kohan69
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Posts posted by kohan69
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im sorry to hear that new horizon, but i hope the missile will compensate
always get letter, latter, ladder confuzzled
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why not just put some simple ads on this site/forum?
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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?
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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 ?
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You can actually, it's just rather jerky because it's a WIP system right now. Also, this rarely ever happens, because the other end of the rope isn't fixed, the player's weight usually pulls the rope down.
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?
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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
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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?
Unfortunately this is not possible, because of the mechanics of the rope arrow. The rope is wound up inside the arrow, and it deplays on impact. There is a small sensor inside it, that detects the impact when the rop hits ground, and when this happens it will switch a lever, that locks a gear which stops the rope from deplyoing. Of course, since the rop arrow is a mechanical device, there is a limited lenght of rope available. It would be pretty unrealistic to have 100ft of ropes on a small arrow, not to talk of the weight of it.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??
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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:
A lot of other improvements have been made by greebo to rope arrows themselves--they now spawn a rope of variable length depending on the space around the arrow.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!!
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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)
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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.
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No. Special case, difficult to implement, not very realistic unless the AI is running. It's also quite cheesy. (TDS oil flasks anyone?)
That strikes me as unnecessarily tedious. Rope arrows and vine arrows will provide plenty of scope to move around levels.
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?
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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
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Re: AI eye rotation algorithm
It's not even that great an idea for gameplay. The player's not going to be able to see the AI's pupils from afar and anticipate any eye movement pattern (if there is any definite pattern, which there shouldn't be, realistically), but they are able to see which way the AI's head is facing and anticipate the head turning pattern.
From the player's perspective, lumping both rod & cone response into the whole AI FOV means they can observe the AI, how they're turning their head, plan in accordance to that pattern and get rewarded by not getting caught.
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?
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First thing one noticed when playing Thief for the first time is the impracticability of overt attack. Player began to associate this with the stealth genre. After playing for a while, one learned how to exploit imperfections of AI combat skills, and stealth became optional.
(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
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Is there any ai behavoir of NPC vs NPC, suhc as pegans VS hammerguards ? Most games that implement it do it poorly imho
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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?
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How would one program the door's glass to be half-visible for the NPCs ?
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ZylonBane and Domarius - get a room
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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!'
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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!
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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
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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."
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Imagine a Builder cathedral fortress, the captain of the guard is assigned to the holy relic vault. He carries the key at his waist. You snatch it and then take another two hours to get into the vault while the captains blithely carrying on his patrol? No way. That keys absence would not be out of notice for long, I can tell you from personal experience as a military guard. It would make some narrative sense as well to have a hierarchy of pickpocketable items, if a guards lunch or coinpurse gets stolen he should flip out a bit but hes also going to suspect his comrades or the cook, not necessarily a thief. THe reaction need not be a general alarm. But if the key to the Builders vault disappears, that a far different problem.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)
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It is a personal preference, it will not be forced on anyone, and I for one am getting pretty sick of this topic. Can we stop talking about it now?Thank you, I tried hinting on that a few pages back with
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) ?As much as I support free discussion, saving is a far stretch from Ai Smartness
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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
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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) ?
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What's 'ironman' ?
as in, no sneaking, but fighting all the guards?
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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
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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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Server hosting your pics is down
Oculus Rift and other VR headsets
in Off-Topic
Posted
What is limitting TDM dev team to encorprorate
https://github.com/tmek/DOOM-3-BFG-VR
into TDM?