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Everything posted by JackFarmer
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Downloaded Arx Fatalis yesterday from Steam. I think this is something for me - I really like the style, music...and the Goblin talk (a wild blend of a German version of Thief's Paganish & Jiddish ). Have not seen much of the enemies till now, but the spider models are already quite impressive. Can you help me with the stealth system? If I crouch and approach enemies, they always see me and the "Schleichmodus" button does not seem to work at all...?
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Is this some kind of action adventure like Soul Reaver with stealth elements? The video you posted on the previous pages was quite cool and showed a lot of different game mechanics. Looks very promising to me! Don't make fun of me, but what the heck is a "dungeon crawler"? Are you referring to games like the old C64 Bard's Tale games?
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Maybe setting the property sound_loss - x on relevant location separators?
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So, what are you working on right now?
JackFarmer replied to Springheel's topic in TDM Editors Guild
I am with Goldwell @MirceaKitsuneYour world building has improved dramatically - I hope you got it portalled in a fitting way. -
How about AI voice generation using the already existing voices?
JackFarmer replied to STRUNK's topic in TDM Editors Guild
Could you provide sound samples for us? A thievish voice would be cool. @STRUNKI'd like to do a briefing video for an existing mission. You then could process datiswous' samples with the already existing briefing text and I would create a briefing video with sound fx and images. That would be a good test, I think. @thebigh: What about you? I recall you had an interesting voice, yet bad recording equipment when you provided me with samples back during development of TBM? -
How about AI voice generation using the already existing voices?
JackFarmer replied to STRUNK's topic in TDM Editors Guild
I think this is a idea worth further discussions, though I'd prefer (to avoid bad blood plus I think the existing sets do not really need new barks) if we created entirely new vocal sets with it, perhaps using voice samples from volunteer forum members that sound reasonably believable? It just occurred to me: What actually happens if we use English voice samples with a German or Dutch accent? Would the results then also have the accent? -
Hidden Hands: Blood & Metal (Campaign) - 01.09.2024
JackFarmer replied to JackFarmer's topic in Fan Missions
Sorry, you posted in the wrong section and thus nobody really paid attention. If you still need help: @nbohr1more Would you mind moving this into the HHBAM mission thread? -
How about AI voice generation using the already existing voices?
JackFarmer replied to STRUNK's topic in TDM Editors Guild
Hm...you really think it sounds robotic? I have a similar feeling as I already had with the earlier samples you postee; if I hadn't known, I would probably have said it was real. -
Hidden Hands: Blood & Metal (Campaign) - 01.09.2024
JackFarmer replied to JackFarmer's topic in Fan Missions
The first secret can be found -
How about AI voice generation using the already existing voices?
JackFarmer replied to STRUNK's topic in TDM Editors Guild
Yeah, I think this is also very good for tentative voice over when voice talents are late with their contributions to have at least something for mapping or beta testing. -
How about AI voice generation using the already existing voices?
JackFarmer replied to STRUNK's topic in TDM Editors Guild
Very impressive, though, sometimes the results sound as if somebody talks into a tube. -
How about AI voice generation using the already existing voices?
JackFarmer replied to STRUNK's topic in TDM Editors Guild
yeah, the first three are very close to the original voice actor. -
Well, it works like that: Example: AI with two targets target 1: sleep node - target 2: normal path node with idle_spawnarg If you alert the AI just a little bit, the AI will go up from sleep, look around and will go back to sleep. If you alert the AI by showing yourself, then AI will go to target 2 and will never go back to target 1 (the sleep node). I think the logic behind this hard coded behaviour was, that you would not expect someone to go back to sleep once he has seen an enemy.
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Maybe take a look into Biker's latest misiosn "The Imperial Sword". If I recall correctly, it has animated grass. However, don't know if that's what you have in mind for your project.
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Hidden Hands: Blood & Metal (Campaign) - 01.09.2024
JackFarmer replied to JackFarmer's topic in Fan Missions
I saw that, I have implemented most of them in the last update. Will do another update after boylag has finished his video playthrough - hard to watch as (as always) he runs around like a berserker. However, this approach is very good to find problems you normally do not think about, so... -
Hm, I am afraid, in this case, we will need not a fake, but a real superbrain to look into the problem. @joebarnin: Jeff, do you think you have time to assist our friend here?
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The Dark Mod 15th Anniversary Contest - Entry Thread
JackFarmer replied to nbohr1more's topic in Fan Missions
send me pm -
Are the keys in question def-attached to AI entities? Why do you need the keys to be stackable? Are these stackable keys meant to open only one specific (or several) door(s)? Or do you just want to avoid inventory cluttering?
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try 'used_by_inv_name'
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At this point, I think we all just have to say once again that I am brilliant. Man, I almost fear my superbrain to explode!
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@thebigh
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Last night I had another idea, though, this one is so crazy that I almost do not even dare to mention it: What happens if you give the AI just one target for a path entity (X) and then you teleport X to different locations? I am not sure if I have tried this in the past.