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Ishtvan

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Everything posted by Ishtvan

  1. Well, the Onion is a satire publication, so NONE of the articles are true (except for the one about Arnold becoming gov of CA; in a stroke of genius they wrote the best satire by writing the truth in that case). It also prides itself on being tasteless, so I figured people would know what they were in for if I put Onion article in the title. Sorry if that wasn't enough warning.
  2. http://www.theonion.com/news/index.php?issue=4106&n=3
  3. Btw, in case you run into any common problems, these threads on www.doom3world.org should be helpful: http://www.doom3world.org/phpbb2/viewtopic.php?t=6733 And this thread specifically for VCC2003 Toolkit: http://banditsteals.ba.funpic.de/d3files/
  4. Yes, we are using 1.1 as far as I know. There is very little documentation, you kind've have to spend a week staring at the code to start to understand the inner workings (thats what I had to do at least). src/game/game_local.cpp seems to be the "outermost" code that calls everything else when the game starts up, when you load a map, etc. For leaning and player movement, you might want to look at the src/game/Player class, which inherits src/game/Entity class (which is huge because it applies to any "entity" in the game, players, lights, AI, etc). I don't know if that helps at all.
  5. If I understand right, you're saying design the maps for our campaign and let the tools evolve from that. The problem with this approach is: we want to release the editing tools FIRST so that the community can use them to build FMs. That's why our plan is to release just the toolset and one example map first, THEN work on our own campaign missions. So delaying the decisions on what player tools to include until we have done our campaign maps isn't really an option.
  6. Hi Zaccheus. I don't know why you would think you didn't have the required experience, that sounds like more than enough! (I'm a physical science guy with a little programming background, and they took me for some reason ) . We don't do that much Direct3D programming that I know of. Much of the render engine source is NOT included in the SDK, so we can't change the low level render mechanics. As for VCC2003Toolkit : I used this at first to compile the vanilla D3 source, but I found I was too lazy to set up the makefiles properly for our darkmod source. So I ended up switching to VCC2005Beta. But if you're skilled in makefiles and building all the dependencies and whatnot, I don't see why you couldn't use 2003Toolkit.
  7. :lol: I'm glad I wasn't browsing this thread at work! I think that would be a pretty effective outfit for a thief though. Guard would say "did I just see...? Nah, couldn't've been"
  8. I'm not an expert on editing, but as far as I know, when we get the Doom3 SDK, we get DoomEdit (which is or is very similar to Radiant, I think). So we're using that by default, and can't really modify it as the editor source is not included (I think).
  9. Using doom GUI's for maps/books is being explored.
  10. Venus, I was using the 5 second quote as the least possible time anyone's ever said (this number comes from guys that are convinced that JJ is the best martial art ever who are giving this number, so they are probably exagerrating ). I'm sorry to hear you were strangled. The time to KO also depends on whether they are cutting off air flow or blood flow or both, and I'm sure depends on a bunch of other stuff we can't even imagine. I think the classic RNC (rear naked choke) is a blood choke, but I'm not sure. Also, I'm not saying I'm personally looking forward to Splinter Cell 3. The argument was put out that because there are no good "stealth killing" games coming out soon, we should add these features in the Dark Mod. First of all I agree that's not Thief. Second, I mentioned Splinter Cell 3 is planned with more killing options than the first 2, so people waiting for another stealth killing game can keep waiting for that one.
  11. Let's not spend too much time blowing our own horn. Back to work!
  12. Got around to reading some of those. Very interesting. Diffuse field I haven't yet seen a good model for coupling the diffuse field from one room to another (I guess I should say coupling the 'room mode' excitation from one room to another, since I found out the mode energy spacing is too large in small rooms to make a true diffuse field with lots of modes ). This is what I'm most interested for indoor propagation in small, reflective rooms where reverb dominates. Does anyone know a rough equation to use for this case? Say you have a small room with a door leading to a larger room, and a point source in that room causes reverb, exciting many of the room's modes. What I want to know is how much intensity from the excited modes in this room couples into the next room thru the door. I would guess that the coupling coefficient would be related to the ratio of open portal surface area to surface area of the wall the portal opening is in (so a very small opening wouldn't couple that much reverb from a very large room, because most of the transverse modes would be hitting the wall instead of leaking out the portal), but I have no idea if that's right. Theo put up an equation for this and I guess I'll just use that, but I'd like to understand vaguely where it comes from. Direct propagation In those papers they describe well established algorithms for actually ray tracing / beam propagating thru a 3d model (for direct sound propagation), but I think this is much more spatial resolution than we need. For our simplified model, I'm treating every room as a scattering matrix with the ports being the visportals. The most tricky part about my model for direct sound is figuring out the path sound takes to get between two portals in the same room. The most simple way is just distance from the centers of two portals, assuming no bouncing, just a direct path between portals. This fails for two parallel portals that are right next to eachother, where in reality the wave would come out of one portal, bounce off the far wall and go in the other portal. Direct Prop: Calculating single bounce if necessary If I can get this 'create AALDB' on map compile to work, it means we can take a bit more time to calculate these things like single bounces between portals, if necessary. I could imagine doing a test to see if two portals were more or less across from eachother in the room, and if not, do a trace from the center of the portal along the normal vector to the wall, record the trace distance and point hit, then get distance from that point to the 2nd portal and add it to the first distance, calculating roughly the path length of one bounce (of course we would neglect multiple bounces, and not worry about making the angle of incidence = angle of refraction rule ). This would fix the "failure situation" described above.
  13. Despite my name, I don't understand any. Yeah, I'm a poser.
  14. If the engine still supports them, we'd just have to pretty much copy an old def file from the alpha that makes use of reverb and see if it works. I'm a bit doubtful though, because there are parts of the current source that define soundshader parms, and reverb isn't in there. You never know with the sound engine though, because we don't have access to its code.
  15. I hear Splinter Cell 3 is going to let you throw people off cliffs, slit their throat, and, I'm sure, get your jollies by wantonly murdering people in other hillarious ways. So just wait for that if you want a third person murder simulator. That's not to say that no one can ever make an FM where the goal is to assassinate someone. We just don't think it's very professional to be going around killing everyone and their sister on the way to your target. (even in Hitman, you got rewarded for ghosting the map and killing only your target) I don't think we'll be taking time to add in any additional, stylized "cinematic stealth kills" to break up the monotony of murdering guards. You've already got plenty of options with the thief tools if you really want to kill someone: backstab, arrow in the neck, and, my personal favorite, blackjack 'em and dump them in a bathtub.
  16. I like the compass design a lot! Very elegant and lightweight. My first thought was that maybe it should be a bit more "rugged," but I'm growing to like it as-is.
  17. back in the day, didn't they use something ridiculous like boar bristles for the brush part of the hairbrush?
  18. Even in Splinter Cell, if I recall correctly, he uses a sharp elbow blow to the head to knock them out. The choke hold in that game was only used in combination with a gun pointed at their head to control them.
  19. For the special case of someone sleeping and smothering them with a pillow: This could be done with scripting (although to make it look good you'd probably need your own animation/cinematic scene). With regard to applying a choke hold to a standard guard and expecting them to go down without making a lot of noise: I don't think that's very likely. I'm not an expert or anything, but from memory I think the shortest quoted time it takes to choke someone out is around 5 seconds (forgot if it was blood choke/wind choke/both, whichever's faster). So imagine a standing guard, wearing sword and armour, stomping and flailing around for 5 seconds trying like hell to throw a thief off of his back/throat before he goes down. That doesn't sound very quiet to me, especially compared to an instant-ko blow to the head. [edit - Also, the choke hold is hardly a sure thing. If the guard is stronger than the thief, it's less likely that the thief will be able to hold it against resistance. Also, there are unarmed combat techniques to escape choke-holds as they're being applied. If there weren't, jiujitsu sparring matches would be pretty short. Compare this to the blackjack: There's not much a guard can do about getting whacked in the back of the head without any warning... IRL they might be dazed and not go down.. if so, hit 'em again Of course, anyone is welcome to add their own weapons/animations to the base toolkit that we're making.]
  20. I asked about the reverb info over at Doom3World.org, and the responses seem to indicate that it's not ingame: http://www.doom3world.org/phpbb2/viewtopic.php?t=8713 I'm not convinced 100% though, because some of the soundshader defs that shipped with the game include some variables that I can't find in the code we have access to anywhere, so it's possible the soundengine code still holds a few surprises. One could still do a simple test: Define a new soundshader including the reverb variables (it's just a key/value pair, so set it in the map with the proper name and some value that you think would be good), and one without, play both applied to the same .ogg, at alternating intervals, and see if the reverb variables do anything or if the sound engine just ignores them. I haven't had time to do this test yet myself, and I'm not really certain how as I'm not that proficient at the editor or soundeditor.
  21. Ishtvan

    Prelates

    I think the steel bracers already accomplish this quite nicely. IMO guantlets would not really suit their character. They're unarmoured for the most part because they are protected by their connection with the master builder. I always associated guantlets with full plate armor and slower, cleaving attacks rather than finesse fighting and holy strength. With a hammer that projects holy bursts of energy, I don't think these guys are too worried that someone's going to get in close and cut their hand. [edit - also, having bare hand to hammer contact for me is more symbolic of the fact that they're pretty much 'one with the weapon.' I could be crazy though. ]
  22. Yeah I need to stop posting when really tired and/or drunk.
  23. The sci fi channel one: Yes, the acting was bad, and the sets were bad... and the sound was bad. What was my point again?
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