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Posts posted by ERH+
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It looks like computing loaded map is too much stress in some cases. I tried to open menu screen first, but switching fullscreen/ windowed works slowly anyway.
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Switch between fullscreen and windowed.
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I wonder where I learned about alt+enter, and why it it not mentioned here...?
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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?
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I would steal every last brick from it.
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Turn back! Turn back! It is too majestic to besiege!
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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.
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I guess it override current falling speed and force a 100 unit limit.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.
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I need a straw pile to save player from falling if he fail to climb correctly. Is there any texture that nullify falling acceleration? I thought func_forcefield could do this but it works in odd way.
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It must be my bad english, I'm just trying to explain things as I meant them.
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*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?
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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.
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Second new face reminds Heather from Silent Hill 3.
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As you point it like this, such "scripting" is fairly easy, just trigger brush pointing light, maybe with light levels so it switch smooth from 1 to 0.
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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).
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Oh how I want to play it! Damn copy rights . But in first place it is a bit pointless without rpg mechanics, maybe you should check our thread for dungeon crawler generator:
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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:
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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.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.
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)
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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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The new floor feature is terrific, especially for path_corners.
Wouldn't it cause any .99999 error, where collision box for chair legs will sink down, so chair eventually "stand" on seat box? I hope not.
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Nnnnope. Just make a grate or any func_static with angled walls in grid1, switch to grid64 and move it faaar up and down few times -and parts will slide for 1,5 points in grid0,125 .
Or grab any custom func_static and make minor mouse move below grid sensitivity -numbers over XYZ bracers will rapidly change.
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You could find some more info in this thread:
http://forums.thedar...post__p__312752
I guess we could make a list of alphabetical keywords (assassination, bank, city, daylight, escape, fortress, and so on) and put just single capital letters in mission list.
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Werebeast not included in 2.0, any chances for updates soon?
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http://www.castellodiamorosa.com/Tour-the-Castle
It looks like genuine medieval castle, but was build in 90's in north California.
Darkmod: Inspiration thread
in TDM Editors Guild
Posted
One day in the 10th century:
http://translate.google.pl/translate?hl=pl&sl=ru&tl=en&u=http%3A%2F%2Fodin-moy-den.livejournal.com%2F1456742.html