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i30817

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Everything posted by i30817

  1. They're waiting for EAX (openal actually) code support to do it instead of hardcoding for sounds.
  2. Wrong wrong wrong. In TDM you can move absolutely silently by means of jumping while crouched; which is pretty funny and wasn't fixed yet on 1.8 As for the topic, this is obviously cover for some kind of programming or timetable incompetence. Didn't have time to make animations time variable? Didn't setup the sound propagation system yet? Have to release in 4 months or you're canceled? (probably the studio will die right afterwards since SquareEnix will require at least break even for survival - the rats have already jumped ship if you remember). Who cares? Don't buy this crap.
  3. I use caps lock in thief to 'toggle' permanently the run key (problem is, newdark doesn't appear to remember the 'instantaneous' key presses in saves so i have to press it again when i load a save). I'm pretty sure a similar setup is possible in the darkmod (without the same problem even).
  4. Been using ubuntu gnome on my desktop for 3 years. Haters gonna hate
  5. It also has a somewhat innovative co-opt mode that reminds me of some old games (moonstone etc). It looks great; ultima 7 + ToEE. If i could jigger that amazon payments crap to my bank i'd have already pledged. Also, you might think it doesn't look very tactical, with apparently only 2 characters; well, you can hire another 2 and summon things.
  6. nitpick; bones don't lie as if they had a invisible body around. The again, neither do they get up and walk.
  7. Some other heads, like caved in, broken teeth, deformed jaw, coolskeleton* would be cool to have, but i guess that can be done later? *
  8. Jesus fucking christ, made a hole with a knife, went from 55 min to 37 now (low profile radeon). W.T.F. BTW, i tried to dismantle the laptop, but had to give up near the end for fear of damaging the motherboard. Asus must think they have some wicked trade secrets or else some wicked support contracts - to do this crap.
  9. Weren't there 'dressed' zombies on thief? Or was it just mix&match animations and heads?
  10. http://forum.notebookreview.com/acer/481690-acer-5738g-bottom-vent-built-closed.html No wonder it overheats (even ACPI is not supported). Now that i can't use the ATI driver without downgrading the xserver things are even worse (the free driver is about 10-5ºC higher, and i'm on permanent 'low' config now).
  11. The new newdark dromed has a feature that looks like it might be a good idea in darkradiant: http://www.ttlg.com/forums/showthread.php?t=140086&page=11&p=2171273&viewfull=1#post2171273
  12. I'm not even going to play this, but it seems to be that making the 'rope arrow' be a binary (is there or not) resource bodes bad things for open ended levels. Remember in thief and TDM how you needed at least two rope arrows to get everywhere, often more? Well, this means that they just gave up on either not recovering the hook in all situations (likely and utterly boring), or even worse, no situations where you'd need to reuse it to get further.
  13. Read the last line of my last post (and the rest to see that i've noticed your previous objection too - thou maybe not to the point where i realized that would save nothing, but what they probably did). To repeat it; why not do one more complete patrol route, since the last time the pc was 'near' a part of their route, and if nothing is discovered pause them? I guess there can be artifacts if a player is moving in and out of parts of the route, so just checking pc 'near' the actor for pause/reactivation could lead to slight inconsistencies. But this sort of stuff could possible lead to deactivate a whole 'manor house' AI more or less seamlessly on a larger city. It would probably have to be the player object marking the npcs routes as being 'visited' thou, for obvious efficiency reasons. edit: TBH, it might also be a case of 'optimizing the uncommon situation' since it's likely the player will bungle something, and that the AI will discover a body in said manor house, alert the others and never will come down from their alert state (they don't after murder right? And if you want this not to affect game mechanics, they shouldn't pause in this case... maybe). But at least at the start most AI in large levels wouldn't be thinking.
  14. That's true; it's the kind of optimization that is linked to certain game mechanics (non-persistent bodies, unsophisticated ownership system - gothic had one thou, but only if the player did it on while they're in the room). There are two options i can see for this kind of trick; do away with something particularly costly; pathfinding, AI event-notifications, AI checking out for the player (which they shouldn't do anyway), AI inspecting the environment. Or more radical, just pause them. Gothic might have made both actually. Teleport AI transit to a destination and pause them once there. If you want to do something crazy, like say, a 'city' with 60 npcs and 40 houses, like gothic 2 city, this seems like something that has to be compromised at least partially. AI does this game mechanic stuff, EXCEPT, in areas marked 'no-thinking' or something, that the designer tried to ensure are not critical for persistence. Or AI does one more complete patrol route after the player goes away and then pauses (after all, if they didn't find anything on that 'last' one...)
  15. At a guess, IF huge distances ever become possible due to renderer changes (as in, don't render past some distance, fog, and backface elimination), the most common meshes would be critical to have LOD (like grass, trees, AI, intricate buildings, rocks etc). But the real cpu waste is the AI. Gothic 2 has a trick, it uses with the AI. When they are on a waypoint route, pathfinding towards a destination, and the pc can't see them, because they're slightly outside the draw distance... they just teleport. This has side effects sometimes due to buggy 'escort quest' waypoints that don't disable this (they can teleport to the next waypoint and leave enemies alive behind them), but it seems a good timesaving trick for pathfinding (and i only noticed it very much later). Gothic is very good in not having zone loading screens (there are one or two for major expansions or the ending - for obvious reasons).
  16. The game works by simultaneous turns by default in single player too. It's a bit gamey (you can often bait and 'disengage' or 'ambush' a patrolling enemy or capture a resource and retreat) and sometimes it offers a bit of rage when this (rather nasty) technique doesn't work due to popups. As long as you don't savescum (like i do ;-; ) it's plenty challenging. Combat screens are a bit-less-than-topnotch turn-based (topnotch would be something like JA2), but that part has been consistently better with small tweaks since AoW1, nothing revolutionary like interrupts or climbing thou (one to the improvements from AoW1 was that units no longer have unlimited counterattacks, and too many of these drain stamina in the next turn so building up a tank hero and sending him out to kill armies by himself is impossible from AoW2 on; another improvement is that elevation allows ranged attacks farther). So i'm not worried about combat not being fun. Hope they don't remove domination attacks altogether. Brainwashing a band of heroes is a bit cheap, but it took plenty of scheming to get right and it seems a legitimate way to play, even if it's forbidden in multiplayer. I wonder if heroes-leaders are back in from AoW1 or they'll keep the domain concept or find a way to mix both (leaders leveled up on AoW1 as a normal hero, they didn't on AoW2 and AoW:SM).
  17. Ultima Underworld remake on TDM by porting the Arx Fatalis (open source) Spell system to TDM

    1. Show previous comments  3 more
    2. demagogue

      demagogue

      That's pretty cool! I think they might have been better off branching off from us, but it's still cool to see what they're up to anyway.

    3. Bikerdude

      Bikerdude

      I did a conversion of one of his early maps to TDM. The stone/rock textures he suses are just awesome.

    4. Springheel

      Springheel

      Cool zombie...is that a custom asset?

       

  18. I would expect the player's hearing to be slightly better than AI by design. Otherwise, as soon as you notice the AI, opps, they are alerted by the sounds you were currently producing.
  19. string substring searching uses a funky algorithm, by 20-years state of the art, that gets more efficient, the longer he input (the string to search). That's the reason.
  20. I think you can increase the precision of FP ops: #include <fpu_control.h> void set_math_double_precision() { fpu_control_t fpu_control = 0x027f ; _FPU_SETCW(fpu_control); } from this : http://gcc.gnu.org/b..._bug.cgi?id=323 Actually, comment http://gcc.gnu.org/b...cgi?id=323#c109 might be ofinterrest too. edit: looking on further it seems gcc already does this?
  21. I've got something similar in the bed, only it's blue-ish (radeon card in a old mobile).
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