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Everything posted by Springheel

  1. I guess knowing that Bikerdude is continuing to use my art without asking or giving credit provides some continuity to the universe....
  2. They're already experimenting with a game that has a neighbourhood of characters controlled by AI. Each AI was given a "prompt" of a paragraph detailing their personality and relationships, and then the AI took it from there. The characters set up a party, sent invitations, and then showed up at the correct time.
  3. https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay#Blackjacking
  4. This is only true of guards that have helmets. Everyone else can be knocked out from behind regardless of what alert state they are in.
  5. Letting the player carrying the body on ropes and ladders was definitely not an intentional design decision. But given that it's been present for so long, it's too late to change it now.
  6. That's exactly why there is resistance to changing "what the players could do". No mapper can be expected to consider what players MIGHT be able to do in the future when the rules change.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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?)
  12. No, I just wish we had someone who could improve our AI/animations in the same way.
  13. The problem with new, high poly assets like this is that they make our older assets, including the AI, look like crap by comparison.
  14. 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.
  15. 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.
  16. Given that the point about France not existing has already been made, what "consequences" are you referring to?
  17. 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.
  18. What's the issue? The left one looks correct to me.
  19. I don't get your particular point. Has something changed in the last "seven years" to make the previous arguments invalid?
  20. 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.
  21. Yes, it's on the wiki. You literally quoted it on the previous page.
  22. 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.
  23. 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.
  24. How does it make "even less sense" that it's easier to KO guards that aren't wearing helmets?
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