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Domarius

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Posts posted by Domarius

  1. Yeah I'm talking about Thievery with player thieves against AI guards.

     

    Thievery against other human guards isn't the same experience, because it's more like guards that are going to fucking kill you, instead of guards loping around getting bored with their job. An awesome experience in its own right, and yes you can blackjack them, you just have to be EVEN BETTER than normal.

     

    But yeah - Thievery with all AI guards is the co-op Thief experience that actually works, just missing the story elements...

  2. LOL - you guys are STILL talking about it like you've actually done it!

     

    Try playing Thievery as a co-op against the guards, it proves the idea is as awesome as it sounds. Like I already said, it's perfect, its just that the Thievery missions are missing any sort of scripted events or story progression.

  3. Blah blah blah... me and my bros have played Thievery against the AI in the very same way we individually play Thief 2, and it's awesome. The only thing it's missing is the scripted events and stories, cause Thievery maps are all just objectives for guards and thieves, no plot progression or anything. That's all it would need to complete the experience.

  4. Well the retreival penalty worked for me fine, I used them quite a bit. Even having 2 at once. The plan is, you know that once you throw it, you're committed to wherever it lands. If you don't throw it right, too bad. If there's nothing up ahead, you can go get it, and work your way forwards like that. Once there's finally danger, you have the option of doing something about the danger, getting it back at a safe moment, or just dealing with it later, or even losing it forever in the very worst case. I can't ever remember not being able to get mine back though.

     

    It's a great "preventative" tool.

  5. It could just be a mechanical eye/camera the thief has attached to a transparent helium balloon though, and he can adjust the length of the string when he wants to look down on things, and it could have a little fan attached for x and z movement. That technology is all available in the Dark Mod universe, so this can all be done from within the game as another tool for the thief, rather than it being an external game mechanic.

     

    Nah, if the rope arrow is impossible, there's no way that would work either :)

     

    TDS fails.

  6. Above all else - 3rd person lets you see around corners with no penalty. You essentially have a floating invisible camera out on a stick behind you, which you can rotate around a corner to see around it without leaning out and exposing yourself.

     

    That's reason enough alone.

  7. I played Oblivion for a bit and I saw how they handled sitting at the table. Very nice I must say. Yeah they do the "sit from the side and twist in" thing that Fidcal mentioned, and they start out by first standing navigating to a point behind the chair before they engage the sit down sequence. The chairs look comfortably close to the tables and they pick things off the table like they're eating finger food. It's exactly how we could do it.

  8. sounds cool, I have that old cd that everyone has I think, from like the early 90's or something, good stuff

    CD? We had the audio cassette! That's how long ago it was. Surfing with the alien, was the title of the album. It has a pic of the Silver Surfer on the front, with a red background.

  9. Because you're awesome like that :)

     

    Okay well this week is out, kind of renovating my room - got my new computer last night, am setting it up in the evening. Next week I should be able to do it. I've put it at the top of my todo list.

     

    So the right handed one will be when nothing is being held in their hands.

     

    I'll do a left handed one too - I'll angle the right hand to hold whatever it is up - if it's a lantern it'll look fine, if it's a sword, it'll be pointing straight up in the sky, which might transition sharply from pointing downward, depending on what the previous anim was. We'll deal with that when we get to it and decide what we need. I'll just do a quick one for now.

  10. I'm in favor of height standards at the moment - it's a necessary part of mapping anyway (having standard room heights so that your stairs are easy to make, etc) and there won't be any extra programming work, and we know the animation will look good, every time. Of course there won't be any dynamic "picking up" but that's not a huge part of the game I think, and probably doesn't justify any extra programming work on it.

     

    But if some coder magically put in IK limbs for anims in this way, in no time flat, I wouldn't complain :) My only concern really is the amount of time it would take to do this and wether it would really be worth it, and how much it would pay off without introducing other problems.

  11. AFAIK, AI need more room than a real person, to navigate around in - I do wonder myself just how far away the chair would have to be.

     

    This could be for later, but one solution could be to have the chairs reasonably close to the table, and rather than the AI try and stand between the table and chair, just navigate to either the left or right of the chair, and then play an animation which takes them into the chair.

  12. Heh, there is something you guys missed - that page linked to a DeviantArt gallery where someone was claiming that pic as their own work - it had a huge amount of comments gushing over it and him, and he'd even written up a fake FAQ saying how he'd created it.

     

    The pic was taken down within the hour I was looking at it, and the message about it on the original pixeloo site has also been removed (crisis over I guess).

    Here's the thief - he's got some sort of lame apology on his profile page there (at the time of writing) - he reckons he's not an arse, because he was just trying to be like all the other famous artists...

    http://xgalagax.deviantart.com/

     

    The funny part was, one of the comments on his stolen pic was "THIEF! THIEF! GUARDS, GET HIM!!" :)

  13. This might be relevent or redundant depending on what;

     

    I remember learning that decals in Doom 3 just use multiplication blending, and no alpha channel - this means that you can just use a texture of bright red blood on a white background, and anything white won't show up, but the red will look very dark depending on the surface. This looks fine for blood, but not much else.

  14. Oh the other thing is - how far away must the table be from the chair, to allow the AI to actually navigate between the chair and the table to sit down? Since they won't pull in the chair like we do in real life, I'll have to animate these animations knowing how far away the table must be.

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