Jump to content
The Dark Mod Forums

demagogue

Active Developer
  • Content Count

    5634
  • Joined

  • Last visited

  • Days Won

    70

Everything posted by demagogue

  1. This isn't really the best place to ask this, but I can't think of anywhere better to ask. Where is the screenshot used for the 2.08 release post (below) taken from? It looks great, and I'd love to visit that scene. I was going to guess The Painter's Wife, but after playing a good amount of it I doubt that's where it's from.
  2. Some features I think it'd be cool to see are collective stealth score stats on the score screen and a fully animated werebeast. I'd like to see an ambitious campaign that presents something like a canon story for the mod, like introducing the major areas and factions and backstory. My pipedreams are multiplayer and maybe a physics rehaul. I'd also love to see a cyberpunk fork, but you can't really call that a feature. I think every single thing I mentioned, sans the werebeast, is more appropriate for people outside the core team to work on. So my expectations aren't that high. But it'd be great to see them if they come.
  3. There's probably a script command that works, but the easiest failsafe thing I'd try is just make a key that unlocks the door, put it in a blue room, and then script the key to frob the door.
  4. demagogue

    Outer Wilds

    I just picked it up and played about 2 hours. It's a special game.
  5. They just have to hear the alert bark for the alert state to pass, and the bark can spread through portals as far as the volume attenuates by distance, which for a yell could actually be pretty far, I think. I don't know if this changed, or if it was a design flub by the mapper, or maybe the alert-passing part of alert barks should have a smaller radius than the barks themselves, since one wouldn't expect to go on alert by a faint muffled sound they can't tell is actually a comrade barking an alert. You could test it by playing the same part of the FM in an older version of the game and see if it reproduces the problem (a map design issue, or a problem that's always been there) or not (a change in the mod). If you want a quick fix for the time being, you could turn down the AI's hearing acuity.
  6. When I mentioned histogram, I was thinking of the system Opus Magnum uses. It may be easier to just show a screenshot. In our case, the x-axis would be the stealth score, each unit being a 5 or 10 point range. The y-axis would just be the raw number of players that fell within that range, with the scale normalized to the max value. And the player's score would be a vertical line. I'm imagining that as an FM gets larger, the peak in the curve is going to be pushed further higher (to the right), so when the player's line appears, it's immediately apparent if they're doing better or worse than average, and how much better or worse.
  7. It brings up interesting things to think about. I think financial incentives will always be a factor, but I think our assumptions and expectations about which way they'll cut may become increasingly inaccurate over time, so 10 or 20 years from now one shouldn't be too sure. It reminds me, there's a scene in the show Halt and Catch Fire, and the year was around 1985, when a dialup modem game service was switching to ethernet cables, which for the time for what they were doing was way ahead of the curve, and one of the characters was speculating about where the tech was heading, and later they bought up a private intranet grid. Granted it's written from the perspective of knowing how the internet was going to play out and then backtracking to what people could have already expected from it from what they knew in 1985~88, so it had a bit more confidence than people could have really had at the time, but it's still an interesting scene and story arc because of what they could and couldn't predict 15-20 years into the future. For some really nuanced points they already knew how it would probably play out then, and for some other really obvious stuff now, they would have been completely blind to just because there was nothing to give them any indication which way it would play out. That's how I tend to think about speculation on future tech culture now.
  8. I'm sure you're right, but things that are expensive now get pushed lower in price over time. I'm just tempted to imagine there will be a point in 10 or 20 years where so much information can flow so fast to consumers so cheaply that the infrastructure and applications will pretty readily pop up catering to it, and (true to The Singularity thinking) it's going to launch individual and social consciousness to mind-blowing levels up the asymptotic acceleration of change that make the internet revolution up to now and all the social effects we've seen seem positively primitive and quaint. I can imagine AR being integrated into daily life where there isn't any meaningful separation between the real and virtual worlds anymore. It's hard to think that's exaggerating when we look at things we have now from the perspective of 20 or 30 years ago.
  9. One thing we might do is have the game send the server the stealth score tagged to the mission, and then it could compute a histogram that shows on the end game screen (if they're online), i.e., a bar graph of stealth scores for all players of that FM with a vertical line where the player's stealth score is, so they can see where they rate vis-a-vis the majority. That'd be cool to see and not too hard to set up.
  10. The score matches the rules for Ghosting, where they know something is there, which fits with the barks for level 2 but not for level 1. If you want to have a rule where just searches and busts count, then you can see that on the front page just by having zero searches and busts. If you're talking about modifying it, note that it took us weeks of work to get the counting right because of the cascade problem. It's never "one bust" or "search trigger", it's a cascade of like 20 of them in a brief period that looks like "one" to the player. But what a mapper could do is keep all of that system and just change the actual values of the points for each level though, like make them subtractive instead of additive, or make level 2 busts count for zero, etc. There's a way to get mapper scripts to talk to sourcecode, but I don't remember how to do it. The problem then is that it may be counterproductive to have a different system across maps.
  11. Speaking of which, look at this news that came out today. Can you imagine? If this becomes standardized everywhere someday, and thinking about what Unreal is going to be like in the next generation or so, it won't be long before there's not going to be any difference between the real and online worlds anymore, not even exaggerating.
  12. Perfectionist with the loot even after you're done with the mission, huh.
  13. Just under a gig a second? Not bad. I'm in Japan, so my ping is always in the 100s of ms. I might make do with something like that someday.
  14. The score was originally a positive score from 0-10, where 10 was a perfect run, and it went down from there. And it turned out that so many games were 0 that people just assumed it was broken, which made it kind of useless. (It also hid the fact that busts were getting overcounted, which is why it was almost always 0 and we didn't even realize it, much less fix it, until we switched to an additive score.) Then we debated increasing it to 0-100 (where 100 is a perfect run), but the thing you have to keep in mind there is "80" will mean something very different for a 10 minute contest sized mission (where it's a really bad score) vs. a 5 hour sprawling mission (where it's a great score). So to avoid both of those issues I had the idea to make the score positive, so it can go up indefinitely. No matter how bad you are, you always get a meaningful number. And like a golf game there's a "par value" so bigger scores are okay for bigger missions but bad for small missions. So "20" just looks (accurately) like 20 in busts instead of "80" looking (inaccurately) like "80%" stealthy. When we did that, though, we kept the name "Stealth Score" because it'd already been around for like a year or more at that point. And now it's been around for like 11 years. I understand the logic of the point. "Score" sounds like a higher value is good when it's worse. But the name has a kind of inertia at this point from being around for so long too, and most people understand what it means easily enough.
  15. The treadmilling and circle-walking often happen when geometry has changed and the dmap hasn't been updated, so the pathfinding is out of date. It can also happen if there brushwork for paths isn't very clean. So if you dmapped and cleaned up areas where that happens that might prevent it from happening more. When areas are made well, I think it's a rare occurrence.
  16. It seems it's some kind of dynamic LOD. You can see distant geometry morphing (or appears to be morphing) even when the player is hardly moving. Voxels (or more typically voxel geometry converted into poly geometry for the render) are one place you see that happen. That morphing looked a lot like a promo video of Voxel Farm. But I don't know that that's what they're doing here.
  17. The first time I registered, I was surprised to discover an account had already been made for my email by someone in Thailand, and I wasn't the only person that happened to! So I can understand why they want to fill my Epic library with so many free games, but I still don't really want to give them my credit card info. It's amazing how much money they must have to do this though, from Fortnight, and I foresee them filling another bunch of Scrooge McDuck swimming pools full of gold with their Unreal 5 engine effectively obliterating the visual difference between rendered geometry and real world video, or for those studios that take advantage of it anyway.
  18. Usually I'm a little miffed about them giving away games that I paid for, especially if I paid full price, but in this case I've logged dozens maybe 100s of hours in this game, so I can't really complain. I think the story of the base game is lousy, but the gameplay is great, and the open world gameplay, plus if you throw in all the mods, is also great. Honestly though my favorite thing I like to do in this game is just aimlessly driving around fast and creating periodic havoc and trying to shoot my way out of it. Part of that is that I don't have a car anymore (in real life here in Japan), and it used to be important for me to drive fast down the highway listening to music (which is a thing people can do in the US that you can't really do in Japan), and of all the games that have open world driving, this is the game that's the best outlet for that fix.
  19. A little testing reported in the TTLG thread on this said that a 1 million poly fbx mesh is 30 mb, a compressed 4k normalmap would be 22 mb, but a 3 million poly .fbx mesh is already 84 mb. So if they keep it in the 1 million poly neighborhood and you lose the normalmap, it's not exploding too badly.
  20. No gonna lie, I looked at that like Homer looks a donut, gargling noises and all. If that was really all in-game and not prerendered, it pretty much demolishes the real world / game world separation. I hope some studios use it for good.
  21. You can definitely see the situations where it contributes, daytime outdoor scenes and big stretches of light-colored textures that break up the texture and give it some dimensionality, both of which are kind of rare for our game environments, but it makes a big difference when it makes a noticeable difference at all.
  22. The assets in the SVN (their authored features) are available packaged in the game for the purposes of the license. That makes them pubicly released. The asset folder in the SVN requires private SVN access, so it's not publicly accessible AFAIK.
  23. I thought overlap meant the two areas either have an internal leak into each other or a portal without a separator, so both areas are treated as one area and it just picks one of the location_entities. So as to the question where is the overlap, I thought the entire space of both locations overlap as if they were one location, and it's just a matter of finding the leak or portal without a separator and separating them. Edit: Sorry I may have just misread your post and think it's saying something it's not. If you just want to know which two locations are getting combined, then I see your issue. Also (this is maybe an aside & I'm going by very old memory here), but I seem to recall the area number is set during the dmap, so it's possible the number might change between dmaps. I guess the theory would be easy to test in your case though, if you dmap and then got the warning with a new area number. But anyway that's not a big issue in this case. I guess another way to do it is just put different ambient sounds on the location_entity, and eventually you'll hear that one isn't playing in the location like it's supposed to. Not sure if that's so much faster though.
  24. It's player-caused events in the world that are problematic, of which frobbing is the first thing people usually think of, but it'd include S&R, objectives, scripts, locations, triggers, weapon & tool use, GUI, AI reactions (who does the AI run after on sight?), etc., etc. And that's just thinking offhand. I'm sure there's many more. Basically any time you see $player1 in the code, which is everywhere, it means only player1 can do that event. I had the idea to actually have a general system that takes any use of $player1 in the code and applies it to all of the appropriate clients in the appropriate way, which might take more work up front, but if it applies across a lot of systems it'd end up saving work. I'm not a real coder though so I have no idea what I'm really talking about. Thievious kind of annoyed me because the guy was doing so much work to just recreate a worse version of TDM from scratch. Imagine if he'd put all of that work into a TDM branch? And I expected it to disappear because that's what always happens with projects that big for one person. But I can't fault people for wanting to make their own projects themselves, and I wished the guy luck with it. Somebody posted another UE4 project like us on TTLG recently. I thought the same thing to myself, but I wished him luck anyway. In his case he at least has a different aesthetic (more modern) and different systems (popup menus for interactions), so you can at least argue it's a bit different game.
  25. I mentioned this already, and forgive me if I sound like I'm repeating myself, but if it's going to be like a year of work no matter which engine you pick--okay, maybe you can save a month here or there or get some slightly better feature with this or that engine, but still it's a massive undertaking whichever one you pick--the number one reason I thought it'd be best to pick TDM wasn't really because it's the best option for multiplayer, but if it did have multiplayer, then you'd have over 100 maps to play coop style right out of the box. And my experience with T2MP is that if a FM is great for single player, it's almost always also great for coop, and I imagine comp too (because players just take the place of already existing guards, so the level is already built with thieves vs. guards in mind). I can't tell you how much fun it is to coordinate how you're going to rob a mansion together with a friend, and when the unexpected happens, you can run to your friend's aid. When I'm playing single player and I get caught, I'll be tempted to restart, but if there's another person there, you want to game on because either they're coming to help you out, or you're watching your friend get chased across the grounds and it's hilarious. And so many of our maps are so good. I can't imagine someone spending a year making multiplayer on another engine and we only get 3 maps, when we could have all of our great maps to play with a friend! It may be extra work on the multiplayer side, but so worth it IMO.
×
×
  • Create New...