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kohan69

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Everything posted by kohan69

  1. What is limitting TDM dev team to encorprorate https://github.com/tmek/DOOM-3-BFG-VR into TDM?
  2. im sorry to hear that new horizon, but i hope the missile will compensate always get letter, latter, ladder confuzzled
  3. why not just put some simple ads on this site/forum?
  4. another 'stealth' game that has the ai use latters is Dark Messiah. although you can easily shoot the ai whiel they're on the latter and even kick them off when they get right to the top, i think it's more immersive to include the latter climbing behavior possible workaround for the exploits may be: proposition A.) the damage taken when on latter si halved for the ai if anything is blocking the top of latter (object ro player) it's automaticaly pushed to make room for the ai that climbed up or down the latter proposition B: it may sound complicated but requires a few simple formulas and circumvents all exploits encountered before. this is a dirty programming trick, but what if you can teleport the ai to the top of the latter if the player is away from the latter the same ammount of time it takes the ai to climb? for example, lets say the ai's climbing rate is 1 meter per second. the player's running rate is 2 meters a second. 1. the player climbs up a 10 meter latter with guards following him. 2. when the player is on top of the latter, and is 20 meters away from its top, the ai is teleported to the top of the latter (with an animation of finishing a climb). that way its impossible for the player to wait for the ai at the top of latter! the same could be done when climbing down a latter. what do you awesome guys think?
  5. slighlty OT, but what about the location of the KOed NPC? for example: in T1 i remember servent NPCs get up from bed, I KOed them, put them back in bed, but the guards were alerted when they saw them in bed KOed. Was this at all addressed in TDM ?
  6. So what happens if top is shot horisontally over a gap and a heavy box is placed at loose end of the rope? could the player "walk" across on the rope?
  7. yea, its extremely annoying! i was trying to reply: What I'd liek is for the rope to be around 10ft long no 1 ft long, maybe jus tot touch the ground a little bit and kurl up had no clue whats going on, then found this thread and changed c_u_r_l to kurl and it worked
  8. Crispy, what if the objects falls whiel player is hanging on rope? what if that box in video #2 falls AWAY from the player while the player is ON the rope, would the player be PULLED UP? I don't want the arrow to unwind 100 ft of rope when shot into a ceiling 5 ft above, What I'd liek is for the rope to be around 10ft long no 1 ft long, maybe jus tot touch the ground a little bit and kurl up - If you'd playdark messiah, you'ld know exactly what i mean - tiny stubs of rope whenever u missed a shot are really annoying. ANother question How do NPCs react to hanging ropes, or arrow stuck in objects in general??
  9. amazing job!! what about Stacked crates? crates on bottom of stack should be fine since weight of top cratesm right? and what abgout crates in-between each other in the stack, do they get slowly pulled out depending on player's speed/weight/swinging on the rope? what about hanging on to the rope as the box falls? what if it falls over a rail/ceiling bar, would the player and the box both swing in the air? will it pull the player up? what if the box is on the ground, could an arrow be shot over an edge, held by the player, than pull the box UP? (Would be great for picking up corpses from the floor, and as it's being dragged up by the player, blood would drip off of it ) (liek stifu mentioned) Also the frontpage news states: Isn't that like Dark Messuah??! That's horrible! shooting a rope ina ceiling about you gives ou one foot of rope and shooting the top of the arch a cathedral gives you 100ft of rope shouldnt it somehow adjust it? maybe make a spiral of left over rope if it's REALLY short. I'm not saying make the rope a specific length, but adding a leftover rope graphic if its short will add immersive realism. amazing job!!
  10. Dunedain idea of a city with alleys leading to dead-end to be missions is very novel, but not too practical. I agree that 'the city' could have some kind of expansion based on user content, but overlapping mission in same areas would lead to computability and continuity errors between the missions. however, i had another idea: instead of loading user-missions through a loader, each mission could spawn a scroll in garret's mailbox, asking him to do something. SO the player could start pick what mod/mission he wants to do from in-game mail-box like thing. This could be further detailed with implementation of 'the city' for example: Garret opens mailbox, sees scroll named 'Help a stranger', if picks up to read, FM starts the mysterious letter states: 'Meet me by fountain in 20 minutes' and an NPC would spawn in the city by the fountain and the quest/FM goes on from there. or another FM letter would say: 'Dirty deads' and upon accepting/confirming the request, the FM levle would load but multiple alleys leading to FMs - awesome but not realistic. althoguh the whole city should be expandable by sections/induviduals through the use of loadpoints (hidden load points!, like a river, double-sided gate, indoor hallway, etc)
  11. Agree with New Horizon here The guards are dumb illiterate individuals. Like many stupid individuals they sound out their thoughts as they occur "HUH?", "What was that?", "Damn rats!", etc. Therefore it does not deteriorate the realism of the atmosphere.
  12. I enjoyed oil flasks in T3, but understand it's "difficult to implement, not very realistic unless the AI is running" I completely forgot about vine arrow - they function as latters right?
  13. Firstly, I did search for related topic(s), sorry if this was asked before. I had 2 questions: 1.) Possibility of using Rope arrows to trip NPCs. 2.) Possibility of using any arrow (or a special class 'Stairow' as a ledge to stand on. For example: a tall wooden wall, the player shoots arrows on it in a zigzag pattern, then the player perceeds to pull himself up on one arrow, leap to the next, pull himself up, etc. But arrow are obviously weak, so the player only has 3-5 seconds until it breaks. edit: My topic description got cut off
  14. Exactly. One thing that extremely annoys me in some stealth games is that the NPC's FOV/cone is in the same position while the NPC is performing an idle animation of stretching or looking around, but I'm sure this was already addressed in TDM - right?
  15. (regarding Thief1&2) I agree with that statement for the lower difficulties, but not on Expert settings. Some missions down-right required that you do not injure a guard or else you fail. This method of difficulty is very reasonable imho
  16. Is there any ai behavoir of NPC vs NPC, suhc as pegans VS hammerguards ? Most games that implement it do it poorly imho
  17. I know my missions will be bookmark saves + nap/stealthy situation save, and if the cheat cvar is enabled, the player will randomly die, and a messagebox saying "STOP CHEATING" will come up. I'm sure ZylonBane will not play my missions now PLEASE!! could we get back on topic? To Developers: How/when will AI compare notes?
  18. How would one program the door's glass to be half-visible for the NPCs ?
  19. ZylonBane and Domarius - get a room 1. Save Zones - brilliant! (no sarcasm) Player thinking "that's a lot of guards there, I better save", hits F5 Garret's voice: 'I cannot save here' PLayer hits F5 again Garret's voice: 'It's not safe to save here' Player hits F5 yet again Garret's voice: 'Saving here is not allowed' PLayer furiously taps F5 Garret's voice: 'Stop smashing that keyboard ye taffer, the guards might hear!' 2. What about slightly loosening the saving zones idea PLayer can only save when he's in total darkness (black lightgem), and no guard is in high alert - now that's an idea! 3. Here's an idea I just got from oldschool SNES rpg games. What if save=nap? Follow me here: If player saves, it takes out 3 minutes of the future! So player saves, and reloads, the reload is 3 minutes in the future (and if guard sees player during 3 min, it = death?) the idea isnt working state now, but it could be practicated out 4. Springheel you are wrong with your movie comparison - you can always 'pause' the game to take a leak or answer the door by hitting ESC "Though, if you're just poking fun and not trying to make a point, that's okay." 5. Will the player be able to put-pocket it back on the guard? or say, leave it on a table within his patrol, so when he see's it, he wil lnot be alert anymore (sounds liek advanced ai to me, a mother--- to program) 6. Thank you, I tried hinting on that a few pages back with As much as I support free discussion, saving is a far stretch from Ai Smartness
  20. a multiplayer mod would be much easier for a player-only game, where no ai is involved. 10 guards vs 3 theifs? splinter cell style? possibly or something like the rules of THIEVERY
  21. So how does the AI compare notes notes? Do they only do that in alert mode or do they exchange information if they stroll by each other after an incident (noise, seeing strange movement, etc) ?
  22. What's 'ironman' ? as in, no sneaking, but fighting all the guards?
  23. Another idea of a limited save system is save-items - they could be found on the map,carried in the inventory and used to save the game whenever by the player. Like the health potion - heals on use in-game, when click to inventory/menu, can be used it to save
  24. I support the autosave argument - game should save when one of objectives is reached. Autosaves work great, if you disagree, go play Halo. Yet I think the final decision should be left to the mission maker.
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