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Petike the Taffer

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Posts posted by Petike the Taffer

  1. 17 minutes ago, thebigh said:

    Maybe a dumb question and ugly hack. But could you create an invisible, nonsolid, and inert AI, continually update its position to be on top of the player, and then have the "follower" AI follow this dummy?

    I've seen fun workarounds like that in other game modding as well. :)

    Years ago, maybe even a decade, some fella who was making a mod for Mount & Blade over at the Taleworlds forums revealed that he put invisible human NPCs on the backs of regular horse NPCs, then put the horse NPCs inside a horse corral he built for one of his mod's locations/scenes and then did some minor scripting, so the horses with invisible riders would wander around the corral. The end result was that it looked they're doing this of their own will, rather than an NPC rider being scripted to ride around the corral slowly. Necessity is the mother of invention. :D I don't know about the newest Mount & Blade game, but the first generation ones (2008-2022) apparently had some sort of hardcoded issue back in the earlier years, where if you left a horse NPC without a rider in its saddle, the horses would just stand around and wait and you couldn't get them to move around. 😛 Placing an invisible rider in their saddles suddenly made it viable again, at least for background scenes, of riderless horses wandering around, for added atmosphere. First generation M&B presumed you'd mostly be seeing horses in movement with riders, and the only horses-wandering-loosely animations and scripting were done for situations when the rider was knocked off their horse or dismounted in the middle of a battle. Hence the really odd workarounds. :) So, an invisible NPC trick might not be out of the question in TDM, even though you could probably still bump into it, despite its invisibility.

  2. 44 minutes ago, grodenglaive said:

    btw, the path node "path_follow_actor" is supposed to do just that, but it doesn't work (at least in TDM 2.11).  

    That's the exact one I meant. I've tried it in my FM (a wait node converted into a follow node), but it doesn't seem to work once the character reaches the spot where it's supposed to trigger. The character just stands and waits in place, as usual or as with the wait node. Well, I don't really need a follow node in the FM I'm currently making, so I'll still have plenty of time to wait until a fully functional follow node becomes available. :) (There's also some potential path node workarounds if it doesn't get resolved, anyway.)

      

    3 minutes ago, Amadeus said:

    this sounds like something that'll need a custom def. I know you can bind lights to the player and a few other things; I feel like this should work too, but experimentation will be needed. If I have time today or tomorrow I might look into it

    Thanks, Amadeus. :)

    Interesting. The FM I might make in the future that might need the follow type node is still really far away, so it's unimportant now.

    • Like 1
  3. On 4/2/2024 at 6:46 PM, joebarnin said:

    You don't connect the path_ nodes to an AI - you connect the AI to the path_ nodes. So Ctrl+k points the AI to its starting node. That node should point to one or more other nodes, and so on. So basically: 1) define a path or paths by connecting several path_ nodes. 2) tell the AI to start along this path by targeting one of the nodes.

    That's the basics. It can get more complicated with scripting and/or triggers, etc.

    I plan to gradually try out all or most of the different path node types and adjust them depending on the interaction.

    Though I don't plan to use it in this particular mission, I have a keen interest in the follow type, as I'll want an NPC to follow the player character in another, future FM I'd like to create. Never too soon to try out various functions while I'm already learning new FM-building skins after a long hiatus. 
     

    21 hours ago, Frost_Salamander said:

    If you can do this, I don't know how.  But it's something I want as well and was actually going to raise it as a feature request.  I think speakers are spherical so they model real sound which radiates from a source outwards.

    I find this doesn't work so well with some scenarios though:

    • water.  For example you want to hear the sound of waves lapping a shoreline or a running water sound for a stream, river or canal.  If the shoreline or stream is on the longer side, you have to have a speaker with a huge radius to cover it and the sounds extends too far along perpendicular to the body of water.  Or alternatively multiple speakers but then you have to manage overlap and it becomes a pain.
    • wind.  Same idea but vertical - if you have a long edge or balcony then you need a large radius speaker to cover it and it might extend too low so you hear wind noises on the ground.

    @Petike the Taffer If all you want is for a sound to fill a room, just use the location system ambients instead.  But you can only have one sound I think, so you couldn't have say your ambient music and also a weather sound at the same time without using a speaker for one of them.

    Thank you for the suggestion. 😎

    I completely forgot about the location system ambients as an option !  😛

    A few years back, when I was testing various stuff in DR, I did actually use that approach instead, once or twice. I haven't used DR much in recent years, so I eventually forgot about setting it up that way.

    Acknowledged, and I'll look into it. It'll save a lot of time concerning the audio side of the mission.

    My first few missions won't have much a natural environment, they'll largelly be small and focused on buildings or urban spaces, so I won't need to bother with detailed audio for rivers yet. I have an outdoor FM planned for later (it's in the pre-production phase), and I'll have a good reason to study it in greater detail.
     

    5 hours ago, OrbWeaver said:

    All speakers are defined as spheres, with a customisable inner and outer radius. There is no way to change them into any other shape.

    Implementing support for rectangular speakers would need changes to the core game code.

    It's actually okay, I don't reallt need rectangular speakers. Given that I've been reminded I can set a main ambience for each room - something I did know before, but forgot, after not working properly with DR these past few years - I'll do just that, and use the speakers for more secondary ambience concerns.
     

    5 hours ago, grodenglaive said:

    handy shortcut!🙂

    Handy indeed.
     

    1 hour ago, HMart said:

    Why do you want a square visualization for sounds? If is because you are afraid, that because of the fact the sound shape goes through walls, in a squared like room, that sound may go as well, then don't be, afaik unless there's zero portals in a scene, sound will be blocked by "walls" automatically. It uses the portals to know where it can "flow" into other rooms.

    So only the size not the shape of the visualization, is what matters, like OrbWeaver said, the shape is only a visualization for the inner and outer radius of a sound.  In other words the area or "field of influence" of a sound and that "field" afaik, expands equally in a 3D volume, in a sphere like manner (to be more precise two spheres, a smaller inner one and a larger outer one), so a sphere shape, IMO is the best approximation for it.

    I also assume, a cube would be misleading because on the current system, if the player parked at the corners of the cube, he/she wouldn't hear the sound, thou I never tested it.

    A rectangular shape would be easier to remember. 😉

    I'll just use the filters in the editor to put away the speakers if I ever the get the impression they're blocking my view.

    Also, I don't actually mind the shape all that much. As you and the others say, the size/radius of the speaker is the actual key aspect.

    I'm a bit disappointed it's seemingly not possible to resize speakers the same way you can resize brushes or certain models, though you can still tweak the radius numerically, manually. As long as I can work with that, the actual shape of a speaker isn't really important.

    My main concern is expanding the minimum and maximum radius areas to an extent where they'll be audible for most for all of the respective areas the player will visit, rather than fading away quickly once the player leaves the hub of the speaker behind. As was already said above, I'll use the different utility to set the main ambient for the individual rooms, rather than a manually placed speaker, and I'll reserve the speakers for additional sound effects or more local ambience. I've already added some extra parameters to the speakers I'm testing out in my FM, so I'll take a look at those soon, though I'll deal with the main room ambience settings first.

     

    I'd like to thank everyone for their replies. While I'm not surprised by the answers, I'm now more confident in working with the path node and speaker entities.

     

    On an unrelated sidenote to all of this, the same in-development FM where I'm testing the speaker placement and range was tested yesterday for whether an NPC AI can walk from the ground floor all the way to the topmost floor, without issues. Thankfully, there have been no issues at all, and the test subject - a female mage, whom I won't use in the completed FM, sadly - did a successful first ascent of the tower-like building that'll serve as the main setting. (That's all your getting from me for now, concerning the FM contents.)

    • Like 1
  4. I wonder whether you can resize and reshape a speaker from a spherical shape into a rectangular shape that could fit in a room.

    I couldn't find a clear tutorial on resizing the speaker and altering its shape from the default sphere/orb shape. Odd.

    Maybe it's just a dumb pipe dream by me, but I'd find a rectangular sort of configuration for a speaker much better to work with.

     

  5. Call me foolish, but how exactly do I connect a path_corner, path_wait and other AI path nodes to a particular AI ?

    I can't seem to figure out how to assign a particular path node to a particular AI. For example, I have a commoner, want him to walk a few steps to the nearest "wait" node, then do his waiting there for a few seconds, then move onto another path_corner, etc.

    I understand you can likely use a particular path node for several characters with a similar or identical route, but I just want to be sure the AI character actually reacts to a path node.

    Is the Ctrl + K method sufficient ?

  6. As the author of this older thread, is it all right if I revive it ?

    I myself have a few questions about narrative structure while making an FM, and I don't want to make a completely new thread. Especially when this thread is still rather short. We don't need ten different threads with the exact same topic.

     

  7. I usually share other people's photos of historical and industrial architecture in this thread, but I've decided to finally share some of my own photos that I've accumulated over the years. Over the years, especially the last twenty or so years, I've wandered many of the old town quarters in cities and towns all around my country, taking snapshots. Wereas many of the main streets and major landmarks have long since had nice and beautiful restoration work done, many of the more obscure side streets, back alleys and occassional overlooked corners had interesting sights to behold. I've particularly been fond of old townhouses that show elements from different eras of history, as well as all the wear accumulated over the years and decades. As much as I like that many of these eventually also receive decent restoration work and look nice again, the sight of a well-worn, dilapidated or even ruined house or ocassional public building can prove really stimulating for the imagination. They've got a lot of proverbial "texture" (not just in the surface sense) and "character" that can hike one's imagination, especially with regards to lived-in environments with long histories.

     

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  8. Aberconwy House, one of the best-preserved medieval houses in Wales, originating in the 14th century. Includes a house museum.

    If you happen to visit Wales, you can find it on 2 Castle Street in the town of Conwy.

     

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    National Trust website for Aberconwy House

    Visit Wales website for Aberconwy House

    Geograph.co.uk entries for Aberconwy House

    Wikimedia Commons entries for Aberconwy House
     

    Conwy has several other preserved historical houses and buildings from earlier centuries. These include the later Tudor era Plas Mawr, which also has a house museum (and which I've already featured in this thread years earlier), and there's also the famous 'Smallest House in Great Britain' and plenty of preserved fortification monuments. Speaking of...


    1024px-Smallest_House_in_Great_Britain,_

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    The 'Smallest House in Great Britain', in Conwy, a tourist attraction that's more on the cheesy side due to its notoriety/record, but is still a nice example of a period house centuries old, that was built in the spirit of "How can our ingenuity provide us with a small house and lodgings even in a narrow, cramped part of the street ?" vernacular ingenuity.

    Official website for the Smallest House

    Visit Conwy website for the Smallest House

    Geograph.co.uk entries for the Smallest House

    Wikimedia Commons entries for the Smallest House

    Various narrow houses from around the world

     

    Medieval_Merchant's_House_-_geograph.org

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    1024px-Southampton_Medieval_Merchants_Ho

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    432px-Eastern_Side_of_the_Hall_at_the_Me

    432px-Ground_floor_passageway_in_the_Med

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    1024px-Southampton_Medieval_Merchants_Ho


    English Heritage website for the Medieval Merchant's House in Southampton

    Geograph.co.uk entries for the Medieval Merchant's House in Southampton

    Wikimedia Commons entries for the Medieval Merchant's House in Southampton

    Combine these photos with the medieval early modern housing and market hall photos from my previous post, and you'll have plenty of inspiration on how to furnish rural houses and townhouses in TDM's setting.

    • Like 1
  9.  

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    Salter's Hall, Sudbury, Suffolk, England - 15th century

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    The George Inn, near Norton St Philip, Somerset, England - 14th-15th century, upper storeys repaired in 16th century after fire

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    The George and Dragon public house (now a former inn), Codicote, Hertfordshire, England - dates back to the 14th and 15th century, not used as a pub anymore since the late 2000s, but has a restaurant instead

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    The Salisbury Arms Hotel, Hertford, Hertfordshire - the oldest parts date back to the 15th century, the inn was called The Bell until 1800, there had been some minor additions in the 17th, 19th and 20th century

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    The Bell / Ye Olde Bell and Steelyard inn, New Street, Woodbridge, Suffolk, England - an inn constructed during the second half of the 16th century, its street then known as New Street. The latter of the two names is the contemporary name, the former name the original one. Disregard the Volkswagen Polo, please, LOL. Woodbridge has several old rural inns dating back to the early modern era, e.g. The Angel, also from the second half of the 16th century.

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    The Stag Inn, Rockeford, Devon, England - the oldest parts are apparently 12th/13th century, the overall look solidified in the 17th century

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    Ellesmere House, Whitchurch, Shropshire, England - early 18th century house, showing the transition from traditional vernacular timber-based construction to brick-based construction (I feel this could be used as inspiration for depicting townhouses reflecting TDM's socio-cultural tradition from a more medieval era to a tentative early industrial era)

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    St Mary's Cottage, Shrewsbury, Shropshire, England - I just found this a cute timber-framed house, so feel free to use it as inspiration for smaller TDM townhouses or taller rural houses in a market town, village, or something or other :)

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    "Bayleaf House", an early 16th century farmhouse, originally from Chiddingstone, Kent, now at the Weald and Downland Living Museum, an open-air museum in Singleton, West Sussex, south England

    3D tour of the "Bayleaf House" at this open-air museum

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    Farmhouse built in 1609, originally in Midhurst, Sussex, now at the Weald and Downland Living Museum, an open-air museum in Singleton, West Sussex, south England

    3D tour of the 1609 farmhouse at this open-air museum

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    Poplar Cottage, originally from Washington, Sussex, England, now at the Weald and Downland Living Museum, an open-air museum in Singleton, West Sussex, south England

    3D tour of the Poplar Cottage at this open-air museum

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    A small house, originally from Boarhunt, Hampshire, now at the Weald and Downland Living Museum, an open-air museum in Singleton, West Sussex, south England

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    Medieval stone cottage with thatched roof, originally from Hangleton, Sussex, England, now at the Weald and Downland Living Museum, an open-air museum in Singleton, West Sussex, south England

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    A medieval house, originally from Sole Street (Cobham), Kent, England, now at the Weald and Downland Living Museum, an open-air museum in Singleton, West Sussex, south England

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    A medieval house, originally from North Cray, Kent, England, now at the Weald and Downland Living Museum, an open-air museum in Singleton, West Sussex, south England 

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    Rural market hall, originally from Titchfield, Hampshire, England, now at the Weald and Downland Living Museum, an open-air museum in Singleton, West Sussex, south England  

    You can read more about the individual buildings at said open-air museum here.

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    The Old Market Hall, Shrewsbury, Shropshire, England - additional photos here and here

    • Like 1
  10. Stokesay Castle, one of the best-preserved fortified manor houses in England and the British Isles in general.

    Rather than remain an original castle or castle ruin, or completely converted into a mansion, manor house, chateau, or romantic folly, this older rural castle was converted into a traditional fortified manor house in the early modern era and hadn't really changed its nature throughout the centuries. I feel this is a very good inspiration for TDM, given the style of architecture in TDM's fictional universe. 😎
     

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    https://commons.wikimedia.org/wiki/Category:Stokesay_Castle

    https://commons.wikimedia.org/wiki/Category:Stokesay_Castle_(interior)

    https://www.geograph.org.uk/snippet/6359

    https://www.geograph.org.uk/snippet/4859

    Loads and loads of great photos behind these links, so don't think these are the only interesting ones I could share.

    There's a huge amount of interesting details in this fortified manor house.

    • Like 1
  11. On 5/1/2021 at 8:48 PM, Gerberox said:

    Working pistols. 18th or 19th century ones. They would fit many stories better than bows. Maybe only for NPCs, maybe for the player, too.

    Why would you need a pistol, if skilled FM makers or the dev team could add something like this ?
     

    Perfectly realistic from a historical standpoint, fast to reload, but not too powerful or with too great a range. If anything, these would be faster to reload and shoot than an 18th or 19th century pistol.

  12. On 8/19/2021 at 8:07 AM, Filizitas said:

    I thought about this arrow too, it would certainly need to have some good logic behind it.
    I would more think of it as an EMP arrow for small lamps and to temporally disable robots!

    Precisely. The tricky thing is how to justify it technologically, from an in-universe perspective.

    We don't need to overthink it, of course, but TDM has a very grounded setting in many aspects. I think one of the best ways to "explain away" the existence of electric arrows in TDM would be to have an arrowhead that includes some conductive material on the inside and some sort of made-up gobbledygook alchemical substance that would act as a trigger to the conductive material. Once the arrow arrives at its target, the alchemical substance in one of its compartments is triggered and the substance itself then acts as a trigger for the conductive material in the arrowhead, creating an electric discharge of some sort.

    Maybe electric arrows would be easier to implement in the setting of your Delightfyl game project. It seems a fair bit more modern technology-wise, especially when it comes to harnessing electricity and various electrical devices and electrical appliances. Not impossible in the TDM setting, but your own setting seems even better-suited to that, including something as advanced as EMP arrowheads.

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