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"Conversations" demo map


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#1 Shadowhide

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Posted 16 October 2011 - 06:40 AM

http://www.gamefront...893449/Conv.zip
http://www.wupload.c...988842/Conv.zip
demo map that features 3 types of conversations and conversation system posibilites
1-monolog
2-dialog
3-interactions with player
Posted Image
(thats a demo map,thats why those guys will be talk random stuff,so dont mind it)

Edited by Shadowhide, 15 February 2012 - 10:16 AM.

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#2 ithel

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Posted 16 October 2011 - 11:41 AM

This is very helpful, Shadowhide. Thank you for taking the time to put it together.

#3 lost_soul

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Posted 16 October 2011 - 01:01 PM

Interaction with the player would be neat. They never really did this in Thief. All the AI would do is start talking to you when you approached them, but I don't remember actually initiating a conversation with any of them myself. This would open up a new world of possibilities for story telling. Maybe we will end up trading equipment with an AI in a bar in real-time some day similar to Deus Ex.

Edited by lost_soul, 16 October 2011 - 01:03 PM.

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#4 Shadowhide

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Posted 16 October 2011 - 02:20 PM

Interaction with the player would be neat. They never really did this in Thief. All the AI would do is start talking to you when you approached them, but I don't remember actually initiating a conversation with any of them myself. This would open up a new world of possibilities for story telling. Maybe we will end up trading equipment with an AI in a bar in real-time some day similar to Deus Ex.

T1 FM "Calendra Cistern" have in-game shop in it.Also "Events in Highrock" have a lot interactions with AI

T2 FM like "Horns of Canzo" have even more advanced in-game.You can choose whatever you want,you can back and when you gain more money and buy some advanced equipment ect.

Winter Harvest had a moment when player gives book to a prisoner,that is another type of interaction

Next step would be phrase choosing (like in rpg games).It could done like interactive monitors in doom3 - via GUI system.But I dont know how to do it


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#5 PranQster

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Posted 16 October 2011 - 03:23 PM

Cool, I'm going to check out the map later to see how it's all done. Thanks Shadowhide. Demos like this can help new mappers quite a lot.

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#6 PranQster

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Posted 17 October 2011 - 12:14 AM

Ok, I loaded the map in TDM. I had to convert all files to lower case letters first... that 'C' made it impossible to load. Please keep that in mind since there are so many Linux users among us.
I saw the conversations in TDM and then loaded the map in DR. Man that is easy to set up. I checked out the entity controlling the conversations and the script (very simple one in this case), and I understood it rather well after about 1 minute of examining the entity.
Thank you again. This is very helpful to new mappers who have not yet ventured to the tutorials for conversations (assuming they would be more difficult to do).

Also, that text entity is pretty awesome. I thought you had added the text to the screenshot until I saw it in-game. Now I know we can do stuff like bind the AI's names above their head, ala WoW and other RPG games. ROFL, that would be annoying but funny.
shot00103.jpg

Edited by PranQster, 17 October 2011 - 12:32 AM.

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#7 Bikerdude

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Posted 17 October 2011 - 06:23 AM

Not bad SH, will have a look at this in DR to how/what u did etc..

and no, I havent looked at firefly prefab yet, I will try to do that this evening.

#8 Shadowhide

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Posted 18 October 2011 - 09:28 AM

glad it helps
PS
does somebody wants some other scripted prefabs/test maps ?
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#9 nbohr1more

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Posted 18 October 2011 - 03:55 PM

Great stuff ShadowHide.

If you have any more ideas, please hand them out. I am sure that the mappers will be happy to have them. :)
Please visit TDM's IndieDB site and help promote the mod:

http://www.indiedb.c...ds/the-dark-mod

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#10 SiyahParsomen

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Posted 31 October 2011 - 03:58 PM

very helpful. With the help of the community maps are getting better and better. Thanks!

#11 Shadowhide

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Posted 25 December 2011 - 10:33 AM

hey guys,i have an idea how to make phrase choosing in conversation ! the way i want to make it doesn't require coding.
if everything be working correct,ill share it
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#12 Shadowhide

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Posted 26 December 2011 - 09:30 AM

seems like nobody is interested,so i just let that idea slip...

Edited by Shadowhide, 26 December 2011 - 09:30 AM.

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#13 Xarg

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Posted 26 December 2011 - 09:38 AM

Do you mean a multi choice conversation system like an RPG?

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#14 Shadowhide

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Posted 26 December 2011 - 09:45 AM

yeah,but little simplier
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#15 Xarg

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Posted 26 December 2011 - 10:12 AM

Any chance you can make an example and take screenshots of it?

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#16 Shadowhide

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Posted 26 December 2011 - 10:14 AM

at least on is intrested,cool
its just idea,im working on it right now
if it be working correct,i'll upload it
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#17 Xarg

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Posted 26 December 2011 - 10:19 AM

Awesome, depending on how it works it might open up some real possibilities for a longer mission or campaign

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#18 Mortem Desino

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Posted 26 December 2011 - 05:55 PM

I saw an interesting conversation prototype in the [dead] doom 3 mod Wrathchild. Completely done in interactive GUIs. A bit clunky and unconvincing. Too bad we stripped out the mouse cursor interactive GUI years ago.

YT vid (@ 4:10)
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#19 PranQster

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Posted 26 December 2011 - 07:12 PM

Actually I am interested too. I just didn't read the new posts until now. I may want such a system in my new map.

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#20 Shadowhide

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Posted 27 December 2011 - 09:29 AM

I saw an interesting conversation prototype in the [dead] doom 3 mod Wrathchild. Completely done in interactive GUIs. A bit clunky and unconvincing. Too bad we stripped out the mouse cursor interactive GUI years ago.

my idea little same,but it maybe GUI dont be even needed
little question : why $entityname.activate($player1) does not working on atdm:teleport entity ?

Edited by Shadowhide, 27 December 2011 - 09:30 AM.

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#21 SiyahParsomen

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Posted 27 December 2011 - 04:01 PM

hey guys,i have an idea how to make phrase choosing in conversation ! the way i want to make it doesn't require coding.
if everything be working correct,ill share it

I'm interested in too.

#22 Mortem Desino

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Posted 27 December 2011 - 04:35 PM

atdm:teleport generally hasn't worked properly in Doom 3. The way most people teleport in script is with
$entity.setOrigin('X Y Z');
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#23 ungoliant

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Posted 27 December 2011 - 06:52 PM

I have a feeling i know where this is going. "teleporting" in debug text as conversation? Maybe not a bad idea, it always faces the player. I wonder if a similar principle couldn't work as general subtitling, or maybe that would be a little silly, as it would give away enemy AI positions far too easily.

Edit: also, teleporting wouldn't help. debug text is always visible (unless theres a way to turn it on and off?) as seen here in the eax demo:

Edited by ungoliant, 27 December 2011 - 06:55 PM.


#24 demagogue

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Posted 27 December 2011 - 07:13 PM

I think it would be fine to just have a small GUI window at the bottom and you can mousewheel, tab, or arrowkey through options and left-click or hit enter or space or 'action-key' to say it, or just escape out of it, and it temporarily disables other functions of those keys while the window is up. I think that'd require some coding support, but that's about how I envision it should work.
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#25 Shadowhide

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Posted 28 December 2011 - 09:53 AM

there is 2 ways : find way to turn off and on "text" entity or use gui surface which i need to setup "project" ....
by the way,all i doing is dirty tricks,best way would be involve some coder for this
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