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Everything posted by thebigh
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Exactly. We haven't needed AI before. Why do we need it now?
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[FM] Mis primeras misiones / My first fan missions - Brams
thebigh replied to Brams's topic in Fan Missions
I see the mission's in the in-game downloader now. Congratulations on the release. -
I don't think I'd want AI-created material in TDM at all. It gets a bit murkier when people use it to, for example, upscale human-created textures to higher resolution or a non English speaker to use AI to translate things they wrote themselves. The more the use resembles photoshop or GIMP filters the less I'm bothered by it, but outright generation of graphics, code, and voices is not something I'd be on board with. And aside from these considerations, AI's theft of human artists' work and awful toll on the environment present big ethical difficulties for me as well.
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Disappointing.
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[FM] Mis primeras misiones / My first fan missions - Brams
thebigh replied to Brams's topic in Fan Missions
Pickpockets: Missing loot: -
He's got a right to make a stand over something he feels strongly about.
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Fan Mission: The Accountant 2: New In Town by Goldwell (2016/05/09)
thebigh replied to Goldwell's topic in Fan Missions
Disagree. Every moment of that mission is joy and I wish the undead section wasn't so rushed. -
[FM] Mis primeras misiones / My first fan missions - Brams
thebigh replied to Brams's topic in Fan Missions
To stop snow falling into the house, guard shack, and privy you'll likely need to divide your snow emitting patch into several patches. Then put visportals extending from the roofs to the sky. A solution to the problem is described in this thread, and it includes a tiny test map you can open to see how to do it. -
[FM] Mis primeras misiones / My first fan missions - Brams
thebigh replied to Brams's topic in Fan Missions
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[FM] Mis primeras misiones / My first fan missions - Brams
thebigh replied to Brams's topic in Fan Missions
CORNERED THIEF - * The loading screen still says "Trapped" * If I am outside the building when I kill the last thug, the objective doesn't complete. I need to go back inside and then exit again to complete the mission. I don't know if that matters. PROTECTED COUNTRY HOUSE * All the AIs have shouldered names except for the lantern guard outside and the upstairs guard in the house. * Snow is visible falling inside the house if you are looking near the door or a window. * The book on the desk in the bedroom is floating above the desk. * Something is strange with the metal chest. I need to unlock it twice with the key before it will open. * Some Z-fighting on this building here: * I got onto the roof of the house without cheating Can you discover how I did it? -
I'm hoping to get the mission done before the end of the year. The map itself is unlikely to be too big, but there's a lot more fiddling with material defs and scripting than I anticipated.
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Yep, this works!
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Okay, I've been playing around with this a bit and it looks like getHead() and getWeaponEntity() are not returning what I expect. If I go in-game and enter ListEntities in the console, I find out that Benny's head and sword are called Benny_head and CMeleeWeapon_atdm:moveable_longsword_9 respectively. void alphadjust( float x ) { entity Sword = $Benny.getWeaponEntity(); //what does this actually return? entity Head = $Benny.getHead(); //what does this actually return? $Benny.setShaderParm( 3, x ); //works perfectly $Sword.setShaderParm( 3, x ); //does nothing $Head.setShaderParm( 3, x ); //does nothing $Benny_head.setShaderParm( 3, x ); //works perfectly //$CMeleeWeapon_atdm:moveable_longsword_9.setShaderParm( 3, x ); //won't work because variable names can't contain a colon return; } And in any case I'd prefer not to have to rely on knowing beforehand what the name of the entity is going to be, because later versions of TDM might change it and break my mission; and names containing an entity ID number definitely will change during mapping.
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I'm trying to get burn-away to work like it did in Doom3. Basically, I've given Benny a skin that's his usual outfit but with an irregular, clumpy alpha channel over the top of it. I also made similar skins for his head and sword. These have things like { blend diffusemap map models/md5/chars/benny/benny_body_d alphatest parm3 } in the material definition so that by varying shaderParm3 in-game I can get Benny to look like he's dissolving into clumps of ash, like the imps did in Doom3 when you killed them. Works perfectly for all the materials on his body, but not his head or weapon. void alphadjust( float x ) { entity Sword = $Benny.getWeaponEntity(); entity Head = $Benny.getHead(); $Benny.setShaderParm( 3, x ); //works perfectly $Sword.setShaderParm( 3, x ); //does nothing $Head.setShaderParm( 3, x ); //does nothing $Sword.remove(); //does nothing $Sword.unbind(); //does nothing return; }
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Hmm, I can't seem to make any changes whatsoever to attached entities, either using this method or using getHead() and getWeaponEntity(). setShaderParm() does nothing. Not even remove() or unbind() have any effect. It doesn't seem possible to cause any changes at all to an attached entity. Oh well, so much for that mission concept, LOL.
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If I change a shaderparm on an AI in a script using $BennyGuard.setShaderParm( parmno, newval), how do I get that to propagate through to the AI's head and weapon entities?
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What's the difference between a Bloodfly Nest and Windows 11? One will leave the afflicted a mindless, shambling husk barely able to imitate human thought and speech and infested with innumerable bugs. The other can be smashed open by Corvo to extract valuable amber.
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I guess using "ae" in place of "ä" would be too awkward and annoying?
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Really fun mission BTW, you'll enjoy it for sure.
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That's from Ulysses: Genesis, by Sotha. Thief Guild Link
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The Complete Vengeance for a Thief Campaign
thebigh replied to Sir Taffsalot's topic in Fan Missions
It's interesting seeing these cool old missions bundled together like this. Definitely a different experience somehow. Arrows and sword from Miss 1 probably shouldn't carry over to Miss 2 though; it makes the jailbreak sequence very different than intended. -
A lot of people expect TDM to play and feel just like Thief with better graphics. Then they get thrown out by things behaving a bit differently and get their butts kicked. None of the easy, cheesy things learned from 20 years of T1 and T2 work and then they get ganked by a guard who'd have been trivial to KO or avoid in a Dark Engine game. Most people react with, "hey, this is actually a completely different game, I should play it on its own merits" and not "AAAA! IT'S SHIT! HOW DARE YOU! RAAAAGH!!!"
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"Waaa waaaa waaaaah! I suck at stealth and everyone else is to blame"
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Suspect yours might be a minority opinion there. This modified D3 engine does just fine for the look TDM needs.