Jump to content
The Dark Mod Forums

Lux

Member
  • Posts

    1573
  • Joined

  • Last visited

  • Days Won

    6

Everything posted by Lux

  1. The Missions link on the TDM main page has all the series correctly numbered/ordered as far as I know. The Thomas Porter series is a good example (and many great missions). You can use that as a guide when using the ingame downloader or you can download them from there and toss them in your "fms" directory as .pak4 files. When you launch the game and click the "New Mission" in-game, it will show the new ones you've placed in the "fms" directory.
  2. I guess I was confusing 2 things. A user setting and a computed value. On the user side they could set it to use the state check or not. On the AI side if it were enabled by the mapper, the AI state machine would set the flag upon deciding on the path the AI takes. When the AI reached the next decision point, the previous/current path would be cleared and the next would get set. So I should think there would only need to be 2 value fields instituted, one for a path id (unless one already exists) and one for the occupied flag. Then some mechanism to clear/alter it at the next decision check. I don't know what dependencies there would be, if any, that would need to be addressed. It would seem from my outside perspective that the system could operate without any dependencies. The only case I can think of that may cause conflicts would be when/if you wanted 2/more AI (for realism) to follow the same path. I suppose the occupied state clear could be set to some arbitrary distance after the initial decision which would give the AI physical space to maneuver, so they wouldn't get in the circle situation. That seems a bit complicated though. If you wanted 2/more AI to do something together you could always use conventional methods.
  3. Beautiful work, Springheel.
  4. Not that I have experience implementing a RIT network but just from what has been described above it seems simple and logical that for a path node branching to many choices should have some mechanism with an extra flag bit that basically says, "_occupied". So when a new AI comes to a decision tree and has to pick, for example, 1 of 4 paths, if 2 of the paths are flagged as "_occupied" then he'll have fewer decisions and won't set himself on a collision course with another AI whether sitting/standing/anim, etc. If there were an "_occupied" flag for a path it could be set to 0,1,2. 0 -not occupied 1 -occupied 2 -ignore the occupied state (could also be the default, or a value of -1 depending on implementation difficulty) Is there currently no state check like this in the path_wait? (reading through the RIT wiki now)
  5. Congrats! I'm going to dig in to this, this weekend. Awesome.
  6. Thanks for linking this. I've never read anything on ghosting so it was helpful. So when a sound happens in an adjoining room (possibly by a rat knocking something over) a guard goes in to a search state, yeah? He goes to investigate. Not because he saw the player, but this isn't allowed under the simplest of "ghost" rules? A first level alert is when the guard comments but doesn't move post. It maybe possible to open the door along the left wall approaching that guard, then back up. Then after he comments, slip through behind him. I haven't tested it but there could likely be room to squeeze through behind him. Otherwise, distraction is the only means to get him to move so you can get through the doorway.
  7. I just tested on Win7 64 by deleting Mandrasola from my FMs folder and then accessing it in the download menu of the game. It sat at 0.0% for 10 or so seconds and I thought... hmm... I'm having the same issue with this mission. Then it kicked off and downloaded complete in the next 10sec. So its working for me at least.
  8. I don't want to get in to a ghost discussion with you because I take the term pretty lightly. For me its, "They didn't see me" coupled with, "I didn't knock any of them out". So in essense, they never knew I was there. Castles have all kinds of odd sounds, wind blowing out torches, etc. so that is a bit strict for even my German upbringing.
  9. Interesting. Spark eroded will create tons of microscopic pits/lans in the surface of the material and applying the TIM would seem tricky because tiny air bubbles could get trapped when placing the HSF. Did you butter the surface of the HSF with a razor prior to attaching it? ..like a flat scrape across the surface to fill any voids? I would think that would alleviate that issue. Still, the temp drop you mention is in line so its interesting it had no effect. Lapping the HSF shouldn't be an issue though you might have to remove some of the spring pins but I've never seen a cooler that would prohibit it with the pins removed. Not trying to be argumentative. 20 quid isn't bad though. That's one of the reason I water cool my cpu. Even when its scorching in here my over clock is still within acceptable bounds.
  10. This is really what the thermal paste is for as I'm sure you're aware. Quite easily you can take that cooler off and take a piece of glass (e.g. old glass table/window/etc.) and place a piece of 400/800/1200 (in that order) grit sand paper (preferrably wet/dry sand paper) on it with some water and lap that HSF to a mirror flat polish. I've done this before. The down side is that after an hour or so of work, its only going to, at most, change things by 1-3 degress.
  11. Yeah, they don't have names that suit their intended use because as someone finding a key, you don't know what it goes to.
  12. Amazing stuff. I was reading that initially it supported 200 simultaneous connections. I should think that was only "initially". Can't find a hard number on it though. So much machine for that. Its amazing the work that has gone in to where we are today.
  13. I didn't have any issues on my playthrough ghosting. I think I got a stealth score of 13. Yes some guards were difficult to pass but which one are you referring to?
  14. I would have liked to post this in the thread that had the upgraded shader that was created for windows where the water is running down the windows. Its likely? that we could use the window running water on roofs to get this effect but it would have to be scaled up. In Thief there is a shader with water sheeting down the roofs. It almost looks "veiny" and a bit like honeycomb in places because of the eddies flowing together from the sheeting action of water down the roofs. There are actually 2 different shaders going on here so I tried to highlight the water streams at the edges of the water sheets and the obvious direction of flow down the roof to make it more clear what the shader is. The water droplet impacts/ripples (circular) are the shader so disregard that effect in these shots. If you look closely you can see the ridges of water running down the roof. It could also be used in sewers where there are run-off concrete/brick slanted angles that water is cascading down. Its a shame there was really only one Thief mission, "Lockdown" with rain in it like this as the effect is really cool. Could one of the shader gurus here create something like this for TDM?
  15. It will indeed. If it weren't for an ultra texture bug in Watch_Dogs, the 780 super clock w/2600k @4.4ghz runs 3x 1920x1200 with ultra everything (amazingly gorgeous game btw). Its a great card. I do hope Gigabyte gets that card straighten out and doesn't tarnish their image with that non-sense. I've run Gigabyte boards my last three systems and it would suck if they went the way of Abit. Poor Abit...
  16. Its likely the "x OC" part of the 290 you owned AH was the faulty part. OC cards are produced with the top binned sku/parts so they're less likely to encounter issues with an OC but they're not immune to it. Its also likely that running the card at stock clocks would have totally alleviated the issues however when you pay for "x OC", you want "x OC" so yeah, you should return it. Its not necessarily an issue with the card or "all cards" of that type though and Bikerdude knows that. He'll probably not have any issues with his unless he is unfortunate enough to also get a lemon but exchanging it for another at his local shop would likely end up in a good card.
  17. Alien: Isolation is a new title coming out in the fall; round abouts October 7, I believe. It is suppose to fully support Oculus. Isn't Oculus suppose to come out this fall as well? Maybe this is a release title? Pure speculation on my part but a good reason to look forward to Oct. 7 for sure. EDIT: Or maybe not.
  18. Nice interview! Thanks for the trans link, Bikerdude.
  19. These barrels added in with the normal barrels like Bikerdude did with PD2 change the whole atmosphere of the rooms/halls/alleys they're in. More old, dilapidated, aged, patina, etc. Really excellent stuff. Rubble and broken stuff add so much to an environment like TDM. Great work here Springheel. Love it!
  20. You can understand the confusion? Also, "opinions" weren't declared. I believe facts were presented or at least that is the way it read and there was no violation of anything.
  21. There is a thread around the forums that has a script that will quicksave to multiple saves and help you in the future should you get this error again. You'll have another save that will work in other words. Or you can just make hard saves periodically (which is what I'm in the habit of doing now) that will give you a few jumping off points through the mission.
  22. Yeah, the sound stuff really really changes things and IMO, for the better. Its great when you alert a guard inside and he says he needs help and then 2 more guards come in to help him and you're like.... WTF OMG [while your butthole is puckering!] (pardon my French). Good times!
  23. Someone else would have to field that question.
×
×
  • Create New...