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BEAR

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Everything posted by BEAR

  1. Really? I knew sometimes that they would get curious and start stalking around, but I didnt remember it making them actually go over to it without going into search, I thought I had tried that recently What about the rest of it? Any plans to put that into TDM?
  2. I was playing an FM the other day, and it got me thinking about thief and its universe. I just love how insted of having somthing that can only happen 1 way, like pushing a button, they make many ways of hitting buttons, insted of the 1 standard walk up and smack it method. What are the plans for this(if any) in TDM? Well we be able to shoot them with broadheads/moss etc(assuming they will exist in some form)? Might you even take it farther by making ANY physical object capable of hitting buttons/moving leavers? Maybe even bodies of guards? I just wonder because I grow tired of the closed in linear universe of so many games, where theres a leaver/button that isnt easy to get to, but it isnt really a leaver/button, its an object that can only be interacted with in 1 way, via activation through proximity or touch. Thats one thing Ive always been interested with in gaming/computing. The idea of building a world that operates on basic principles, where there isnt really 1 way of doing anything. Where you dont have to wonder whether or not you can do somthing, apply the basic principles to it and anything that would work will. Buttons/leavers are a simple example but they serve the purpose well. Another, slightly off topic question I had regards AI attention. I love in thief being able to use noisemaker arrows, but they have drawbacks(if you want it to be realistic). A guard would probably find this noisy ass arrow, and then realize without a doubt that there was a thief around. Are there any plans to make noise in general attract attention, not just noises from specific sources? I always thought it would be awsome if you could just throw somthing and it would cause a guard to go look, not in the "search" mode, but just in a curious non-threat mode, and after seeing the object, be on maybe a slightly higher state of suspicion, but not actually worried. It just goes back to my thoughts about how I would like games to work, where you build a system basic enough that it can expand the possible playing styles/gameplay beyond what one could do by just coding every senerio one can think of. I hope not too much of this has been discussed elsewhere, Ive been reading around on these forums a while unable to post because my registration was being silly.
  3. Hey, I found a particularly good tutorial on triggers that I wanted to share. I found it a while back, but due to registration troubles I havent gotten to post it yet. Here she is: http://files.filefront.com/Doom3_Trigger_T...;/fileinfo.html This is a mammoth tutorial. It comes with a fully done map that you begin that has all the triggers in it, and it has an ingame gui explaining each trigger and how it works. You run through the whole thing and try stuff out(it takes a good while). I havent really had time to work too much with the triggers themselves, but this tutorial is an excellent tool if you plan on making triggers, alot of time must have gone into making it.
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