Jump to content
The Dark Mod Forums

Sotha

Development Role
  • Posts

    5688
  • Joined

  • Days Won

    134

Everything posted by Sotha

  1. This is very interesting! So... Do we have have text to speech synthesis for existing TDM characters available already? It would make sense if someone proficient sets that up and makes that available for mappers. If yes, I will add custom conversation to my WIP mission for sure.
  2. Today I started writing readables for my WIP mission.

    I wrote my usual text and then crammed it into AI and boom, high quality stuff comes out.

    I used to say that clipper is the mappers best friend, but now it seems it is more like "AI is the mappers best friend."

    1. Sotha

      Sotha

      AI revision:

      Today, I began writing readable content for my work-in-progress mission.

      I drafted my usual text and then fed it into an AI tool, and voilà—high-quality material emerged!

      I used to say that Clipper is the mapper's best friend, but now it seems that AI has taken that title.

    2. datiswous

      datiswous

      There is a topic about this:

      and this:

      And I use ai to generate subtitles from voice files.

       

  3. About ambient_world colors: 1) The default ambient_world color is rather bright and influences the light gem, so that you get a little bonus for crouching. 2) people have different monitors and different settings. 3) too high ambient_world makes everything look a bit washed out, but too low makes it hard to see what's happening. 4) slight tone change in ambient_world color gives the more scene interesting, but can also make it unnatural looking. The default neutral ambient_world is a bit boring. It is difficult art to adjust the color to get the most out of it. Are there nowadays some consensus about ambient_world color? What are good practices? Any tried and true settings? Any other advice?
  4. Interesting question! How exactly is the AI hearing too strong for you? Reason for my question: in my experience, AI hearing level in unmodified TDM is pretty OK, but if your sound is leaking through walls, then the AI can be alerted strangely long distances. Two examples: 1) You only fly thrice had sound leaking through windows. AI shouting inside the bowels of the ship could alert everyone in the ship, because audio leaked through the windows to the outside of the ship and back inside the ship. 2) Back in the days I made Glenham Tower, I noticed that if worldspawn walls are too thin, sound passes through them. They isolating worlds pawn walls must be 8 units minimum to seal properly. Could your AI aquity be due to sound leaking in geometry?
  5. I checked Kingsal's map and found it was controlled by the spawnargs Dragofer was talking about. Very simple to adjust.
  6. Now works! It looks so much better and realistic when the door has acceleration. Thanks!
  7. Hazard Pay has it. Ach, it was with underscores.
  8. Nope, these are not spawnargs for door entities. They seem to be scripting functions.
  9. In one of newer missions, I've noticed that doors have smoother movement. I think it could be described as door having slower movement first, then moving at faster speed and slowing down before reaching end of the movement. How does one do that? There was no info in the door wiki page. There, it says speed is only controlled by move_time and my doors seem to move at constant rate, which doesn't look as natural as the opening I've seen on other missions with the smoother opening. Or did I just imagine it all?
  10. Brilliant! This works just like advertised and was exactly what I was looking for. I did not consider that the AI can have two targets. If I set the AI to have two, then it works perfectly. This is going to be great: a barracks with AIs ready to go and a flee_point there and now there is backup available for alerted AIs. Thank you!
  11. I see, thanks! I suppose that means that the inactive AI needs to be doing something else occasionally. AI -> path selection node, which diverges into two separate pathways, the other is alert and other non-alert. Alert path -> go to patrol routes -> path selection node Non-alert path -> go to sleep -> wake up and do something small like warm up hands -> path selection node. What I mean here is that the path selection node must be revisited after every cycle to recheck which pathway the AI is going to take next. Does that assumption of behavior look about correct? Would there be a way to do it so that the AI is just sleeping, and goes directly back to sleep after minor alerts, but proceeds directly to alert path if alerted enough?
  12. I was wondering if there is nowadays some good and bug-free way of making a bunch of inactive guards that get activated by alert? Desired behavior: Barracks room, guards are either sleeping in a bed or sitting in a chair doing nothing. If they get alerted (player alerts them to the level where they pull out the swords, or such an alerted AI passes by them), they get up and go on designated patrol routes and do not sit or sleep anymore. If the alert is not enough to pull sword out, they go back to sleeping or sitting after they recover from the alert. It had been so long that I've forgotten, also the old ways I recall could have been replaced by smarter way of doing it.
  13. Good idea! If you set the dampening to same level as closed doors, it will probably do the trick!
  14. I played this tonight in the thief mode. Anyways, I will refrain from giving score for this mission, until the sound leakages are fixed. With those rough edges honed out, this would be an AMAZING mission.
  15. This was a lot of fun! Not easy though. There were very bright lights and high tension areas. All in all, nice 30 min sneaking mission with lots of good stuff and few rough edges here and there. Well done and thank you! I gave: 3/5 for gameplay (minus one star for AI getting stuck in narrow geometry) 4/5 for story (creative and novel story elements!) 4/5 for aesthetics (it was functional, but performance hungry, but plus one for the gorgeous skybox!)
  16. Played this tonight. Great little mission and ingenious plot. Everyone has been in that situation, I guess. Excellent mission and a lot of fun sneaking.
  17. This was a great mission! It had everything I like: Execution was brilliant, the mission flowed well for me and I had a lot of fun. Excellent job and thank you for this gem!
  18. This was a cool mission! High quality work all round: story, dialogue, visuals, geometry, atmosphere, patrols. My only gripe would be these items: So, while the mission was awesome for me in the beginning, I started to grow frustrated because I didn't understand where to go, and had to resort to take peeks from youtube playthrough video to know where to go. That is not good gameplay at all in my books, so therefore I gave only 3 stars. With a map and better description what to do, it would have been solid six-out-of-five, just like everything else in this mission was. Thanks for the mission, overall it deserves its place in the TDM hall of legends!
  19. This mission was awesome! Almost perfect in every category: Cool plot and scripted events, great visuals, nice atmosphere, amazing lighting, superb briefing and talking execution, smart and varied map geometry, provided tools. I am running out of superlatives here: yet another masterpiece! Plus....
  20. This mission was great fun. Very difficult with all the bright lights. I think I alerted everybody but managed to crawl through the mission anyways. One of the guards The geometry was good, I liked the pacing, mission size was perfect for me and the experience was tense, but fun. Good work!
  21. I played this tonight. This was something special for me: I'm a big Lovecraft fan, actually. Well done and thanks for making this mission! It was fun experience!
  22. This was a lot of fun! Also, great break of the expectations right from the menu and the starting animations. I think I Nice mission, good work, pretty visuals, excellent atmosphere!
  23. Yes, what you said. Also, for me, I have good sneaking stamina for approximately 1 h. After that I run out of energy and get sloppy, and I start making mistakes. Therefore this kind of max 1 h sneaking mission is perfect for me.
  24. Lovely small mission with suprisingly large areas outside the main location. I had really some difficulties finding the Seems like I am totally out of shape in looking all the nooks and crannies nowadays. Thank you for making this mission, I had a lot of fun playing it. I personally like these small gems more than the larger ones.
  25. Thanks! I edited the original post to contain some design notes for those interested.
×
×
  • Create New...