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ERH+

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Posts posted by ERH+

  1. Is there any way to evaluate CPU stress for AI path finding? I have a big city section and planned to make all city guards a random choose for path nodes. Recently deleted most of AI (for dmaping speed) and wonder if difference is due model tris count, or multiple AI thinking how to get from random point A to random point B.

     

    edit: is there any key for moving 3d view to selected object?

  2. I have device similar to periscope: button-ocular triggering func_cameraview ("trigger : 1" "cameraTarget : target_null_1").

    I'm able to turn it on, but after that mouse buttons do nothing, and after hitting Esc game freezes.

    Also I would like to add guis/playertools/spyglass.gui, but don't know how to apply it.

  3. Yes, it does.

     

    I've found that the following lets the player float downward gracefully:

     

    "apply_force" "1"

     

    "uniform" "0 0 -100"

     

    This appears to push the player down, but it pushes up and slows down the effect of gravity.

    I guess it override current falling speed and force a 100 unit limit.
  4. *The shop is probably confusing for players because they know how trip ends, then they choose what they take for it.

    *On other side, some people don't like readables.

    *Actually, location of the wrench is on one of readables, but I got your point.

    *In real life, boats sometimes just start to sink when you put some weight on it -old boats have structure of sponges, you don't need big holes.

    *Water is contaminated, you need... oh wait it would be more historically appropriate to use wine or beer instead of boiled water.

    *It is good if encounters rise questions if it build curiosity, bad if it build disbelieve. Sadly I can't foresee all of questions player will have.

    *And why keys can't have copies?

  5. I still think cRPG is about customizing your character, if not developing new abilities and their levels. If role playing is visible only in behaviour, such character looks bland to me. Sure I love to stun bad guys in DeusEx instead of killing in sake of "being human", but assuming goal of one role will be perfectly clear and separated from another role/approach... is wishful thinking. But maybe I'm missing the point, Thief is a true rpg experience, and TES-like games are Monopoly clones.

  6. It is just z-fighting, extend fog light radius so it contain walls and floor (sky box should be out of fog radius or you will se perfectly clear sky). If fog don't suspend over whole map, there will be odd looking border from both sides, so you need to invent some visual distractions (semi transparent hanging vines, narrow corners so fog will be less dense on small distance).

  7. But silver will be still less valuable than gold, TDM should use silver as main unit or don't use it at all.

     

    Gold purity vary from 33% to 96%, mixed with silver or copper, silver purity could be 92,5 silver-7,5 copper.

    I found info that gold-silver price proportion (in antique to XVIII century) was 1:10 to 1:15.

    I have no idea how valuable were gemstones in ancient times.

     

    1000g gold ingot (24 carat) =

    200x (10g)coins of gold(12carat) =

    266x (5g)coins of gold(18carat) =

    5x 2000g silver ingot (pure) =

    555x (20g)coins of silver(90%)

     

    Aside of "biting method" more accurate way to justify purity of metals were touchstones:

    http://www.youtube.com/watch?v=Asbe3Oq2Xeo

     

    Some comparison of the amounts of the substances chemistries are given in % in weight :

    http://www.uniroma2....ete/nocpan.html

     

    I wonder if we can use more varied coin pictures:

    http://www.classical...ominations.html

  8. Hopefully the mappers leave enough buffer room between the max loot objective and the total loot in-map. Put enough of those coin stacks in a map and they'll add up fast.

    I'd also like to see the coin values match the number (not type) of coins. So 1 gold coin = 1 loot and 1 silver coin also = 1 loot. Then the coin stack values can equal the number of coins in the stack.

    Either that, or make the silver coin = 1 loot and all gold coins/stacks are equal to double the silver values.

    That could make no sense when you compare gold ingot (12kg) to average coin (5-30g), it is 2400x-400x bigger. That's gold (42usd/g), but silver (0,7usd/g) is 60x less worth. So if we only have loot categories gold/gems/goods, one gold coin =pile/purse of 60 silver coins.

    Gems: ruby(0,1g)2000usd - (0,2g)6000usd, emerald(0,2g)4000usd, diamond(0,1g)1300usd - (0,2g)10000usd (could vary significantly over shape and flawlessness).

     

    With current prices:

    "quite light" gold ingot (2kg) 8400usd =

    100 gold coins (20g) (if pure gold) = 200 smaller gold coins (10g) =

    6000 silver coins (20g) = 4000 bigger silver coins (30g) =

    1 brilliant (0,2g) =

    2 ruby or emeralds (0,2g)

  9. But you miss the point. Thread is about AI finding out who causing alarm (of any type in fact, blaming his friend for leaving doors open, too).

    AI get an arrow to his knee, then there is question "do I see a thief?". If no, AI have to evaluate if there is any AI in sight. He should act "as normal" (who done this? I will find you!) only if there's no one to be framed. Otherwise there should be chance to blame a single AI -then first AI just have to attack by script, whole fight will start (with out changing group) as you describing above.

     

    EDIT: From the other side it will make ghosting more valuable -AI will fight inside their own group only if no alarm was raised before, otherwise they will work always as team.

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