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Posts posted by Dragofer
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7 hours ago, Obsttorte said:
The actual problem comes from the animation. The ai is leaning forward while at the same time slightly moving its torso to one side. If you replicate this irl you will notice that you are indeed able to see behind you in that case.
I thought that in the example videos it wasn't obvious that the AI would be able to see backwards in those animations. That would speak for excluding backwards vision. I dont think there are any regular AIs in Thief/TDM OM/FMs that have all-round vision.
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I think that would be great, especially if those entities can be created from that tab. Would make it much easier to find and use entities for a given model.
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The "things that could be improved" thread brought up the point that AI's random headturning can cause a blackjack to fail, even though you're standing squarely behind the AI. I think it'd be quite sensible to use the entity or upper body angles rather than the head angles for.
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38 minutes ago, chakkman said:
On most surfaces, they simply will notice your foot steps, and go into an alert state which makes them invulnerable to the BJ'ing, when you walk a few steps behind them, to catch up when they're walking before you. That's just totally different to the original Thief's, where you could even ran towards them, and knock them out on the dead run.
They simply shouldn't be in that alert state, just because you walk 2 steps up to them. It makes KO'ing very hard, e.g. if you're walking through tight spots, corridors etc. (probably more of a case of adjusting the default alertness of the guards, I don't know)
That's more of a general difference between Thief and TDM: AIs are meant to hear you when you run near them on most surfaces in TDM, unlike Thief where only metal and tiles are noisy enough. You can safely walk or creep right up to them without getting noticed, but this is slower than the typical patrol speed so you have to find a dark spot along their route where you can wait for them to come by (or a carpet/moss arrow). The AI becoming unKOable would be the punishment for being too noisy, but by your account I suppose it's not communicated well enough that this was the reason.
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3 minutes ago, Netos said:
Ehm, even if I dmap before mapping, the cube does not disappear. And I have no way to solve this unless I take out each and every entity and recompile the map
You could check the console to see whether a particular entity complains about a model it couldn't load, then look up that entity in the entity list (J) in DR to select and delete it.
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11 minutes ago, nbohr1more said:
I think more players would enjoy that mini-game if there were something like a frob highlight on the head when the player is properly positioned to execute a successful Blackjack but that might also make the mini-game too easy ?
That's one problem with the current blackjack design: the difficulty should come primarily from getting the timing and positioning right to use the blackjack without getting detected, not from directing the blackjack at a specific spot. Missing after getting yourself right behind the AI is frustrating. If we need to consider implementing a crosshair or other GUI features the hit zone is in all likelihood too small.
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52 minutes ago, Obsttorte said:
What would be the advantage of undoing a selection via the undo action(so probably via a keyboard shortcut) compared to undoing it via a mouse-click as it is done now?
If I accidently select something, I can just deselect it. I never considered this to have to be an "undo-action", as I am basically not really doing something (in terms of altering the map).
Maybe I am overseeing something but I don't see what is to gain here.
Sometimes the mapper needs to make a more time-intensive selection, i.e. all the doors within a building or all AIs in a certain area. As soon as you press escape the selection is lost and you'd have to make it again.
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1 hour ago, wesp5 said:
@Dragofer, are you reading this? Can this be fixed in your froblock script?
I'd at the very least need to know which jewelry box (screenshot) and the FM where the bug was found, preferrably with coordinates (getviewpos console command).
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In Thief a blackjack hit from any direction on any body part irrespective of (most) headwear is successful as long as the AI isn't fighting you, which works smoothly for everyone. I can understand putting some rough restrictions on that, i.e. only allowing hits from the rear 180° and from the chest upwards, but beyond that the blackjack is just too inherently inaccurate regardless of what collision check you use. This is not a bow and arrow where you can point exactly where you want the hit to land, i.e. the nape of the neck or below the helmet. I think our rule set is too complicated for what's realistically achievable with a blackjack, and TDM has always suffered from it. I'd propose only the rough restrictions I just described.
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3 hours ago, greebo said:
For this one feature I'd be interested whether anyone is using it at all - are many people using selection groups in their maps? I found it less useful myself, and the workflow is clunky, having to think of a name for the group before saving.
Oh, I actually meant the right-click in orthoview > "Group Selection" option. "Selection Groups" are a completely different, much older feature IIRC? I use "Group Selection" all the time, and I think kingsal/goldwell do too since they were the ones who asked for it.
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Selecting and manipulating the right things is important in DR, just as in the modelling programs I've used where this is already a feature. So having good control over this is important.
However, I see some downsides:
- When going back and forth in undo history, a mapper might want to inspect various entities i.e. to check the current values of their spawnargs. Selecting something would discard the redo history. This is generally different from a modelling program, where seeing selected verts is usually enough.
- It could clutter the undo history if the mapper selects more than just a few nodes, making it more difficult to find and undo actual actions. The most interesting stage is probably the final selection result before performing an action, so to address this issue it could be restricted to just that.
Also, we already have the selection group system as a way of saving and later returning to an earlier selection. Would just be good if it were easier to modify the nodes in a selection group without having to dissolve the whole group and later reselecting everything (basically 'Select Group Parts' for selection groups).
Personally I'd rather have show/hide be part of the undo queue. It's easier to work on specific parts of the map when you hide everything else, but sometimes you need to unhide and inspect the surroundings. Returning to the hidden state can be tricky depending on whether you selected your visible workspace before unhiding.
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The minimum for a map is a player start, an ambient_world light and a room made out of brushes. Once you have that you can use the ingame console commands "dmap" and "map" to compile and then load the map.
Should definitely take a look at Springheel's video tutorial series:
There's another series by Sotha, too.
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14 minutes ago, nbohr1more said:
If I understand correctly, there should now be a custom tdm version when using the tdm_installer that references this blackjack branch.
Yeah, but you need to enter the download URL into the tdm_installer's custom versions download page to see the blackjack build:
http://ftp.thedarkmod.com/custom_builds/manifest.iniz
@New Horizonthe blackjack animation test build is now available via the tdm_installer, as per the first half of this post.
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1 hour ago, Obsttorte said:
That won't work. There are code changes included that are required for this to run. I've created an update that could be installed via the tdm installer if someone can point me to an ftp server were I could upload it to.
Have you tried this?
https://forums.thedarkmod.com/index.php?/topic/14126-ftpthedarkmodcom/&do=findComment&comment=333594
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36 minutes ago, Obsttorte said:
It's a https server, hence it wasn't working. I don't have access to an http server it appears. Heck, I don't even know what difference the s at the end makes
You could use Filezilla to host on the DarkMod server, that's what I did. You know you're in the right place when you found the camera wiki pk4s by grayman.
s stands for secure, I believe o.o
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5 hours ago, snatcher said:
No idea. Looks similar to (a basic) Java.
The scripting language is Doomscript, which is a simplified version of C++.
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41 minutes ago, Obsttorte said:
After that it can be tested and fine-tuned.
Nice - for this you could find the zipsync system useful:
It allows you to release your own custom builds, including .pk4 and .exe changes, that others can download via the tdm_installer as if it were a dev build.
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This is very cool, I always wanted to see all the FM locations compiled into a single map. I can just about read some of the annotations - maybe try using an image hosting site like Imgur to upload the image in a better resolution?
For my own FM locations, I have the following to contribute:
- Wrecker's Reach (Perilous Refuge): I imagined this to lie somewhere along the Atlantic Ocean, probably on its own island. It used to lie along an oceanic trading route that's no longer in use.
- Newfoundland (One Step Too Far): this would be very far up north somewhere in Northern America, coming close to abutting Greenland. There's even a province with that name in Canada.
- Thornton Hall (Down by the Riverside): along a river, quite distant from large cities. It takes several days to get there by boat from Bridgeport, having to navigate a labyrinth of inland rivers. It could be near the marshes that border Menoa (aka Marsh of Rahena by ERH+, as well as his Crystal Grave).
- Knife's Edge, a relatively secluded location along the coast, and not too distant from that Cedar Island, a location out in the Atlantic Ocean - both will be explored in my WIP missions.
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1 hour ago, Obsttorte said:
@kingsalIt appears that each frame of the animations you provided are identical. Is this intentional or an export fault? Is it possible to create a version of the 10 frame animation that is actually animated (so there is a movement from the initial position to the final pose)?
Thanks in advance.
You'd probably want a lowering animation, too?
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I've noticed a lot of new GUI warnings when loading various FMs - haven't looked too closely at that, though.
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Yeah, a hierarchy for layers would be great. I like to put each floor and deck of each building and ship on its own layer, which can get a little unwieldy as the map grows.
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19 minutes ago, lowenz said:
Compiling the trunk of course (to have the SSAO fix)
You'll need to download the latest dev build (which contains assets, including GUIs), then replace the .exe and glprogs by compiling from trunk.
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Congrats on the release!
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Made a small maintenance update to remove previously inactive custom particle and material definitions, to ensure they don't break water reflections in the basement when they take effect in TDM 2.11 after the fixes in #5766.
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[2.11] New Blackjack System (available via dev build)
in The Dark Mod
Posted
It started as a request for an arm raising animation. Meanwhile it's become a custom test build.
@Obsttorte do you want it to be moved to the Dark Mod or Editor Guild subforum?