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Everything posted by Geep
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This all encouraged me to try again with the elevator-only map. Made various changes, but burying the aas_obstacle fully within the aas_solid broke the log jam. The good news: the AI guard can fetch the elevator from both levels. The bad news: using the elevator leaves him KO'd or dead! Specifically, he fetches the elevator from the top floor, rides it down, makes his rounds on the ground floor, fetches it again and rides it up. All good. But when it reaches the top, the platform immediately reverses and heads down again, inflicting pain in the process! When it gets to the bottom, the AI pushes the top-floor button, and the cycle repeats... more pain. And after yet one more cycle, he's flat and twitching. Morale: be careful what you wish for? Silver lining: possible new way to disable guards? So the mystery continues
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@PranQster, just by way of empathy, we're also having a problem getting AI to use a elevator, under 2.07. This was a new, very tall elevator with just 2 stops. Worked fine for the player. The AI never used it, even in a map that had ONLY the elevator, and its two landings. Still, you might try creating a similar map to shed light on your hypothesis that it's the alternative path that's interfering in your case.
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I was feeling guilty about not doing I18N for my first mission, so started looking into that for the next. It was nice to see that there was a page that indicated what translations were done... but shocked that it was so misleading (and with a warning about being out of date). It said there were no Russian translations, when elsewhere the forum indicates there's a hundred! I updated the I18N_Status wiki page with a new section under FM List: -------- FM List Translations Developed Under or Available through Language-Specific Third-Party Sites These translations may in some cases go beyond I18N-text translations, to include images and vocals. An example is DarkFate.org, which has Russian language translation of Thief-family games, including on the order of 100 TDM FMs. A current list may be found here. See also an earlier TDM forum post about Dark Fate resources for Russian-speaking translators of TDM FMs. I18N-Text Translations Available Within TheDarkMod.com FMs ---- I also indicated that the existing list shown is sortable (since it's unsorted initially, and there's no sort icon shown). With respect to being out-of-date, I wonder if someone could develop a different version of the list that could be automatically generated, say, with a python script that ran monthly?
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Perhaps this is more accurate? Defining some terms: · A “guarded” flee point is one with spawn_arg “is_guarded 1”. · An “indifferent” flee point is one without spawnarg “team” specified, or the team specified is "neutral" to the fleeing AI's team (see [[Teams]]) · A “friendly” flee point is one with “team” spawn_arg set to either the same team as the fleeing AI, or one that is "friendly" (see [[Teams]])
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@grayman Just trying to understand the "new" flee point rules, before I make some fancy flee handling. Evidently not updated in the wiki; I can do that update as follows, if you can clarify 2 things (see Questions): Defining some terms: · A “guarded” flee point is one with spawn_arg “is_guarded 1”. · An “indifferent” flee point is one without spawnarg “team” specified. · A “friendly” flee point is one with “team” spawn_arg set to the same team as the fleeing AI. Here is what the AI tries to do (as of TDM 2.03): 1 - If there's a guarded and friendly flee point, run there 2 - If not, if there's a friendly flee point, run there. 3 - If not, if there's a guarded and indifferent flee point, run there 4 - If not, if there's an indifferent flee point, run there. 5 - If not, pick a spot far away and run there. Questions: In steps 1-4, if there are multiple candidate flee points for that step, the previous code would reportedly choose the nearest one. Is that still true? In steps 1-4, once the AI has run to the flee point, if the enemy is still visible, the previous code would reportedly resume the search from step 1, but look for the farthest flee point in each case. Is that still true (assuming it was ever true)?
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Glad to hear from a satisfied customer!
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Just did a refresh of https://wiki.thedarkmod.com/index.php?title=Text_Decals_for_Signs_etc. Mainly a new middle section with an example of how font resizing and wordwrap works, with comparison photos in DR and in-game. And some muddle cleanup in the first section. I left the last "customization" section as is.
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There are so few female AI character heads in TDM. It sure would be helpful to my FM in progress to have more. Besides what's in the stock distribution now, back in In 2015, Bob Necro created more variation for female characters: · black wench · older white wench · old noblewoman, based on Dame Judi Dench. There's some remnant of the old noblewoman in the 2.07 distribution, but shaders are missing. For these 3, Bob provided a link to the required diffuse and normal images (at least in .png format) at http://goo.gl/photos/QzUvicYW8BqGQmfo8 Anyone know if there is some problem, such as changes in the model skel, that kept these from being in the core now?
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Maybe this thread would help:
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HMart, I'm guessing that for Bienie, manipulation of a forward vector would be needed, but probably not the dot product. He wants the AI to spawn more or less in front him. When that happens, I imagine the AI should be looking at the player. That can be done by taking the difference between the two origins, normalizing it, and making that into the AI's forward vector.
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In all fairness to yourself, trigger_look is a fairly sophisticated piece of coding. If you do decide to pursue it further, the wiki sheds some light, and includes near the end a link to Obsttort's video describing the math. I think, if this script was (re)written today, it could use calls to now-provided angle conversion functions, instead of doing all the math itself. Regarding the AI that appears, maybe another approach is to have AI spawn at some fixed "station" location, and run like crazy to where the player is... you could have some special music & smoke effects play while waiting for him to arrive
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Don't know exactly, but if I was doing it with scripting, I'd think about using $player1.getOrigin() and probably $player1.getViewAngles(), calculate the position I want the AI to appear, and then use setOrigin() to place it there. For the calculation, you could hardcode the distance, or create a more general script object and pass the distance as a spawnarg; the "trigger_look.script" might serve as an example of some of this. However, you have to arrange your trigger location environment to avoid the risk of trying to move your AI, say, to the middle of a wall. Maybe just living with a one or a few named teleport targets would be easier.
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I'll do that now.... done
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Hmmm, intermitant behavior, everyone's favorite. Good workaround, tho... I'll add it to my list of things to wikify, if no DR fix gets queued up.
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One of the things I left unresolved when I wrote up the wiki entry for Model Scaling, is how to make duplicates. If you just hit the space key, it creates a new unscaled object, which is really not what you want. I just recalled this problem again, when I was set to make a dozen scaled items that I wanted to be identical in size. I don't know if there's a workaround.
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@taaaki , could you contact me about use of TDM SVN for a FM collaboration? I guess your PM mailbox is full.
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Do you think using monsterclip as the texture, instead of the original tdm_nodraw_solid_liquid, has made the setup more fragile?
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The wiki page "Ragdoll Corpses in Water" is updated, and now with pix. @PranQster, let me know if you'd like any changes (or make them yourself). Similarly, @angua, I recently made some tweaks and extensions to your "Swimmable Water" page.
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Thanks. I'll rework the wiki page soon. Your related AI-sitting experiments are off-topic for that, so won't be included there. But there will be a pointer back to this thread, though.
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@PranQster, I'd like to add a precis of your method to the "Ragdolls floating on water" wiki, including the 2 photos above. OK? Also, I wasn't sure that the monsterclip suggestion was going to work... won't ragdolls just fall through monsterclip? Did you try it?
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I'm not sure where to post this, but this group seems relevant... In a 3-month time frame, a nude or semi-nude male AI is needed for a new FM. He would be paired with an existing nude female AI in a brief cutscene. I am unaware of any pre-existing TDM nude male. Please PM me for more details if you might have the expertise and inclination to help.
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Yes, we're good now. Working with fflood and others, 2 works were retrieved, made runnable under 2.07, and considered. One seems to have particular promise. It's way too early to say much more about that.
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Done. In my FM, I found i could live with the T pose. My wiki piece links to ways to pose a ragdoll, but I didn't really pursue them.
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I mentioned the T-pose problem with a ragdoll, but at the time didn't know which of my various bit twiddles might have caused it. Useful to know it's "nodrop 1". I'll revise the wiki accordingly.