just for fun: Here's a screenshot of an earlier test on my map, before I noticed a little problem in one of my AI definitions. If you don't notice what's wrong at first, look closely :P I laughed out loud when I first noticed this.

 

mlr15ki.jpg



#7178 Sotha

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Posted 22 October 2016 - 08:17 AM

Bridgeport Citywatch Armoury Upgraded!

 

Recent deal with the Inventor's Guild has brought new arsenal to our ever vigilant law enforcers! The IG Mark III Perforator is expected to bring terror to the hearts of the the thieves, rabble and other would-be-criminals. Loud, deadly and accurate, the new weapon is not expected to fully replace the old, slower longbow guards, as the Perforator still has some design issues, not to mention the high manufacturing and licesing costs. Still, the mere sight of this experimental yet deadly device should be a good deterrent for criminal activity. Bridgeport has never been safer!

 

tTORiuG.jpg

 

I've always wanted to do a gun for an AI and now I had some time for a miniproject. The gun was modeled quickly with DR and I was interested more in functionality than aesthetics. If you think, the gun is ugly, please feel free to make me a better one. It should be around the same size. The origin should be in the middle of the wooden handle, and the gun muzzle should point towards the x-axis. That way I do not need to readjust the hand/holster rotations, which is boring work.. I fooled around with the AI defs and managed to get the correct animations in order.

 

The AI will have the gun in holster, pick it up and shoot the player with it.

 

On todo list:

*Make AI always use the gun. Now if the player gets too close, the AI gets flustered and will not fire. It is probably a spawnarg job, but I do not know which one. Any ideas?

*The gun shoots broadhead arrows. I need to make a new projectile for it. I was thinking of making the gun very deadly, maybe 70-90% damage to player's health. The projectile should be very fast.

*Needs BANG! sounds.

*Make a proper shooting animation. Now the AI uses use_righthand animation for shooting. Also, the gun could be single use: the AI shoots it once, then drops it and picks up a dagger. I'm not sure yet.

 

This would open the door for easy implementation of various other kind of single hand missile weapons: small hand crossbows, heavy hand cannons, blowguns, etc.


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#7179 Destined

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Posted 22 October 2016 - 08:41 AM

I am not a big fan of pistols in our setting, but the one-time use might be a good compromise. Anyway, the transfer to other one handed weapons could be really useful.

 

Regarding the AI getting flustered, it might be that it wants to switch to its melee weapon, as soon as the palyer gets into melee range (40 units). Apart from that, I also didi not see any spawnarg, that might be related to that on my first looking through it.



#7180 Sotha

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Posted 22 October 2016 - 08:49 AM

Citywatch raid with the new equipment:

 

Looks like our AI are headshot specialists.

 

Any idea how I can change the rate how long they have to cool down before attacking again?


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#7181 ERH+

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Posted 22 October 2016 - 08:51 AM

This looks dreadful, despise being multibarrel.

 

steampunk_pistol_by_vrin_thomas-d4rfrda.


S2wtMNl.gif


#7182 Obsttorte

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Posted 22 October 2016 - 11:35 AM

The range at which the ai switches between melee and ranged is set in one of the spawnargs. The firing rate of the weapon should be set somehow on the weapon.

 

Good job btw. I have dreamed for this for a while now. Regarding animations, a recoil would be nice. For the bullets you need to create your own entity with an own model.

 

A good addition would be smoke when shooting. A particle is suitable for that.


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#7183 Anderson

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Posted 22 October 2016 - 12:10 PM

 

If you think, the gun is ugly, please feel free to make me a better one. It should be around the same size. 

The size is a little over the top. Maybe I'm wrong but it looks unproportional to the body. At least if you look at it from the sides. Maybe texturing will fix that and make a better ilusion.


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#7184 MirceaKitsune

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Posted 22 October 2016 - 12:18 PM

Yeah, that gun looks pretty simplistic. Other than that however, it seems like an interesting idea :)



#7185 demagogue

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Posted 22 October 2016 - 07:33 PM

Awesome work!

Is this done completely with scripts & associated files, no source code changes? That'd make it easy for mappers to drop into a map.
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#7186 Sotha

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Posted 22 October 2016 - 08:26 PM

Awesome work!

Is this done completely with scripts & associated files, no source code changes? That'd make it easy for mappers to drop into a map.

 

Thanks!

 

Yes, it will be a simple package of files that add a "atdm:citywatch_gunner" people can just add into their mission. (Or simply add an atdm_X_archer and def_attach the gun to them instead of the bow). The package should contain gun model, def files and animation files.

 

No source changes are necessary. People could even replace the gun with their own custom weapon model. Let's see.


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#7187 Bikerdude

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Posted 23 October 2016 - 05:19 AM

Citywatch raid with the new equipment:

Why are you still using bandicam, you'd be far better of using OBS...



#7188 Sotha

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Posted 23 October 2016 - 07:40 AM

Why are you still using bandicam, you'd be far better of using OBS...

I actually have OBS installed but I've not configured it. It was faster to do it with a known workflow using old software than use time to learn the new one.

 

Yep, I must be getting old: it is really easy to get stuck in doing just the way I've always done them. :blush:


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#7189 Goldwell

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Posted 23 October 2016 - 03:22 PM

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A couple of screenshots from my upcoming city mission

 

 

Lhuv6Ih.png

 

3tNYdvA.jpg


Edited by Goldwell, 23 October 2016 - 03:52 PM.

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The Accountant
Part 1: Thieves and Heirs | Part 2: New In town

 

Shadows of Northdale Campaign

ACT I | ACT II
 
Stand Alone Missions
Lord Edgar's Bathhouse | Spring Cleaning


#7190 Bikerdude

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Posted 23 October 2016 - 04:43 PM

Very nice, very T1/2 look to each location. I like the cramped feel :-)



#7191 Cambridge Spy

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Posted 24 October 2016 - 12:56 AM

Is this the next Accountant mission?


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#7192 Goldwell

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Posted 24 October 2016 - 01:28 AM

Is this the next Accountant mission?

 

No, it's from the Lord Edgar sequel :)


The Accountant
Part 1: Thieves and Heirs | Part 2: New In town

 

Shadows of Northdale Campaign

ACT I | ACT II
 
Stand Alone Missions
Lord Edgar's Bathhouse | Spring Cleaning


#7193 Amadeus

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Posted 24 October 2016 - 09:14 AM

While I'm excited for the third installment of The Accountant, I'm looking forward to returning to this world. Keep up the good work!
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#7194 MirceaKitsune

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Posted 24 October 2016 - 08:31 PM

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I love making good use of the idTech 4 volume shadows :)

 

Sd0F5zF.jpg

UiZ9xHh.jpg


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#7195 refl3ks

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Posted 25 October 2016 - 10:55 PM

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I'm back with more pictures, hope you guys enjoy them.

 

the rest of the screenshots: http://imgur.com/a/u6L7i

 

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ejLJmca.png

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VmdraVH.png

 

deRhsaL.png

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FGtGUNR.png


Edited by refl3ks, 25 October 2016 - 11:01 PM.

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#7196 Goldwell

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Posted 25 October 2016 - 11:05 PM

Those shots are looking fantastic refl3ks! The lighting on those valuables in the 5th picture is my favorite.

 

Really looking forward to your FM :)


Edited by Goldwell, 25 October 2016 - 11:06 PM.

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The Accountant
Part 1: Thieves and Heirs | Part 2: New In town

 

Shadows of Northdale Campaign

ACT I | ACT II
 
Stand Alone Missions
Lord Edgar's Bathhouse | Spring Cleaning


#7197 refl3ks

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Posted 25 October 2016 - 11:12 PM

Those shots are looking fantastic refl3ks! The lighting on those valuables in the 5th picture is my favorite.

 

Really looking forward to your FM :)

 

Thank you! I'm learning as I go. This is my first map using Dark Radiant, so this project is giving me invaluable experience. The museum was something I finished recently, it is one of the many areas that I'm adding to the map along with many other deviating optional areas/objectives.


Edited by refl3ks, 25 October 2016 - 11:13 PM.

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#7198 NeonsStyle

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Posted 26 October 2016 - 01:28 AM

What's your problem with the story Sonosuke?


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#7199 Obsttorte

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Posted 26 October 2016 - 02:12 AM

Very nice shots, indeed. The contrast seems a bit high, but that may onle be on the screenshots. Looking forward to the release :)


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FM's: Builder Roads, Old Habits, Old Habits Rebuild
WIP's: Several. Although after playing Thief 4 I really wanna make a city mission.
Mapping and Scripting: Apples and Peaches
Sculptris Models and Tutorials: Obsttortes Models
My wiki articles: Obstipedia
Let's Map TDM YouTube playlist: ObstlerTube
Texture Blending in DR: DR ASE Blend Exporter

End of shameless self promotion.

#7200 Melan

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Posted 26 October 2016 - 03:00 AM

Nice shots, refl3ks! :)


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Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved



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