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Dunedain19

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Posts posted by Dunedain19

  1. @greebo, it has been happening with previous releases - not just pre-release builds.

     

    @bikerdude, my system specs are:

    • Windows 7 Professional (64 bit)
    • 8 GB RAM
    • Intel i5 2500K
    • Nvidia GTX 560 Ti (1 GB)

    In order to get the issue to appear, all I have to do is simply load my main WIP map and then open up the layers window (Ctrl + L). Curiously enough, when I boot up DR and start a fresh mapping session, the strange extra box does not appear. However, if I load my main WIP map and then switch to a blank map - but without restarting DR - the strange box remains. So having done this, I suspect that there is obviously some issue with this WIP map in particular. Because the map is extensive, I have created about 60 layers to make it more manageable, would this have any impact?

  2. I switched yesterday and everything is working fine. Such a pleasure working with the new Conversation Editor GUI! Major props to greebo for implementing my suggestion. :blush:

     

    I have, however, noticed a weird GUI glitch with the Layers system. This has been present for a few versions now and I'm not sure when or how it appeared. I have attached an image that will show what I'm talking about. Basically, this giant rectangular check box has appeared - clicking it does nothing and there is no way to get rid of it.

     

    Any suggestions as to how I can remove it?

     

     

     

     

    BoCirSI.png

     

     

     

  3.  

    I swear I had downloaded all of these before but couldn't find them, then I had a light bulb moment to check my old computer harddrive and I found all of the files sitting on there minus the ambient files.

     

     

    Outstanding, Goldwell!

     

    I'm so very pleased that we were able to rescue these files from seemingly online oblivion. :D

     

    If anything, this experience re-emphasizes the need for a central repository for custom created items.

     

    EDIT:

     

    @Goldwell,

     

    I just checked the OP to see if we rescued all the files. It seems that Merry/Airship also uploaded some ambient sound files - any chance you downloaded them as well?

    • Like 2
  4. Thanks for the console command, Destined. Incidentally, I tried measuring these effects again - but without the console command - and it turns out that the console does display damage done to AIs.

    Here is my next update:

     

    Dropping the armed nobleman from Tower 640 yielded:

    • Drop 1 = 15 damage
    • Drop 2 = 30 damage
    • Drop 3 = 468 damage (Death)

    Dropping the noblewoman from Tower 576 yielded:

    • Drop 1 = 30 damage
    • Drop 2 = 17 damage
    • Drop 3 = 10 damage
    • Drop 4 = 215 damage (Death)

    Dropping the mage from Tower 512 yielded:

    • Drop 1 = 23 damage
    • Drop 2 = 23 damage
    • Drop 3 = 67 damage
    • Drop 4 = 45 damage (Death)

    Dropping the townswoman from Tower 448 yielded:

    • Drop 1 = 22 damage
    • Drop 2 = 62 damage
    • Drop 3 = 130 damage (Death)

    Unfortunately, using the console command generates a number of virtual cube outlines, which obscured my vision of the AIs' fall pattern. From what I could see, the drops that killed the AI all had the AI landing predominantly on their head. However, this could equally be said of the drops that yielded minimal damage - i.e. from the vantage point of each Tower, it could be assumed that the AI landed on their head. However, calling up the console disproves this, as indicated by the low damage dealt to the AIs.

     

    To reiterate the point I made above, the low damage dealt to these AIs from vantage points that would ordinarily kill the Player is an issue that needs to be addressed. Falling from these heights in real life would very likely kill a person or severely injure them, however, this is not being reflected by the damage dealt to the AIs. While it makes intuitive sense that an AI falling on their back or arm should receive less damage than one landing on their head, this becomes ridiculous when an AI can not only survive a multi-story fall by landing on a non-head limb, but also take very little damage in the process.

     

    It is also curious that the outlier damage taken by the nobleman well exceeds that taken by the Player falling from the same height (468 vs 339). A similar effect is detected with the townswoman who suffered 130 damage in comparison to the 115 that the Player is dealt when falling from Tower 448. In contrast, the noblewoman suffers less damage than the Player, while still landing on her head (215 vs 258).

  5. So at long last, I sat down and created a small test map to explore this issue.

     

    I created a series of tower blocks that were textured with a stone texture. For the overall floor, I used a dirt texture. The tower blocks increased in size by 64 units, and were ten in total; thus, the tower height ranged from 64 units through to 640. I placed a variety of AI types on each level, which included: inventor, city-watch, moor, gen. guard, thief, thug, townswoman, mage, noblewoman, nobleman (armed).

     

    The testing methodology was simple: knockout the AI, pick them up, and drop them from their respective towers. While sounding simple, it is hard to ensure that the AI fall in exactly the same way.

     

    Here are my initial findings:

     

    • Tower 640 was the first place that I recorded death from a single drop. However, when I tried reproducing this, the AI did not land on their head and so did not die despite multiple drops.
    • Tower 448 is the first height where an AI can be killed if they land on their head - anything lower and the AI are not able to fall fast enough and so they end up hitting the dirt on their back or shoulders.
    • AI that fall from Tower 384 require around 10 drops before being damaged to death.
    • For AI falling from heights higher than Tower 384, damaging them to death seemingly depends on whether or not they hit their head as I could not produce consistent numbers for Towers 448, 512, 576, and 640. In some cases it was as low as three drops, in others the number kept climbing until the AI fell directly on their head.
    • I could not detect any noticeable difference between AI types: all will die if they hit their head.

    I also measured the damage the Player suffers from falling at different heights:

    • Tower 64 = 0
    • Tower 128 = 0
    • Tower 192 = 7
    • Tower 256 = 18
    • Tower 320 = 44
    • Tower 384 = 73
    • Tower 448 = 115 (Death)
    • Tower 512 = 175 (Death)
    • Tower 576 = 258 (Death)
    • Tower 640 = 339 (Death)

    It seems very odd to me that AI should be able to survive any fall after Tower 448, regardless of landing position, when the Player cannot.

     

    I will update this post once I have time to test and compare the different AI and whether some die quicker than others.

  6. I've just switched to pre8 now, will try do a little mapping.

     

    Apologies for bringing it up again, greebo, but I see that my GUI suggestion from http://forums.thedar...-and-questions/ hasn't made it in. I understand it may not be the easiest/quickest improvement to implement, but it would be great to see it scheduled for 2.06.

     

    I have tried your earlier suggestion of opening multiple instances of DR to speed things up. While that process is quicker than closing the conversation editor in order to create a speaker, hunt down the right sound shader and then copy its name - the whole process it is still cumbersome and frustrating to use.

     

    I will try chime in again with more feedback. :)

  7. Re-posting with a quick update.

     

    (I was having a bizarre issue with dmap crashing when I added the central grate. Creating func_statics out of the grates didn't help, so I made them all into a single .ase model. It was this change that for some reason let dmap finish and thus allow for this screenshot.)

     

    They say no one has ever escaped from this City Watch precinct. This is unsurprising when one considers that those who commit misdemeanors find themselves facing advanced security systems. For those whose crimes are...of a more severe nature...there is simply no chance of getting out, unless it is to meet the hangman's noose or his guillotine.

     

     

     

     

    3geBrJV.jpg

     

     

     

    • Like 1
  8. Bumping this thread again in the hopes that someone who has all the files listed in the OP can kindly re-upload them here. Airship Ballet / Merry has neither seen nor responded to my PM on this issue.

     

    It would be a terrible shame if these custom items would become lost forever, and I cannot imagine the possibility that no-one downloaded them.

     

    As it stands, I'm having an issue with the custom electric lights appearing black in-game, while looking normal in DR...any suggestions?

  9. @grayman

     

    Either way works for me. The mission is a long way off from completion, so the issue is not urgent at all.

     

    If you could take a quick look, I would be very grateful. I do need to just isolate that area from the rest of the larger level structure so you can examine the problem directly.

     

    I'll get around to that on the weekend.

  10. If we had the cash to pay for his time I would have no problem asking, but we don't so lets leave it at that.

     

    Fair point, Bikerdude.

     

    I'm more interested in what he can and can't do - for instance, is he allowed to play a thief type character in other games, etc.

     

    That's a much better approach, brethren. Forget about my innocent - but uninformed - question.

     

    EDIT:

     

    Taking a stab at another - less controversial - question:

     

    "I would like to know if during his career, Mr Russell has recorded VO lines with other actors in the same room, or if he has only (or even prefers to) recorded his lines alone. Following on, if he has worked alongside other actors in real time, did he enjoy the experience?"

     

    Also, one more question:

     

    "Today, many games are now having their cast wear full-body motion capture suits while acting out their various scenes. Has Mr. Russell ever done this? If yes, did he enjoy it? If not, is he willing to give the recording technique a go?"

  11.  

    Oh good lord no! Never, never, never. First off, he would be in an actors Union anyway and they would not allow pro-bono work. The actor gets paid.

     

    Wow, New Horizon...I didn't expect that sharp of a response.

     

    If you're convinced he would not do pro bono work, surely it's not beyond the realm of possibility to envision a modest Kickstarter campaign by the community to secure the necessary funds to cover a small VA part for him to read?

  12. Thanks for responding so fast, grayman.

     

    I haven't made any changes to that core room between 2.03 and 2.04.

     

    I will make that change right now and re-edit this post if it makes a difference.

     

    EDIT: I made the change, but no difference in behavior. He does run up the stairs once the door has been opened for him by the Player. Previously, the AI would keep running in circles even with the door open.

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