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  1. I think the reason the dev forums exist is to provide a place where the implementation of features can be discussed without getting mixed up with other debates when someone believes what the devs are doing is wrong. We often post public discussion threads for features with subjective elements like the frob outline, because community feedback is very important. But there will always be vocal defenders with strong views for or against certain features, or how exactly it should be implemented in their opinion. At some point a decision has to be made and be carried through, which is what the dev forums are for. Almost all of the threads are very technical, basically explaining and discussing recent or potential code changes with other devs. Its hard to say. Its a hobby the devs do in their spare time, so people come and go when they're in the mood and when they have the time. The team page is mostly accurate except for some relatively newer additions like myself.
  2. about WTF are you asking me? maybe i play different becouse i am not a developper. that means i have a different way off view myself. probably clumsie becouse i only do some z80 and native zx basic, and some C in which i always "point wrong".and i am dyslectic and miss many mistypes regular asfaras i understand different FM have their own libraries with gametricks. that is devellopement and some work very well and then become part of the mainsystem. did you every drop a box in front off a door in such way the door wont open anymore?? it can give you some time in some cases. in the watchman watched there is a kitchen with benches and 1 guard sits there regular. if you put that large crate on that spot were the guards wants to sit the guards realy gets anoyed and stops thinking at all. thats why i think about avatar direction awereness and avatar position awareness. it can recognise a sword, but something that should not be here like a crate is not recognised at all. In an above post its explained that the avatar follows a preset track and is infact mostly a picture moving over the screen. only the face has a direction but thats not awereness off map position and map direction. in my view the avatar must have SOME comparisment material=awereness to compare itself with the map and its position on it... thats more and more variables and more cpu time to check whats going on but the avatar migth be able to walk around an sudden obstacle.
  3. if i put a crate on the path they see it but get 'confused' meaning it jumpwalks over it in a funny way. with some direction awareness it could walk around the obstacle or not attempt to sit when a crate is placed on a chair or bench. It does not necesary needs to see what is taking the space of the route as long as it can react on it. I do some z80 stuff myself and not so very big either. There are a few miniFM from which i hope one day they fit inside an zx128, like the bakery or the dropeye. i dont dare to think whats needed for that (poor) Z80 with 3.5 mhz. but thats off topic. ( z88dk.org aswell
  4. I just read@motorsep Discovered that you are able to create a brush, then select it and right click "create light". Now you have a light that ha the radius of the former brush. Just read it on discord and thought it may be of use for some people in the forums here too.
  5. That moment you log into TDM forums and suddenly feel nostalgic...

    1. Sotha

      Sotha

      Protip: if you never log off and stay for ever, there is no nostalgia when you visit.

    2. Melan

      Melan

      Welcome back!

    3. RPGista

      RPGista

      Haha yeah, I feel like that from time to time. Good to see you around.

  6. I always play missions on their medium difficulty so I can enjoy the challenging stealth gameplay without having to search nooks and crannies for all loot. But this leaves me to wonder - besides objectives, am I missing out on some other increase in challenge because of sticking to medium difficulty, even though I have maxed the AI settings? - Answered: Whatever the mission author has set for differences in difficulty, but it is possible that guard awareness raises per difficulty level independently from mapper's settings. Also, (enumerated) 1. Is there detailed information somewhere about all terrain types with how much noise they cause compared to each other? - Answered: The mission "Sound alert and Blackjack trainer" should give some understanding. 2. Can you peek through keyholes, and if so - how? I might remember it wrong but one mission that I played allowed me to "lean forward" toward a keyhole to see through it. Was this a removed feature, or just mission specific? - Answered: Yes, it is mission-specific, implemented by author 3. Is there a secret on how to land / get down from a taller object more softly? I land while crouched and holding "creep" key, also try to slide down or descend by baby-steps whenever possible, but it's not always enough to not be heard.- Yes, I can always lower the AI hearing, but I think it adds a nice challenge except only for the dropping part, so figured I'd ask first. - Answered: Yes, you may be able to drop a readable document to where you intend to land. 4. Is noise masking a feature in any way? Meaning does a guard have a harder time hearing you when they are close to something that causes noise? 5. How long did it take for you to learn Dark Radiant enough to release your first mission? Thank You all for the wonderful game and regular pieces of experiences.
  7. I've spent a couple of hours searching, but I haven't found anything in the code that adjusts awareness automatically, based on difficulty level. So, either my memory is faulty, or my code-scanning skills are bad. (Either way, not a good look for me ). But at this point, I have to withdraw what I said above (or as Ron Ziegler would have put it, my previous statement is inoperative).
  8. No, it has to be / must be set by the mission designer for each light and AI separately and can of course be activated for all difficulties. Plus, this is not possible for all types of lights. I am pretty sure that longtime and sorely missed DM contributor grayman posted somewhere ca. five years ago, that AI awareness rises slightly with each difficulty level independently from the mapper's settings.
  9. I don't think so. It fits the desired conclusion while leaping right over any distracting ideas that the conclusion might not be right. What you describe is an emulator. You look at it from a consumer perspective - as in a Turing test situation where the machine passes the test when in a short blind run an "evaluator" can't tell the difference between human and machine. We have bots right now that can pass such a "test" as "evaluated" by millions of internet users. That doesn't make the bots capable of thinking, intuition, creativity or even anything in the same ball park. Most bots seem to be run by assholes. So, who runs an authoritative test of that sort? Beyond an "I think therefore I am" declaration, individual humans can't even prove that other consciousness's exist. That's the nature of subjectivity, awareness, and ultimately of thinking, intuition, creativity. Who decided that thinking, intuition and creativity (as emulated by a machine) should imitate e.g. Glenham Tower or some other human inspired art, perhaps pumping out thousands of similar FMs that all have (according to your desired conclusion, stated at the start) the same mark of inspiration and execution? What's the motivation of the machine? I don't go along with the other conclusion OrbWeaver asserts as fact - that connections of neurons in the human brain are somehow similar to the hard electric connections of silicon chips flipping on/off and hence that the brain, and subsequently thinking, intuition,..., are likewise the same, or will be when the hardware and software is ramped up. I don't think so. On the other hand, I'm not so dubious that bio engineering of the kind producing (thinking) Blade Runner replicants will soon enough be possible. I think that's a different concept, though.
  10. I just found this thread on ttlg listing Immersive Sims: https://www.ttlg.com/forums/showthread.php?t=151176
  11. Recently revisiting the forums after a longer period of time I wanted to check the unread content. I don't know if I am doing this wrong since.. ever... but on mobile (visiting the unread content page on my smartphone) you have to click on that tiny speech bubble to go to the most recent post in a thread. If you don't click correctly you'll hit the headline and end up at post 1 in the beginning of the thread. It's terrible on mobile, since not only the speech bubble is really small and was to miss. But also the thread headline is just millimeters away from it so you go right to the first post that was ever made instead of the most recent ones. Am I doing it wrong? I just want to go through u read content a d the to the newest post from that topic.
    1. demagogue
    2. jaxa

      jaxa

      I've found it difficult to find where TDM is listed as #1 on Greenlight. This page ( https://steamcommunity.com/greenlight/ ) has no ranked listing. This one ( https://steamcommunity.com/sharedfiles/filedetails/?id=858048394 ) has no visible rank or stats page. Is it my script blocker?

  12. Hello i do not know were to ask this. its about the avatar behavior and the strange moves they can make after an interruption so i wondered if the avatar is "aware" off its position. it must have some coordinates but has no clue about "when and where" and neither of an direction. Although probably aware off that start position does the avatar have a compass to check against the map compass? Like that the nose always point to NORTH when made until putten in start-position and then turn into the correct direction. The one time 'to its left' will be westward, the other time it might be southeast after all. i did not try any coding in TDM so maybe i am just wrong about this thoughts in extremo, if the avatar is hinderd in some way, it migth perhaps walk back to the start and turn in position and try it again but now it can be easy to block an avatar just by putting any box in its way and let it bounch on it. If the avatar has not an compass awareness then probably building it in migth help the avatar to walk the correct sequences ps are the buffers CLEARED inbetween? becouse its an old dogs trick not to clean those buffers since that works faster, but in modern FASTER THEN FAST machines there is such a lot off segments to waist SO its better TO CLEAN AFTER USE so no old rotten bones will spoil that fresh code
  13. A@datiswous Ah yeah, well sorry, I was quiet busy and only visiting discord. First time here on the forums since months now I think.. Thank you for the subtitles. I encourage everyone who is interested in using them to download it from here as I'm not sure when I'll be able to implement them myself into the mission. Again, thank you for your work.
  14. NoClip has put out a fantastic retrospective of the Thief games that interviews a lot of the creators on how the game was designed. Edit: New things I learned (or had forgotten & learned again)... - The whole magic system was geared around the 4 elements, which they later played down as such, but they also made up the original arrows, air/gas, water, earth/moss, fire... But noise & rope arrows were too useful to leave out. - A major design idea was "active stealth", one idea of which was creating distractions and negotiating "safe spaces", and a major inspiration was Ken Levine's experience with sub sims, where you can release noise makers and use thermal layers to slip past, both of which had natural extensions in Thief gameplay. - The other game LGS was making right at the same time as TDP was a Golf game. For that game, they had to fill a lot of dead space with commentator patter, which fed directly into using guard patter to fill time since the player was avoiding most things. - I also respected Randy's postmortem of TDS. It was pretty clear he was just as crushed by the design flaws that the rest of the community was (the body awareness supreme backfire, the heartbreaking necessity to break up the levels to meet the XBox memory limits, the render woes & being stuck with a wonky engine, etc.), and I think he did a good job of explained how and why they happened. More or less, he made design decisions before getting all the relevant information that affected what they could do, and some decisions (like body awareness) just didn't work in practice like they may have looked on paper. I can't be too upset. Some good levels and moments still came out of that game, I still love Randy's levels & design thinking (generally), I can understand and very much sympathize with his position and (ultimately mistaken) thinking and intuitions, which I might well have gone along with myself if I were a team member, and above all ... if TDS hadn't been what it was, we probably wouldn't have Darkmod now, and I'm really, really happy we have Darkmod.
  15. I think it is a good idea! Our ingame mission downloader and mission view has long been subject of multiple improvement suggestions. Due to the sheer mass of missions that have been released in the last 15 years, things got really cluttered and especially newcomers will have a hard time finding what they want. However, improving the ingame guis is quite a task, so a web-based application might really suit this scenario well. Maybe we could even add a linke to it from our ingame menus, so user can access it quicker. Some more things to think about Would users be able to add custom tags and downvote / upvote certain tags, much like the system of Steam? This would also allow to add tags like "beautiful", or "difficult". Actually, the more users can contribute to this system, the better, because it will be automatically maintained then. The browser should also contain a flag for whether the FM belongs to a connected series of FMs or not and have the capability to go to the previous or next FM in that series. There should also be a flag for fully fledges campaigns. Some might like a flag whether or not an FM is "ghostable".
  16. DarkRadiant 3.7.0 is ready for download. What's new: Feature: Skin Editor Improvement: Script Window usability improvements Fixed: Hitting escape while autosaving crashes to desktop Fixed: Def parsing problem in tdm_playertools_lockpicks.def Fixed: DR hangs if selecting a lot of entities with entity list open Fixed: Float Property Editor's entry box is sticking around after selecting a float key Fixed: Spline entities without model spawnarg are unselectable Fixed: Entity window resets interior sizing forcing resize each time it is opened Fixed: Spline curves should not be created with a model spawnarg Fixed: Newly appended curve control vertices aren't shown at first Fixed: Light entities are zoomed out in preview window Fixed: Entity inspector spawnarg fields not always updated by UI windows such as Model Chooser Feature: Skin Editor (see video) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.7.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
  17. Yes, it does. Which makes it interesting that you yourself explicitly said that it's interesting nobody had complained here on the official forums: I did, which is why it stood out to me so much that even though you yourself had personally been involved you would reply claiming nobody had complained here on the official forums. I'm not colorblind at all. Does that make people pointing out that almost no modern games have proper colorblindness support hyperbole? Just because it doesn't affect you, or you choose not to pay attention to the discussion of something, doesn't make it hyperbole. Pick pretty much any modern FPS and you will find plenty of discussion about the near universal disregard for FOV and camera movement as accessibility issues. Denigrating those as hyperbole because you personally don't feel the affects is as bad of a look as demeaning people who bring up the importance of valid allergen warnings like gluten or colorblindness and deafness support.
  18. Hey, Every time I've try to use the Full Editor when PM'ing someone, and every single time I get an error. Whoever is in charge of the forum, is it possible that this could be fixed? Thanks Neon
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