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JackFarmer

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Everything posted by JackFarmer

  1. 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?
  2. 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?
  3. 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?
  4. 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.
  5. The first secret can be found
  6. 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.
  7. Very impressive, though, sometimes the results sound as if somebody talks into a tube.
  8. yeah, the first three are very close to the original voice actor.
  9. 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.
  10. I think there is only one way to do that with path node entities:
  11. 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.
  12. 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...
  13. 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?
  14. 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?
  15. Could by_classname or category also be an option?
  16. try 'used_by_inv_name'
  17. 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!
  18. 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.
  19. I know exactly what you mean. I already had these problems with TBM and most recently again with HHBAM. Can drive you crazy. Perhaps the problem also has to do with the fact that the targets are added too quickly when using changetarget_entities...maybe this can be solved with a scripted alternative like below...? sys.trigger($teleporter_x"); sys.wait(2); $wizard_ai.addTarget($path_corner_x); Thing is, you have to make sure that an already existing target has to be removed before you add a new target.
  20. You still have problems with the patrols?
  21. This site is getting more popular by the day - ca. 870 bots online this morning CET!

    1. taffernicus

      taffernicus

      closer to dead internet theory 🤣

    2. datiswous

      datiswous

      So the percentage of logged in users is going down in comparison to the amount of "guests".

  22. This has nothing to do with your problem. Will write you a PM.
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