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Mortem Desino

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Posts posted by Mortem Desino

  1. ^_^ ... where's your Halloween Contest Winner label anyway Mortem :laugh:

    I don't wannit. It's not as prestegious as my current label, anyways ;) .

     

     

    Ahh, contest polls. This is so much easier to plan in other communities--where the devs are mysterious cloaked puppetmasters with booming voices declaring "Tremble, peons! There shall be a contest! And this is what it shall entail!"

  2. One issue though; if the player has a light attached to him, even a very faint one, won't that keep his lightgem from ever being completely black?

    Yes. I don't think there's any way to remove a light from the LG snapshot via spawnargs. The only way would be to permanently lower the LG level a few clicks with the worldspawn spawnarg "lightgem_adjust"

     

    A possible way to implement pools of ultra-dark shadows is to use a "blend blend" light. You can find some prototype light textures to use in "lights/shadows".

     

    post-2515-0-61712000-1339180184_thumb.jpg

  3. I worked on something like this for NHAT 2/3. I documented it best I could in the map script file, so I'll post a snippit here.

     

    void crime_watch_entity(string name)
    {
    
    
    /****************************************************************************
    *																		  
    *	This is the AI relations script for NHAT 2/3: A Night Out on the Town.  
    *																		  
    * General guards, like the citywatch, all are all set to team 2: citywatch.  
    * a atdm:team_relations entity changes their regular relation to the player  
    * to neutral ("rel 2,0" "0").											  
    *																		  
    * They are still neutral to builders and other commoners etc (team 5)	  
    * seen on the streets. The only significant difference between them and the									  
    * commoners is that they are allied to builders (assaulting a builder will  
    * get you busted) and it is not against objectives to kill these guys.	  
    *																		  
    * When the script is run, AI check to see if they've "seen any evidence" of  
    * crime, such as corpses, stolen goods, weapons (including arrows that the  
    * player may have shot).												  
    *																			
    * If they've seen any evidence (or have generally been pissed off) they'll	
    * alert any nearby buddies (citywatch, commoners, beggars).				  
    *																		  
    * The AI and his buddies will check to see if the player is in sight.	  
    * If he can see the player, and he's pissed off JUST ENOUGH, the AI will be  
    * set to "hostile". If he cannot see the player, or he's not pissed off  
    * enough, no relation change will occur, and he will stay neutral.		  
    *																		  
    *																		  
    *		 Tl;dr?															  
    * Don't be caught at the scene of any crime.							  
    * Come back later, when the AI have cooled down.						  
    * Then you should be safe to walk around.								  
    *****************************************************************************/
    
       //You must cast the entity before we can
       //access the script floats.
    
    ai theAI = sys.getEntity(name);
    
       if ( theAI.getHealth() >= 0 )                                                //Is this AI dead? Dead men tell no tales.
       {                                                                            //If not...
           if ( theAI.hasSeenEvidence() && theAI.AI_AlertLevel > 11 )                            //Have you seen evidence, or are you pissed off?
           {                                                                                    //If so...
               ai theAIbuddy = theAI.findFriendlyAI(-1);                                                        //See if you can find any buddy near to you
               theAIbuddy.setAlertLevel( theAI.AI_AlertLevel );                                                //If you found him, Warn him, and piss him off, too.
               sys.println( theAI.getName() + ": Evidence of a crime! Or I was just informed of a crime!\n");    //And print something in the console.
           }
    
           if ( theAI.canSeeExt($player1, 1, 1) && theAI.AI_AlertLevel > 17 )                        //Are you REALLY pissed off? AND can you see the player?
           {                                                                                        //If so...
               theAI.lookAt( $player1, 3 );                                                                            //Look at that nasty jerk player.
               theAI.setEntityRelation( $player1, -1 );                                                                //He is now your enemy! Go get 'em!
               sys.println(theAI.getName() + ": I've just seen the player at a crime scene! I'm gonna kill him!\n");    //And print that in the console!
           }
       }
    
    
    
    }
    
    void crimewatch_1()
    {
    
    /*******************************
    
    This script gets called every
    trigger_timer_1 "wait" seconds
    
    Don't overdo how often it gets
    called, or you'll really suck
    away your CPU.
    
    ********************************/
    
    crime_watch_entity("atdm_ai_citywatch_THIS_IS_MY_NAME");
    crime_watch_entity("atdm_ai_citywatch_THIS_IS_ALSO_MY_NAME");
    
    
    }
    

  4. If that's the kind of society we end up living in I'm content selling off all of my things and living in the woods.

    Here's how I imagine a group of engineers would live if society goes all "big brother" on us:

     

    http://www.youtube.com/watch?v=m5rM7QDi_5E

     

    A bit of a long watch, but I thought it was worth my time. I love how Loren Amelang is using his whole "swiss-army knife" of mechanical, electrical, and computer engineering to live out in the woods. This must be why engineers are so invaluable! :laugh:

  5. I've never come across RAM Dimm cooling issues. (mine are arranged horizontally on my ASUS board)

     

    How else are you going to arrange your expansion slots? I've had an excellent experience with Antec's setup where the motherboard is on top, and the PSU is on the bottom. My video card fan blows hot air near the PSU, and the PSU fan sucks it up and vents hot air out the rear.

     

    I love little engineering projects like this. :) I used to do similar weird stuff with my dad.

  6. That's about the price I would pay on Ebay for something like that. If you're selling this thing face-to-face instead of online, you could get away with charging a wee bit more just because I would pay a little more for the convenience of the transaction.

     

    Personally, If I were to come across a laptop like that, or a Raspberry Pi, I would just make it a media server on my home LAN.

  7. I've got some really fond memories of playing Wasteland on the apple //e when I was really really young.

     

    Unfortunately, clumsy kid I was, I overwrote my oldest brother's game. :wacko: (I believe it was 4 floppies, where side B of each floppy held your savegame's modified version of side A.) Hell hath no fury like your savegame gone.

  8. Put the trigger zone in the rafters. Make it a sliding door. (no collision) If the player triggers the cage and it moves into the zone it triggers alarm.

     

    If the player turns off the lights the door 'opens' away from the area the cage will go up to. If the cage is still there and the lights come on the zone would move into the cage.

     

    Should work, not sure if triggers can move though.

    Yep. That'll work. It still has to be a trigger_multiple or trigger_once entity, but you can bind it to a nonsolid nodraw sliding door, and let the door move in and out of the area. "The Creeps" has trigger volumes that move to and from a "blue room" using this method.

    When lights are switched OFF, you change the trigger multi target to something else, and it will not fire the alarm as long as the lights are off when the cage door is opened. I know this trigger target changing works perfectly, I've used in my WIP. There is a target entity in the target folder in DR which lets you change an entities spawnargs on the fly, but I cannot remember the name.

     

    When lights are turned back ON, the trigger multi target is changed back to alarm.

    Ooh. Never knew about this. I've always gone the loooong way around and done this with scripts.
  9. All your arguements are invalid due to this one single point.

     

    The flame model is completely backwards compatiible. It is only a texture change.

    Invalid? :huh: I conceded this point three times previously.

    Your four arguments all point to what if "an add on pack is done wrong". Well, if so then it would screw things up. Which is not the case here so why argue that point?

    If someone makes a tree replacement pack it should conform to existing trees but make them better.

    If someone makes a book pack it should be a 'better pack' that still matches sizes/colors.

    If someone makes a new anim of course they should make it work in game.

    If someone makes a new base ai def it should work with the game.

     

    Are you seriously arguing that 'what if someone screws up an update/improvement pack and it causes issues' is the same as having a simple flame texture replacement pack? And if it was so broken people would just remove it and not use it anyway.

     

    those things don't break consistency, they break the game.

    Now that you've stopped using personal attacks (I won't press your straw man in #47), this I can agree with wholeheartedly. :) Forgive my stubbornness.
  10. Actually I'm not going to read the rodney redneck story at all. The flame is backwards compatible because of the name. All the settings should be quite similar so swapping them out only requires dropping the image into a folder (new image same name). How is this so hard to understand?

    This is how the T2 flame packs are done. You only drop an image file into a folder. Simple, done, everything retro fitted.

    Thank you for dismissing my clarification as foolish nonsense.

     

    You are absolutely correct: the flame is 100% backwards compatible in its technical implementation. I know how the D3 code handles pk4 files. I know that it will perfectly overwrite the base asset. I know that a mere particle effect cannot change gameplay in any way. That is not what I am arguing over.

     

    Since when did TDM development turn to, fuck the player, we want them to see it this way. If that's the direction we want to take (though it can never be enforced and i really don't see why people can't accept players choice of particles) then we need to get rid of the bow aimer. TDM team never wanted a bow aimer, that's a mod, an add on, and God forbid a players choice of visual.

     

    Is there really any mapper here who would be butt hurt because some random player doesn't like the same flame particles as them? Do you feel better knowing that a player wont like them but 'haha, they have to see them anyway'?

    Thank you for the ad hominum attack.

     

    As stated in previous posts, I have no preference about one little particle definition. But since you seem to think that my arguments are only regarding this one particle, let me give you some different cases.

    1. Suppose someone creates a nice shiny new model addon pack with high-resolution books. What if there is an FM that says references a red book, but the addon pack overrides it with a green colored model? "Fuck the mapper, my books are pretty."
    2. Or perhaps someone creates an addon pk4 that overrides the entity definition for the proguard: brand-new anims, shiny new mesh, etc. What happens if a future FM calls an anim that the overriding definition does not have? Crash-to-main-menu. To reciprocate your hyperbole, that would be a player saying "Fuck the dev team, my new proguard is better, even if it breaks this mission."
    3. One of my WIPs has vanilla TDM tree models with some handdrawn brushwork CM so the player can climb the branches up to a mission item. Suppose, though, that an addon pk4 is made that overrides that tree model with another model because of someone's personal preference. Now my mission is likely broken. "Fuck the mapper, I want to see it my way. My tree is much better."
    4. Or perhaps someone creates an addon pk4 that overrides the entity definition for atdm:ai_base, to give the AI more realistic acuity and behavior. What happens if the dev team creates brand-new AI behavior, and puts its args in atdm:ai_base? The player will never get to see that behavior (or more accurately, TDM will likely refuse to start because of the code changes). "Fuck the dev team's changes, my AI behavior is better than whatever behavior they added."

     

    Your cry is "now this one thing is completely consistent!" See how all of the above examples actually destroy consistency!

     

    ____

     

    @SeriousToni: This is actually pretty tame. You should see some of the arguments waaay back when oDDity was still on the team. Those were really heated. :D

  11. Yep. Who is supposed to be the villain here?

     

    Is it the dev team + mapper? (whom I argue should have this kind of design power)

    Or is it the player? (who is supposed to be a kind of audience to the dev team and mapper's vision)

     

    It's like the player is being given veto power over the mission-maker.

  12. Next: In the interest of keeping most/all FMs working indefinitely, how about not giving excessive modding powers to Joe GamePlayer?

    I guess you didn't read my post very well.

     

    Giving the player the choice of flames actually makes it EASIER to keep all maps past and present consistent to players viewing preference. By forcing a particle by mappers choice means all old FM's will have one particle style. And all new fm's will be mix matched.

    I'm afraid I'm still with Springheel on this one. A torchflame particle may be indefinitely backwards-compatible, but other addons may not be indefinitely backwards-compatible. I'm going to analogize my earlier point to try to make it more clear, borrowing some of your own vocabulary.

    _____________________

     

    Suppose Rodney Redneck purchases a 12-gauge shotgun. He really loves his shotgun, but there's something about the barrel that he doesn't like. So Rodney Redneck gets a metal file and makes his changes to the gun barrel to his own personal preference.

     

    Two weeks later, the shotgun barrel explodes, the gun now useless. Rodney Redneck calls the gun manufacturer and cusses up a storm how his gun must have been defective.

     

    Poor Rodney Redneck doesn't know that it was his tampering at fault, and the poor gun manufacturer doesn't know that Rodney did any tampering at all. It becomes a nightmare for both sides. If Rodney Redneck was an intelligent, informed gunsmith he probably could have made the changes without any danger. If Rodney Redneck had consulted with the gun manufacturer first, perhaps they would have been able to accomodate him.

     

    But no. Rodney Redneck ended up forcing his own preferences on the finished 12-gauge shotgun, and proverbially "shot himself in the foot".

  13. First of all: I don't prefer one torch flame over the other. Both look dang good to me.

     

    Next: In the interest of keeping most/all FMs working indefinitely, how about not giving excessive modding powers to Joe GamePlayer? We Thief fans love excellent storytelling, and we love missions with good visual storytelling. As soon as a dev allows Joe GamePlayer to addon the hell out of his game, you're simultaneously allowing him to potentially break bits and pieces of every FM he tries to play.

     

    In the worst scenario, this turns into FMs that "require TDM Super Pack 1.52, ModelTweakTDMMod 2.1, AddOnOrganizer v1.1, TDMSwimmingMod0.22, and only works on TDM version 1.10". It's a mess. Give that power to those people who are capable to make missions work for everybody, and not break for some unfortunate few: Viz. the mappers.

     

    Do not think that I'm panicking over some rinky-dink torchflame particle. That's no big deal. The danger is allowing and encouraging Joe GamePlayer to addon the hell out of his game. That creates nightmares for devs and mappers.

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