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Destined

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Posts posted by Destined

  1. 6 minutes ago, Obsttorte said:

    I fairly doubt that

    1. someone becomes unconscious after a few seconds not beeing able to breathe, I would rather guess that it takes several minutes
    2. that it is "much more safe" to squezze someones trachea.

    I am no expert to this, though, so I may be wrong. It doesn't matter much anyways imho, because

      Reveal hidden contents

    it is a game :P

     

    I agree in part. I have no clue as to how long you need to choke somone out, but I don't think it takes minutes. If done right it definitely is safer than a knock on the head, because you can release your victim in time, without him takin major damage. On the other hand, a choked out person will not stay unconcious for too long. But for the game it does not really matter. In both cases it is a way of taking out guards without killing them. If the choke out would have been the way it is done in Thief, it is very likely that we would have it here as well. But the blackjack was their choice, and so it became the choice here. Apart from that, the blackjack needs a lot less animation work, so it is easier to implement.

    2 hours ago, Filizitas said:

    About the Blackjack thing, i ask myself why it even exists.
    In my studies about immersion and realism i came across multiple  voices that clearly said that the blackjack is a murder weapon.

    Do people honestly believe that you can safely knock someone out with a heavy stick?

    I like the way they do it in dishonored, it is very close to the real world equal and is indeed much more safe.
    The Black Jack needs an unrealistic amount of Game magic multiplicator to work.

    And the way that you can just bonk everyone on the head from any angle... and they all just fall over safely and fast. That is very very OP.

    Keep in mind that this is no simulation, but a game and suspension of disbelief is a part of that. Of course, the reality of blackjacking would look quite different, but you could also not crouch in the shadows and not be seen by a guard half a meter away or carry the amount of loot the way you do (or weapons for that matter). Or rouse guards and have them just go about their usual way after only a few minutes. If you start to apply realism here, you will not see the end of it.

  2. My plan was to have one type of lights (to be more accurate: atdm:sphere_brass_ceiling) that will get turned on with the generator in the basement. Having them controlled by additional switches was not planned. So, if I understand "getNextEntity" correctly, I could use "lamp = sys.getNextEntity("classname","atdm:sphere_brass_ceiling",lamp);" to get all lamps of this type? It is very nice to see how a short script can do something that would require a lot of handywork otherwise (it is currently 23 lamps that should be affected).

    Thanks a lot!

  3. Is it possible to target all lights of of a spcific type with a single command? I have a switch that turns on a generator, which in turn should switch on all electrical lights. I could target each light with this switch, but since there are over 20 of them, I would prefer, if I could simplify this somehow.

  4. Hi all,

    I am not sure how many metalheads are on this board, but I am one of the people who is missing a couple of festivals due to SARS-CoV-2. One of the biggest events, that cannot happen this year for me is Wacken, but the organisers are trying to make the best of it, by having an online-festival including even some live shows (in studio without audience, of course, but still nice). Anyone else watching this? And what are your thoughts about it? I think, it cannot compare to the real thing, but it is a nice gesture, so I let it run in the background, while doing other stuff.

    • Like 2
  5. Well, as a good christian (or somthing like that), one of the more contemporary female saints that comes to mind would be Mother Theresa; just a woman who cared for the sick and poor. A simple enough theme. Maybe you could turn it into a Robin Hood like mission, im which the protagonist helps the poor people by stealing from the rich...

  6. A button is no lock. So, if you use this entity, it cannot interact with a key, but you simply have to push the button to open the door.

    The reason, that the shelf does not swing open like you would like, is because the origin is at the centre of the model and any operations use that as the point of action. I would suggest (if the space allows it) to just make it a sliding door. For that you simply have to enter values into the "translation" spawnarg for the direction in which you want the door to slide (and remove "the rotate" spawnarg, of course), which would avoid the complicated setup.

  7. There was another forced ghost mission in T2 (IIRC), where you check out a target building, so you are not allowed to rasie any suspicion that your were there. In the mission following that, you conduct the actual heist. Sp, for recon missions this may make sense. But I agree, that it should make sense story-wise. A general "You don't do that, because the mission demands it", is rather inelegant.

    I was planning on doing a mission (or rather a set of two missions), where something like that is implemented. In the first, you prepare for a heist, secure one or more possible entryways for the main building (and maybe prepare some other stuff) and in the second mission taking place in the following night, you actually have to steal something. If you KO/kill guards in the first mission, the number of guards in the second one would be increased. This is, in my opinion, the best way to do something like that: let the players do what they want, but show them, that certain actions may have consequences. But like so many cases before life came in the way and motivation to continue the project did not come back so far...

  8. 9 hours ago, thebigh said:

    I see your point. If it's a museum heist and the target is a jewel-encrusted pope hat in a brightly lit display cabinet, it would stretch suspension of disbelief too far to assume the museum guards wouldn't see it was gone and then freak out about it. But even then I'd add the ability to turn off lights so that the guards would have to turn them back on first before noticing the artifact was missing, giving the player time to ghost out of there and not have to deal with angry super-alert guards. I'm not saying this mechanism can't work if done right.

     

    As far as I know, the current system creates a "missing entity", when an object that is supposed to be there gets taken. Is this entity dependent on light? I.e. would it help to turn off lights? If it is, it is purely bad design, if it does not work. If not, is it poosible to change that?

  9. 21 hours ago, thebigh said:

    Hi everyone, absolute novice Dark Radiant user here with what may be a stupid question:

     

    I made a room with some ankle-high water in it. Initially I made it a simple rectangular room but, later on, realised that was boring and changed its shape to a trapezium. I did this by manually moving some of the edges of the brushes making up the walls, ceiling, and floor of the room. However, I am not able to highlight and move the edges of the water brush. Why is that, and how do I fix it?

    Welcome to the community! Keep in mind that the water entity can overlap with the walls. So if you just made the room smaller, you would not necessarily have had to resize at all. If the room got bigger or the overlapping part can be seen in another room, it should be resized, of course, but otherwise you can save some time.

  10. 9 hours ago, Dragofer said:

    Is there some easy way to check by script whether an AI is unconscious? I've seen people around here using something like IS_UNCONSCIOUS, if I remember correctly, but as far as I'm aware those all-capitals words are only available in coding, not in Doomscript.

    Depending on what you want to do, you could use the objective system. There is the "AI is knocked out" type, where you can specify if you want one specific AI or any of a certain type to be knocked out. Form there you can either call a script or set objectives as completed/failed. It might be easier than scripting, depending on what you want to do.

  11. I found the video quite interesting and I agree that it is sad that the whole search system is wasted for most people. I am a quicksave spammer myself, but I also try to condition myself not to do it too often. An incentive to get players to not do that could be to track and rank the number of times the game was saved. The (admittedly very old) game "Sverance: Blade of Darkness" did that. It ranked you as "Awesome", "Bold", or "Normal" depending on how often you saved. To get an "Awesome" ranking, you may only save around two times per level. It had no other influence on the game, but it made the player just try to save not that often. So, you could try to let the number of saves/loads influence the stealth score or give it it's own ranking. That way people may feel compulsed to try "no save" runs just as they try ghosting missions.

    • Like 1
  12.  

    On 6/26/2020 at 10:55 AM, Arcturus said:

     

    screen-image-implant-02@1920-0dfd2e62.jp

     

    This guy gives a strong "Illusive Man" vibe for people who played Mass Effect 😉

    I played Deus Ex and Deus Ex Human Revolution, but they both did not really click for me, so I finished neither. I like the Cyberpunk genre in films (Bladerunner, Ghost in the Shell, Total Recall, Battle Angel Alita; all great films), but in games it did not really work for me so far. On the other hand, I loved the Witcher games (although Withcer 3 had a lot of meaningless "occupy the player" taksks), so maybe I will still give it a shot. But definitley only, when I get it on sale for less than 30 bucks.

  13. On 6/20/2020 at 3:50 PM, Dragofer said:

    To put my question to a point: is there some way to delete inherited properties in a .def file? Background:

    I'm working on the last item in 0005184: Issues with new manbeast/werebeast/zombie assets (SVN 2.08), which is that the new clothed zombie has 4 different copy_joint spawnargs, which results in 2 console warnings per clothed zombie at map start. From what I've seen, these spawnargs are used to "keep the neck attached to the shoulders", and the standard is 2 spawnargs per AI:

    - regular AIs, whose head is a separate entity, use "copy_joint Head" "headcontrol" and "copy_joint Neck" "neckcontrol"
    - zombie AIs, whose head are part of the body, use "copy_joint headcontrol" "headcontrol" and "copy_joint neckcontrol" "neckcontrol"

    The clothed zombie is some kind of hybrid (zombie with a head as a separate entity), as it inherits from zombie AIs but needs the spawnargs used by regular AIs, which brings the total to 4 copy_joint spawnargs. The zombie version of the spawnargs isn't needed, but it isn't enough to just set them to "-" because the console complains about the spawnargs themselves

    I don't think there is a way to delete inherited properties. I fear you would have to go back in the inherited files and start a new "inheritance branch" from the first entry that does not have the spawnargs that you want to get rid of. Instead of creating a whole new branch, you could also just copy/paste all the spawnargs you need from the inherited def files and create a new def file from scratch.

    • Like 1
  14. On 6/3/2020 at 11:37 AM, STiFU said:

    I never understood why games must have this replayability factor? What's wrong with an awesome one-time experience (especially so for shooters)? Take survival-exploration game "The Outer Wilds" for instance. An absolutely brilliant game (that every serious gamer should play), but the 2nd or even 3rd playthrough of it will never be as magical as the first one, not by a long shot.

    I also agree. With the limited time you have as an adult, I usually play games only once anyway. And then I rather have a great game with the intention of only being played once than a game that requires several runs to expereince it wholly. The same is true for length. I rather play a great but short game than a mediocre (or right now even good) game that requires me to play it for 100s of hours. The ingame chores for gamelength sake that peter_spy mentioned make it even worse. I often have completionist tendencies, which I have to actively repress in these cases.

    • Like 1
  15. That is indeed good new. I am close to finishing Sekiro and have always regretted not being able to play Bloodborne. Btw.: If you did not know there is also a boardgame adaption of Bloodborne that is coming soon (supposedly this year; fingers crossed). I am really curious how the gameplay gets translated to the board game. It looks very nice, at least.

    • Like 1
    • Thanks 1
  16. @Bienie I am quite sure that stacking the items is the problem here. Keep in mind, that the items in your inventory are not the original items that you pick up. I.e. an item that you pick up gets removed from the map and is added as an let's call it "inventory item" to the inventory (I learned this, when I tried to target an item in the inventory and used the name of the original item for that). When you drop the item again, the item is spawned with the properties of the item removed beforehand. If I remember correctly items are only stackable in the inventory, when their properties are all the same. So I assume the problem here is that if you want to stack the items, they may not be unique items (i.e. they all need to have the exact same properties). My guess would be that the "item_1", "item_2", etc. names have different numbers after stacking and respawning, resulting in the objective not recognising them as the correct items. You can try the console command "g_showEntityInfo 1" to check the name of the items after dropping them into your target location.

    A way to circumvent this, could be to use a script that gets activated by using the item(stack) on the target location. E.g. if this is a box, you don't open the box and let hte player throw stuff inside, but instead make a frobable box and use the "used_action_script" and "used_by_inv_name" spawnargs to start a script that reduces the number in the inventory by one and has an (invisible) counter go up one. When the counter hits a certain number, the script completes the objective. It is less "realistic", because the player does not get to drop the items in himself, but it is less error prone, in my opinion. If you don't have a box (I don't know what your setup looks like), you can add a visual cue, by placing the item in the place the player should put it, but hide it. When the player uses the item from the inventory, it gets removed from the inventory and the hidden item gets shown. This makes it looks like the player placed it there.

  17. 13 hours ago, Jedi_Wannabe said:

    I've got a dude sitting at a table in front of a plate of food. How do I make him take a bite and eat? I see nothing regarding eating on either of these wiki pages:

    https://wiki.thedarkmod.com/index.php?title=Path_Nodes

    https://wiki.thedarkmod.com/index.php?title=Animations,_Postures,_Controlling_AI_(for_Mappers)

    https://wiki.thedarkmod.com/index.php?title=Animation_List#Sitting_Animations

    In order to play animations you can simply use a "path_anim" path node. Then you have to add the "anim" spawnarg to define, which animation you want to play. You can view all animations in the MD5 Animation Viewer in the Entity tab. If I remember correctly, the animation "idle_eat_carrot" also works for other food that lies in front of them. It could also be that this generates a carrot. Just try it out. In this thread, there is a discussion about a frame rate drop, while playing the eating animation, but it describes that the AI picks up food in front of it.

    • Thanks 1
  18. On 4/22/2020 at 8:22 AM, Nico A. said:

    And on a related note, how ensure that real-player guards experience the same visibility that the thieves' light gem indicates? I guess light settings in the game have to be really low? Or should the thieves in complete shadows be actually invisible until the player guard comes close enough - event though player guards don't see complete darkness but ambient lights?

    In order to ensure that guards cannot "cheat" by ramping up their brightness, you could make the thieves transparent and link the degree of transparency to the light gem. Completely dark would equal transparency 100%, completely lit 0% transparency. The scaling would need some work, as the thieves will already be harder to see, when in the shadow, so 50% transparency in the shadow may already make them basically invisible.

    But this reminds me of one big problem that a multiplayer TDM has (that I remember from other discussions about the multiplayer): apart from the multiplayer infrastructure/code, you need a player model with working animations for all the actions a player can make. This is another huge chunk of work. But if you have a working basis, you may find someone willing to work on that.

    • Like 2
  19. 2 hours ago, NeonsStyle said:

    [Why is it on this forum now, if I want to get a new line, I get double new line, and have to hit shift enter to get single new line? Who

    thought this would be a good idea and more efficient???? Can we please go back to the old way? Sometimes programming fads 
    are really thick!]

    You don't really get two new lines, it is a simple formatting issue in which the next paragraph is set apart by a set number of pixels (just like you can increse the distance to the next paragraph in Word). Shift+Enter does not create a new paragraph, but rather only jumps to the next line, which is why you don't get the separation. It is meant to be clearer than the regular line break. I have not found any setting, where you could change this, so I assume that this is a default setting in the forum.

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