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Ishtvan

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Everything posted by Ishtvan

  1. Yeah, a combination method would work well. As for chaining the flags so that an object with PLAYER_TOUCHED set to true or whatever that bumped into antoher object within a certain amount of time would also set PLAYER_TOUCHED on that object.. that sounds like a pretty good solution. You'd just have to figure out how to clear all the flags when the chain reaction was over. [edit: I guess you could just clear the flag when the object comes to rest, assuming that D3 physics works right and it doesn't keep wobbling around in place or something] Btw if you have any interest in helping out with the programming, we can always use more (altho this decision is up to our lead programmer Sparhawk, not me), so if you're interested, you might want to shoot an email to recruiting@thedarkmod.com
  2. At least she still has a killer body
  3. That's a pretty good idea, I'll look into it. I was also thinking about adding a flag to idMoveables when they're picked up and thrown by the player, so that AI only respond to objects thrown by the player, but your idea seems more general. The only failure case I guess would be if you threw an object at an AI the instnant after they kicked a box or something in their path. At that moment in time , the "amnesty period" would still be going and they wouldn't notice the item you threw at them.
  4. Ishtvan

    Footsteps

    What I was saying was: Soundshaders play from a list of several random sounds. D3 has a bunch of sounds, so while I know that we are working on many sounds for arrows colliding, etc, if we hear one that's already included in D3 that we like, we can include that in the "arrow on wood" soundshader too, in addition to our own sounds, as yet another random sound to play. The more the sounds slightly vary, the more convincing the game sounds, IMO.
  5. Ishtvan

    Arrows

    @Dram: What's the draw strength on your bow? A recurve shortbow is like 30-50 lbs, right?
  6. Ishtvan

    Arrows

    I would add to the list of "realism" problems that packing more crap into the tip of the arrow makes the arrow heavier, which limits the velocity that the bow can impart to the arrow when the bow is fully drawn back. So a really heavy arrow, like one holding a coil of thin rope inside, would leave the bow with something like 1/5th the velocity of a broadhead, meaning these arrows would fly like crap... imagine shooting a Toys R US toy bow, and that would be about the performance of your shortbow firing heavy arrows.
  7. Yes, there will be no nudging up in here. You'll just have to find a better way to ghost
  8. I can shoot between the legs of our haunt model and miss, even tho we didn't do anything special to get the CM for him... [edit: I THINK, I could be wrong, have to test this]
  9. AI "Dev journal" hilite Bringing the topic back to AI Q&A, I thought I'd give the forum visitors an insight into the AI coding process, which sometimes yields hilarious results, such as this: I set up AI so that if a D3 physical object collides into them, they get a tactile alert and pretty much go to the highest alert state. This was so that, like in T1-3, if the player throws an object and it hits an AI, the AI will spin around to face the direction it hit them from and go to full alert. Now, this worked well and good when you throw objects at AI, but there was one thing I didn't think about: Since D3 has a physics engine, objects behave physically. If you are walking around, and bump into say, a box, you upset the balance of that box, and that box may wobble back, then forward, and bump into you. D3 also considers this to be the box colliding with you. So, when I put some boxes on the floor and had AI patrol around the room, they sometimes kicked the box, and in rsponse, the box wobbled back and then wobbled forward, nudging the AI. At this point, the AI believed that it had just been hit by an object out of the blue, so it went to a full alert and started freaking out and running in circles (this is my placeholder behavior for full alert ) As he ran around, he kicked more boxes, and with more force because he was running, and the boxes wobble around and knocked into him again, and he received full tactile alert again, resetting the de-alert timer. So the result is he runs around indefinitely, kicking boxes and then freaking out when they bump him back.
  10. Nevermind... it's not a high priority again... wheee.
  11. Yeah, I'm no expert but those are very nice ambients!
  12. We have made a design decision that we are not coding it to support multiplayer initially. That would require a lot of extra coding and workarounds that would slow down our progress as we try to get the base elements down. When we release, it will be open sourced, so anyone who wants to try to get it to work with multiplayer is welcome to try.
  13. This is what Brian said about collision models: So... I'm still not sure what that means. I guess we don't have to worry about collision models for characters until they die. That still doesn't help my code any tho.. I emailed him some follow-up questions.
  14. Read the frontpage and you may be pleasantly surprised
  15. Oops, I was wrong, it is a high priority again, the other way to code it also necessitated having clipmodels, as I discovered
  16. It looks like it somehow poses the AF, so maybe it uses a polygon for every separate part of the model, like legs, arms, etc, and then based on the animation it calculates how the arms/legs are posed and moves those bounding boxes exactly? Btw this is no longer a higher priority... I found another way to code it. As to where the clip models go, they are in a file. ".cm" I think it's called, of the same name as the model. Don't ask how I know that.. I just remember seeing it somewhere when I was trying to get the clipmodel for doors or something
  17. True, true, they must never know about the ancient Lute of the Pythagorean Order.
  18. Yeah, the problem I'm getting is that D3 thinks the collision model was not "properly" loaded, whatever the fuck that means. It the default collision model or whatever it loaded certainly works well enough to do collision detection in combat, but apparently not well enough to tell if it bumps into the player??? EDIT: It definitely needs a .cm file for this. Do you guys know how to make a .cm file? I remember hearing that you could just import the model/AF into D3 and it would export a .cm file for you.. is this correct? IF so, can we do this for the Revenant?
  19. I think in T2, the harp made a discordinant noise 50% of the time and played up some scale 50% of the time. Maybe if you play an instrument really well, the AI that come bursting into the room will recognize true talent, and decide to just beat you senseless instead of kill you.
  20. Btw, does this bastard have a clip model? I'm having a devil of a time getting it to detect when it's walking and bumps into you (although it has no trouble detecting when you bump into it )
  21. All I can say is... -I can swear on this thing right? Okay. All I can say is: Holy shit, scroll down and look at the screenshots. http://www.doom3world.org/phpbb2/viewtopic...er=asc&start=60 Also, this is from a "certian member" of the D3 dev team in that thread: I don't know what that means, but it sounds interesting.
  22. Ishtvan

    Prelates

    That's so he can easily bend you over and have his way with you if you're spotted.
  23. So Macsen are you saying that you wrote the campaign as a Musical? :lol: Are we going to have to animate "Dance of the Angered Benny?"
  24. Someone probably said this already, but if you think you have time to help us with animating, then by all means, send mail to: recruiting@thedarkmod.com And include some links to samples of your work if possible.
  25. http://www.doom3world.org/phpbb2/viewtopic.php?t=9636 I thought this was really cool for some reason. We could apply it in the darkmod by having an AI sit at a piano and looking like they were playing... using this pianola, the freakin' keys would even go down when the note played.
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