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angua

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Everything posted by angua

  1. More specifically, there are problems with the following files: WARNING: Couldn't load image: models/md5/chars/guards/citywatch/leather_tunic02 WARNING: Couldn't load image: models/md5/chars/guards/proguard_02/skins/proguard02_chainmail_worn WARNING: Couldn't load image: tdm_commoner_tunic_greenish WARNING: Couldn't load image: tunic_inside These are referenced in test_springheel.skin WARNING: Couldn't load image: models/md5/chars/thief/thief1_local Used in springheel_characters, models/md5/chars/inventors/engineer2/engineer_collar/ties file was removed some time ago WARNING: Could not find head entityDef atdm:ai_head_commoner03! used in atdm:ai_guard_brute and env_ragdoll_guard_thug On a side note: I just made a test map with all (well, most) available characters and their skins as well as all the heads. Man, we do have a lot of variety now! It's test/ai_skins.map
  2. This already works, place an AI somewhere in a map and set "drunk" "1" on him. He'll do the drunk anim and the drunk barks (only the grumbler vocal set has dedicated drunken barks so far). He also has reduced acuities. I like the anim, although it looks a little bit funny sometimes (but maybe that's just the random head turning, I'm not sure).
  3. Personally I'd love to see a few drunken characters here and there, and we already have drunken vocals in the grumbler vocal set. I can probably code the behaviour within a few hours if we get an idle_drunk anim. If we have a few idle anims too, that's fine, but we can also leave them out for now. Would you also like to do a walk_drunk anim?
  4. My guess is that either the m_HeadCenterOffset or the head axis needs moving, maybe this changed when the AI were switched to the new skeleton. Here's what the current knockout zone looks like (you can see this when you switch on "tdm_ai_showko"): I don't know how this looked before, but at the moment it is only possible to ko the AI when you hit it in a quite small region at the neck.
  5. The AI will use the turn anims while turning now. See test/ai_turn map. It looks a bit strange right now, like they start shuffling their feet a little bit too late.
  6. Yay, great! I'm really looking forward to the zombies.
  7. Yay, that's great. There are a few vocals that are supported by the code, but missing in the scripts. It would be nice if you could record some of them: Lost track of enemy: you have been charging the enemy, but now you lost him, he's probably hiding somewhere. Something like "Get back here you coward!" or "Damn! Lost him!". (We can also use some of the searching sounds here as well) warn saw evidence: you already recorded warnings for when an enemy had been seen or a corpse had been found. This is for when they have seen some different evidence of intruders, like a broken weapon, missing items, etc, but are not sure there is really someone there. Something like "Be careful. I think there's an intruder here." "Stay alert, I think there's something wrong here". Pain sounds: we have different categories for small pain, medium pain and large pain. We can use the death sounds for that, but they are probably too extreme for the small pain. Find broken item: something is broken that shouldn't be, for example a statue or a window so you become suspicious. Something like "Oh no, who did that?" "Hey, who broke this?" Something really horrible has happened (in Saint Lucia, this would have been used for when they see the broken statue of Saint Lucia): "Oh NO!!! What happened here?!" Sleeping sounds: snoring, mumbling... To Alert 2 + Company: You notice something amiss with your buddy and start to investigate. We've already had similar ones for seeing and hearing, these would be more generic. "Hey, there's something wrong... let's have a look." "Did you notice that too?" Some generic idle sounds, such as sneezing, coughing, yawning, spitting... I'd also really enjoy hearing a couple of small prayers or chants from the builders, like they did in T1, but my old english isn't good enough to make them up. Maybe someone else has some ideas here. Thanks a lot for the vocals, Gold Chocobo, I really like them so far. (hey, did you also breed a gold chocobo in FF7? I had one! )
  8. Hm, yep, it's mostly a problem at short drop distances. If I throw a bottle all through the room I shouldn't be surprised when a guard comes looking, but just picking it up and setting it down again should be a little bit more forgiving. Maybe the min and max velocities could use some tweaking. They are cvars, tdm_bounce_sound_min_vel and tdm_bounce_sound_max_vel, which are currently at 80 and 400 (doom units per second?). Below the min velocity, the moveable doesn't produce a sound at all when colliding. Between the min and max value the volume increases, and above the max velocity the volume is clamped at the value from the def. The collision velocities are shown when the cvar "tdm_show_moveable_collision" is on. The volume decrease between min and max is given by the spawnarg min_velocity_volume_decrease, which is currently 20 db (that should be enough IMO). Edit: ok, found the problem. The volume modifier wasn't applied at all any more, so the propagated sound was always at full volume. This should work better as soon as a new pk4 is up.
  9. I also noticed that the propagated collision sounds might be a bit too loud at the moment. In the Outpost kitchen, I could walk around as much as I liked, but as soon as I picked up a bottle on a shelf and put it back, the AI got alerted... A volume of 45 is louder than running on wood, which might be a little bit much. 49 is even louder than running on tile... Yes, that default isn't used anywhere else and can be removed. It was probably just the first test version before you started putting them into groups.
  10. Thanks for the new anims, squill, the anims look really good. and I can confirm that the origin stays between the feet now. I had to do a few code changes to keep the poor guy from sleeping on the ground It is also possible now to make them lay down in both directions using the "lay_down_left" spawn arg on the path_sleep entity or on the AI itself when "sleeping" is on.
  11. Very cool, I'll have a look at them later. The command for showing collision models is g_showcollisionmodels 1.
  12. Congrats to you both, Komag, and (I'm actually surprised that no one has said that before) welcome young Garrett!
  13. When you do the lay_down and sleep anims, please make sure that the origin stays between the AI's feet. In the current version, the origin doesn't move with the AI, leaving the AI's bounding box next to the bed.
  14. Hm, you could try darkening the diffuse a lot and adding a blend add stage at the same time.
  15. You have set your default scale (at the bottom) to 0.0, try setting it to 0.5 or something similar.
  16. Hm, yeah that's a problem. One solution that wouldn't require coding would be to put the grouping into the propagated sound def: So the moveables would still have to define each surface type (which can be partially inherited): "sprS_bounce_cloth" "bounce_min_hard_on_soft" "sprS_bounce_carpet" "bounce_min_hard_on_soft" ... and there would be a propagated sound def for each group: entityDef sprGS_bounce_min_hard_on_soft { "inherit" "atdm:sprGS_bounce_default" "vol" "40" "dur" "100" "alert_factor" "0.35" } ... That would at least solve the problem with having to change the propagated sound volumes on many moveables later, but would still be a lot of work defining the propagated sounds on the moveables for all surface types. Maybe we can also find a simple solution for grouping the surfaces themselves into soft and hard in the code.
  17. angua

    Zombie rise

    Thanks Springheel, and sorry for not posting earlier. I kept my new system and just renamed the anim to be played to idle_sleep in the script. Finally they can sleep a little bit more peacefully. The eyes look a lot better now, the twitch in the yaw is a bit funny but it's not really a problem IMO. Flanders: could you please change the animations so that the origin stays between the AI's feet? The origin and with it the AI's bounding box (which is solid, and alerts the AI when the player walks into it) stays behind on the ground when the AI lays itself down.
  18. Well, I didn't test it thoroughly, I only spent a few minutes throwing the stuff around in the map...
  19. I think the AI volumes and alerts are about right now, but the audible volumes could use some tweaking. I almost wasn't able to hear dropping the crate on the carpet, while the AI still heard it well enough...
  20. The velocities are now cvars, "tdm_bounce_sound_max_vel" and "tdm_bounce_sound_min_vel". I also increased the default maximum velocity to 400.
  21. There is a new cvar now, "tdm_show_moveable_collision", which displays the moveable's velocity and the volumes of the audible and propagated sounds when the moveable collides. This will be available as soon as someone compiles a new pk4 (I'm at work, I don't have the full mod here). Yuo can also switch on "tdm_showsprop" and "tdm_showsprop_radius" to see the volume perceived by the AI.
  22. The velocity for the unmodified volume is 200 doom units/s, you already get this when you drop the moveable while standing. The minimum velocity where the sound is played at all is 80 doom units per second. In between, the volume decreases by 20 db.The velocities are still hard coded in the src, the volume decrease is set in the moveable base def. I had some debug output some time ago that showed the velocity and the volume, will put that back in.
  23. The code already checks for the collision speed of the object. If the object hits with very low velocity, the volume will be lower as well (both of the audible and the propagated sound). The maximum volume is defined in the def as the bounce sound (or the propagated sound, respectively), the maximum decrease is set on tdm_moveable_base as min_velocity_volume_decrease, currently set to 20 db.
  24. All objects already do cause alerts, although the standard values are probably far too low at the moment. (The AI only goes to ObservantState for a very brief moment when you drop a crate right behind them. On the other hand, one of the guards got alerted by me dropping the readable in Broken Fence... ) I also tried setting "sprS_bounce" "bounce_default:25" on a moveable crate, and it definitly had an effect. The AI immediately turned around and started searching. You can switch on tdm_showsprop and tdm_showsprop_radius to see how large the volume heard by the AI is and how much alert it causes.
  25. Some basic propagated sounds are defined in moveable_base (in moveable.def) already: "sprS_bounce" "bounce_default" "sprS_bounce_cloth" "bounce_default:-5" ... The corresponding propagated sound is in tdm_propagated_sounds.def: entityDef sprGS_bounce_default { "inherit" "atdm:entity_base" "vol" "40" "dur" "100" "alert_factor" "0.35" "editor_displayFolder" "Sound/Propagated sounds" "editor_usage" "Propagated sound of moveable colliding." } The alert increase will be dependent on the volume heard by the AI and is scaled by alert_factor, so that noises at the same volume can be differently suspicious.
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