Jump to content
The Dark Mod Forums

grayman

Development Role
  • Posts

    13591
  • Joined

  • Last visited

  • Days Won

    199

Everything posted by grayman

  1. Don't anyone rush into this for my sake. With Fidcal's suggestions, I should have all I need to provide the effect I'm looking for.
  2. All noted. I expect to spend a fair amount of time roughing out the "rooms" before I go into details. Thanks.
  3. Planning only. Probably won't open DR again until after 1.04 is released. Thanks. I'll keep these steps in mind when I begin mapping.
  4. Ideally, this: A robed figure might also work, as long as there's no distinctive head gear. I'm looking for something seen from a distance. If nothing's in the works, I can do Plan B, which is to create a patch to simulate the presence of someone through a silhouette.
  5. Are there any plans to create a cloaked AI? Floor-length or knee-length cloak, hood up or down. Most likely would be a Builder.
  6. I'm planning a series of FMs centered around William Steele, a mercenary who's been away from Bridgeport some years, and returns home to find things are irrevocably changed. The first FM will be called "Home Again" and I'm shooting for a May 2011 release. I plan to begin this once TDM 1.04 is released, after which I'll split my time between mapping and bug-fixing. "Home Again" will be a small rooftop mission. The FM I spent most of 2010 on, Cleighmoor, will be folded into Steele's story and released when the storyline calls for it. Edit (7/2011) ... "Home Again" has been shifted to the #2 slot in my William Steele series. I obviously missed the 5/2011 target date.
  7. grayman

    TTFN

    Good luck and best wishes! I've been at the edge and I'm still here ...
  8. I am stuck in 60s/70s/80s rock and will probably remain there until my dying day.
  9. Zombies appear to be asexual. No sexual attraction there whatsoever. Mayhaps they would sign the petition. Wait -- can they write?
  10. HA! Instead of leaving Penshawk's journal in the chest, I should have left my own ... There's a light at the end of the tunnel. Is it freedom? Or an oncoming train?
  11. If you ever find me down there amongst the rails trying to get the cross-section historically accurate, please feel free to shoot me. It would save me from making the mine carts historically accurate, and the support beams, and the chains supporting the bridge ... As it was, planting all those mushrooms into curved walls, ceilings, and floors had me foaming at the mouth and blinking hysterically. I literally felt a sense of freedom when I left the mine and ascended into the tower.
  12. Absolutely. Haven't been used in years. If the place is wet enough to grow mushrooms, it's wet enough to have rusty old tracks.
  13. I'm still half-blind in one eye, and the other eye twitches now.
  14. There are already armed townfolk, so that's where I'd put her.
  15. Imagine this in DR: 1. Select a grime texture. 2. Select how far you want it from a surface (0->whatever) 3. Select the surfaces you want it on. 4. Hit "OK". And--voila!--DR creates the grime decals custom-fit to your surfaces, properly butting at convex edges, etc.
  16. I like this. Do all animations need to take into account whether the AI is holding something (i.e. a torch)? Or can an animation request be marked "ignore if the AI is holding something"? Ponder Downward might need a sister animation Ponder Downward While Holding Something. Imagine him doing this while holding a torch.
  17. I noticed this when I was making my 1.03 shop changes. I have it on my TODO list. There might be something the mapper can do to prevent it, because it doesn't happen on all maps that give moss arrows at start time. But I don't know the reason (yet). I didn't file a bugtracker report at the time. So could you please file one? Thanks.
  18. grayman

    Vista and TDM?

    Works fine on Vista 64 bit.
  19. There really is no mystery to this; altering the thinking rate requires some adjustment in how an AI understands and deals with the world around him. It's a complex world, which gives the game its richness. TDM AI have more to think about than Doom 3 AI ever did. I don't consider interleaved thinking a "hack". It was well thought out and virtually required to improve performance. Those of us with older systems appreciate the effort. My work in this area comes from a desire to help out where I can. I need input from the team and the community to help me learn, so I tend to talk a lot about what I'm doing, to give people a chance to keep me out of trouble and generally headed in the right direction. This particular discussion has lasted longer than others because it's a complex topic. I know that can be frustrating for people who want stuff yesterday. So while you might think that I and others are hacking away at the code with large south-of-the-border machetes, rest assured that when you sit down to enjoy another FM, there are people behind the scenes who are applying due diligence to make that experience as interesting and realistic as possible.
  20. Yes, the think distance stuff. If they're dormant, then they aren't getting themselves into trouble, so a corrupt AAS could still be the problem. I don't know anything about the AAS or how it might become corrupt. Does rebuilding the AAS fix the problem?
  21. Good comments. I'm going to run Alchemist overnight to make sure I haven't messed up earlier improvements with late changes. Then I'll begin testing these other situations tomorrow. Early night tonight. I just spent an hour shooting broadheads into AI, their attachments, and their weapons for a different issue. My arms are tired.
×
×
  • Create New...