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Everything posted by Springheel

  1. Yep, professional artists and graphic designers will be without a job within a few years. Modellers and animators won't be far behind, I imagine.
  2. What method do you plan to use to block their vision? Humanoid AI with special cone values always see less than the default, not more, so if it's an extra spawnarg, a default block value should work in those cases. There might be special AI, like spiders or willowisps, that see more than 180 degrees though.
  3. The turning in those videos is not caused by random head-turning...those are idle animations, which is a slightly different issue. One possible approach is to see if AI vision can be affected by frame commands in animations.
  4. There is a difference...professional guards have slightly higher acuity settings than generic thugs, for example. Drunk guards have much worse acuity. Alert guards might even have their acuity boosted--can't quite remember. Mission authors could also affect those settings based on difficulty, though I don't know if many do.
  5. I remember the last time someone made this claim, someone else posted a video showing that you could actually walk behind AI without alerting them on most floor types. Only the loudest ones (dry leaves, gravel, metal) cause problems, and that's exactly what moss arrows are for (what is the point of them otherwise?)
  6. No, I just wish we had someone who could improve our AI/animations in the same way.
  7. The problem with new, high poly assets like this is that they make our older assets, including the AI, look like crap by comparison.
  8. Putting Bridgeport in the British Isles is just as, if not more, inconsistent with existing details (setting aside the fact that the wiki says it is "on the coast of Southern Europe"). Last I checked there was no "large mountain range" north of London, no "warm, temperate sea" to the south with a "much hotter continent", no "range of mountains that inhibit overland attacks" between England and Ireland. It would also be difficult for Bridgeport to be the "commercial center of the Empire" when it is not connected to the rest of the Empire by land. There would be no "Builder Roads" leading to the capital. If you find it easier to accept all of that than to imagine that this alternate version of earth might have a slightly cooler climate and a more generic fantasy culture than the real world, then more power to you. But don't pretend it's anything other than personal preference.
  9. The rules are also explained in the tutorial mission. It's also one of the loading screen tips of both starting missions. And while there have been one or two vocal opponents to the current ruleset, I think they would be far outweighed by the number of people complaining if a core mechanic suddenly started behaving differently without warning.
  10. Given that the point about France not existing has already been made, what "consequences" are you referring to?
  11. While I applaud the idea of an animation aid for players, I'm not sure why that should change the rules for how blackjacking has worked previously. Civilian AI and unalerted guards without helmets have always been vulnerable to KO from any direction.
  12. What's the issue? The left one looks correct to me.
  13. I don't get your particular point. Has something changed in the last "seven years" to make the previous arguments invalid?
  14. There are 2 issues here that should be kept separate. 1. The in-game experience of the blackjacking system. It can be frustrating because of issues that are difficult for the player to understand/control. This includes getting too close the AI, not aiming correctly, or hitting an overhead obstacle--I would bet these 3 account for 99% of complaints. This issue would be solved by implementing the nonphysical solution that is on the bugtracker. 2. The design of the blackjacking system. While there is a bit of a learning curve, I think the system is logically consistent and good for gameplay. This thread has a tendency to conflate issue 1 with issue 2. I doubt there would be many complaints about #2 if #1 wasn't a problem.
  15. Yes, it's on the wiki. You literally quoted it on the previous page.
  16. That's incorrect. TDM has 3 states related to KOing. Can be KO'd from any direction --> Can be KO'd from behind --> Cannot be KO'd. Where an AI falls on that spectrum depends on its headgear and its alert state. See above. Now you're making claims about your personal experience in specific missions. I can't speak to those. Mission authors can change the rules and people can think they're executing a KO correctly when they aren't (hitting a low ceiling or getting too close have been common issues in the past). There also seems to be misconceptions about how the rules actually work. But I've never noticed anything to suggest that the system wasn't working correctly, despite the flaws of the current, physics-based system.
  17. No one said alerted helmeted guards dodge arrows better. A helmet blocks an arrow regardless of alert state. There are 2 basic rules regarding KOs: 1. AI wearing a helmet are, regardless of alert state, harder to KO with a blow to the head than AI without a helmet. 2. AI who are relaxed and not expecting an attack are easier to KO than one who is alert and ready to react. As far as I can see, both of these rules are simple, logically consistent, and are well established game concepts. If we were doing it over again, I would probably have suggested AI with helmets are immune to blackjacking entirely, but that was a concession to our art design--most citywatch and guard heads had helmets at the time, and we didn't want to make things too difficult for the player.
  18. How does it make "even less sense" that it's easier to KO guards that aren't wearing helmets?
  19. Just to correct a few things: Only guards with helmets become completely immune to blackjacking after being alerted (which happens if you hit them incorrectly with the blackjack, but not if you miss). There has been a plan to improve the blackjacking mechanic for half a decade. The team proposed replacing the current physics-based system with a simple distance and orientation check to remove the problem of getting too close or hitting things above the player's head. It's been on the bugtracker since 2016: https://bugs.thedarkmod.com/view.php?id=4289 and as far as I know has not been shot down by anyone. In fact, I had a vague recollection that someone was actually working it recently, though I could be wrong about that.
  20. Dishonored has both lethal and non-lethal sneak attacks that only work if the enemy is not alerted. Assassin's Creed has stealth damage, Thief has it, tactical combat games like X-Com have it, most RPGs with stealth classes have it.
  21. Nothing wrong with including it in the tips if it isn't already. But I would think the average player is likely to be familiar with the concept of "stealth damage" which is common in most games that have a stealth mechanic. You'd probably have a harder time coming up with a stealth game that doesn't include that concept.
  22. The rules are quite consistent in the core mechanics. If mappers choose to change them, that could cause some confusion, but there's not much we can do about that. (For the record, the guards aren't "dodging" the headshot entirely...they're still being hit by the arrow, but the wound is non-lethal)
  23. I'm not sure what claim you're making--that in real life, someone couldn't dodge at the last second to turn a potentially lethal hit into a nonlethal one, or that TDM AI should have some animation to indicate that this is happening. The first one is rather obviously incorrect, so I assume it's the second one. In which case...ok? It would be great if every tiny detail of reality were included, but we're talking about a game where AI spin around 360 without lifting their feet off the ground and where arrows disappear after hitting someone.
  24. Yes, you are far more likely to hear and react to someone behind you if you are in a heightened state of alert. Thief itself had that mechanic, but off the top of my head I can think of 7 Days to Die, and Valheim, for sure, and they're not even primarily stealth games. Pretty sure Far Cry has stealth damage as well.
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