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fllood

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Posts posted by fllood

  1. Good to know Tels. :)

     

    Thank you guys for looking into this!

     

    So ... in most situation the property won't do the trick I want and disussed without odd AI behaviour :mellow:

     

    I made some more tests with a chest (chest_wood.pfb)

     

    1) One light in line of sight doesn't trigger the alert state of the female AI for the open chect (light entity has brightness 100, radius 100, 40 units away). A second light set further to the back finally triggers the female AI :-) but strangly sometime now not for the male AI.

    Do the AI have different awareness levels for light / line-of-sight? or may it be about the head movement?

     

    2) But what really breaks AIUSE_DOOR for my use case: If the chest is closed the female AI now opens it (why?) and as soon AI does the spawnarg triggers the alert state of the AI by increasing 18 points. This make it a self-alerting intelligence ;)

    The same self-alert if true for a fully lit closed door marked "shouldBeClosed" within AI path.

     

    (see details in spoiler for AI path and lightning)

     

     

     

    shouldBeClosed-1.jpg

     

     

     

    shouldBeClosed-3.jpg

     

     

     

    shouldBeClosed-5.jpg

     

     

    This makes the spawnarg rather pointless to set for gameplay to AI's to react on chests and doors left open by the player.

  2. AI can't see doors, bodies or anything else if it isn't lit.

     

    It's by design, I see. Thanks.

     

    In my opinion that doesn't make much sense though. It's very unrealisitic if an AI don't notice that a unlit door is open it knows it should be closed. Also it limit reasonable usability for mappers setting this AIUSE arg for gameplay.

    Probably something to think about to change?

     

    Not sure why the female AI would not take notice of it...what team is she on?

     

    She is in a different team (team 4)

     

    Maybe that (very old) issue bring some idea back to mind?

  3. Use case is: AI should take notice of some doors and open chests.

     

    Testing doors with property hash "shouldBeClosed" value "1" to alert AI for doors and chests that aren't closed by the player do fail to trigger as long as a door is placed in a shadowed area. Only when you light a door the flag do properly tigger. I tested with a female AI: atdm:ai_guard_female_rogue and atdm:ai_pagan_common_armed. Both behave the same to AIUSE_DOOR .

     

    Testing with a chest on the atdm:mover_door: No AI reactions if the chest is in a fully shadowed area like with the doors. If slightly or fully lit behaviour is different regarding which AI is used: While the pagan AI do notice the open chest, close the mover_door and goes for a search as expected the female AI does not take notice of the open chest at all even if fully lit.

     

    Talked to Sotha and he think that certainly is a bug.

     

    Please can you guys double check if AIUSE_DOOR is broken?

  4. if it has to be closed (because i forgot it), and AI find it open ..investigate and close it after

     

    I would also love to see this for containers. It always annoys me in T1/T2 that AI's don't take notice of treasure chests being open. Would be cool if AI's in TDM could take notice and start search. Or is such AI behavior already possible but up to the mapper to implement and not used so far?

  5. In thief 1 and 2, players could knock an AI out by hitting them anywhere on their body....including their feet. That's not even remotely possible in TDM. :)

    Thanks NH, yes I'm aware of that :) My intention to say is that I think many people are more skilled in that discipline. Or in other words: If it's easy for me to blackjack a guard in TDM, anyone can do ;)

     

    What do you mean when you say you've been detected? Being 'detected' is not the same as the AI being on 'high alert'. ... When an AI with no helmet pulls out their weapon, they are mainly blackjackable from behind...although a stray hit might get through from time to time.

    I do not speak about guards on high alert partrolling with sword drawn.

     

    The situation is: The guard is unalert before I start my attempt. With been detected I mean if I fuck up in sneaking in proper position for a blackjack strike behind a guard because he hear or see me in that attempt.

     

    If that happens the guard rushs toward me and draws his weapen. If I try to hit the AI within seconds after this detection I had like a one out of four chance to knock him down anyway in 1.03 (the reason I used to rather run and hide). In 1.04 I succeeded every time but one unharmed - also knocking from front - in about a duzon test I did yesterday.

  6. Inventory clutter, maybe. If the player can pick up even the least important note, the player will end up with lots of useless stuff in their inventory.

    yep, that is. not good.

     

    But after playing the new RTTC I agree that it would be nice to rip the poster notice off a well light wall and sneak in a dark corner to read it. There a few readables in RTTC which I never read, because it simply was too risky.

     

    ... which also can be meant to be risky as part of gameplay option by the mapper ;)

     

    I like it following way: if a note has an important clue for an objetive or secret it should be pickable. If has just "ambient" or story information don't clutter and mix with the important clues in the inventory.

  7. Tested in 1.04 now. First let me tell you I really suck in knocking out AI's in Thief ... also I never ever did or do a "run up" to AI and blackjack. I'm a Thief and not being called Sam by name ;-)

     

    In TDM on stone sturface it's not always easy to approach unheard. Which is absolutly fine and works as it should. that's what grass, carpets and thief tools are for. But if detected I can knockdown every Unhelmet Guard with just a quick hit on his head regardless which side facing. Even if he is facing me. Or worse just simply hitting the mouse button mindlessly a few times which also prevents the AI having any chance to even strike and hurt me. :blink:

    IIRC I couldn't that in such way in 1.03. For game mechanics I think it's not a plus being able to knock out unhelmet guards with no risk being discovered while trying to do so. :o

     

    ah and yes, Helmet guards are about 1/3 success for me to both approach safely and knockout. that's being absolutly OK. in my opinion helmet guards should be hard to knockdown (if able to at all) !

     

    A question:

     

    Is it static set in TDM or up to the mapper how sensitive the AI's are aware of player noises and sight distance on each difficult level? The same question for the differences in the AI awareness level between the different AI types??

  8. my mentality is "helmeted guards are invincible, do not engage" (which is not a bad thing!).

    Helmeted guards can really be 100% BJ invincible

    Keep up the good work, guys :)

     

    +1

     

    I have fun blackjacking unhelmet guards while exploring. But like ungoliant I like helmet guards be very hard to blackjack - if possible at all!

     

    A suggestion to address knowing/learnig the "proper" blackjack handling:

     

    What about including a small blackjack room in the training mission - instead of the seperate Blackjack Training map - right from the start? Add the different kind of AI and visually highlight the area to hit on that AI (only in the training mission of course!!).

    ... That way people immidiatly could learn and train the differences in blackjacking different AI's and regards to Thief.

  9. Maybe to make it easier, we should have the computer automatically raise your blackjack when you're in range, so you just have to press the button to complete the swing. Thief players would love that.

     

    oh yes indeed.:laugh:

     

    ... and add a crosshair to that breaking immersion reminding us every second "hey pal you're in a GAME!!" and I will stick to playing good ol' T2.

     

    Blackjacking is absolutly fine as it is!

    (and already had been made more easy since start of the mod)

     

    TDM really shouldn't dumbed down to Console game practices.

  10. Leaving the choice to the player is nice, but IMO leaving the choice to the mapper would make more sense without filling the menus with UI tweaks. Is it possible?

     

    That's exactly I do not like it in games Briareos.

     

    And TDM really shouldn't be limited how bow mods had been done in Thief/T2X. I like feedom of choice, not to be forced with things that are simply matter of taste like graphic settings or GUI choices. Coping Drams mod to the darkmod folder is fine for me personally. But my point is: Things aren't in the menu options won't be easily found by any newcomers. Two major keys for games to succeed are usability and players choice (among others). ...

    That's why I think TDM would benefit including options like this one lots people may benefit. And what's the disadvantage?! I don't need the option to disable the lightgem for just an example. But I can see it's cool for people who like to do so. And don't tell me having many menu options overwhelm the intelligence of players. Like so many Console game producers try to tell us ;)

  11. I don't see why it should (didn't we already discuss that the first time it came up?). These kinds of modifications are going to be cropping up on a regular basis, hopefully.

    ... simply 'cos it is advisable if TDM want to attract players.

    - In this case old school Thief taffers which I think will love Dram's classic bow aimer as alternative option. It shouldn't be expected that people new to TDM do a deep forum search and eventually mod a mod before they start checking if liking TDM or not.

     

    Personally if I'm intersted in a new game I go to the option menu, set things to my liking, fire up the game a hour or two ... and love, like. bore or hate it.

     

    I think it's Always Pro for a game that easily let a player customise things to his or her liking as much as possible - not to force people to play a game a very distinct certain predefined way if there are valid options that won't break gameplay. (Naturally provided that menu options can be implemented with reasonable efforts of course)

  12. No suggestion or advice. Just Simply WOU! again Johannes :wub:

    I love the realistic medieval European city feel you have the skill to create with architecture and patches. These wonderful irregular stairs are a great example of this!

     

    As the guys mentioned, I just really hope my old 2 GHZ CPU rig with a 8800 Card can handle your so much detailed work.

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