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  1. Well, we would have to see this first, but that's no real problem for now. Only thing we could need a hand in texturing, mapping (probably) and coding (has to be seen though). But nobody will force you to anything. IMO that is the only reason why Thief still has such a strong community after such a long time. LOL. You are right. Just wanted to get an overview of your style and what you did so far. The problem with ordering a story is, that we have to agree on something first. As you can imagine that caused quite a stir, because we had some ideas and some even presented a story, but it is very hard to come up with everybod can agreee upon. I guess I will make you a contributor and then we can discuss this in more detail. I don't want to talk to much about storie ideas on the public board, as this is one area where I wouldn't want to spoil anything. No problem with discussing algorithms or models, but certain things should be held back to have at least som surprises for our fans. I will wait on soime feedback from some other members. So far they were positive but it was to short a time to get a good sample. I guess in the evening I can give you a more definite answer on that. Your timezone would be a help, so we can better plan. Which area of physics? Can you also do some physics coding? That might be helpfull. It is not strictly required, just asking. We have other contacts who also have experience in D3 physics already, but of course having at least one teammeber would be preferable. I can imagine that. If I have the feeling that an algorithm is not good enough I rather rip it apart and write it new, than releasing it knowing it is not as good as it could be. That's good to hear. We have a very good team so far, and the standard is also very high. I certainly prefer to work on a professional team than with a bunch of 3771 hax0r script kiddies. Makes live much more easier.
  2. I can do mapping (not sure of how good it is though, as I always tried it for Thievery but always ended up with an extremely slow running map [cos I made all the things like fences out of brushes not masked singular brushes] so I always dumped them and did'nt bother much. UnrealED really knows how to anger me as it loves to add irrepairable BSP holes - AARGH!!!) so therefore I don't know of the quality. I did try D3 mapping in the original editor (not using the sdk) when it came out. Had a good try at mapping but then my windows2000 caught the "skynet" virus and I had to re-install. After that I could'nt play D3 anymore (unless I'd re-install) so my mapping went down the drain there. Though I will install D3 and give it another shot even with this new sdk. BTW, gimme a couple of hours to find which files I have changed from the original Thievery so that you guys can have a look at my whole mod (if you bother going through it ). Just a qiuck overview: *added better splashy water-effects for everything *added GUI lockpicking (gets super-hard once your above lock difficulty 7, though it's not finished yet, gotta do more combinations for the 8 pin locks) which is heard by AI. *added wall-climbing (a bit annoying though, all it does is that as a thief when you jump and press jump again in mid-air it puts you into spider physics, there are controls to control it [i will write them in the readme with it]) *changed the loot so that when stolen, it spawns a TSTStolenLoot thing (which the AI notice and also [if you turn it on] you can see it as a redish circle) *added bleeding (inspired by Thief's "Trail of Blood") which happens when health drops below 50% (at below 20% your movement is hindered) which can be stopped by taking healing of any sort. *added silhouette mode ([mentioned earlier]always on, could switch it off in script though) which changes the player's texture in black shadow to total black (had a glowing problem) and in light to a normal texture (also made it use the Unreal Male1 model as the thievery model always was spread out [bad for silhouette]). However, if you move too fast in shadows you will light up like a light bulb (inspired by the fan made "Ultimate Difficulty mod" for thief) and the player glows a bit (so that any human player may see him ). *Changed a lot of textures (like the health drops, lightgem, etc). *and more... I could not however even touch the ThieveryMod.u package (think it was made in C++ or other) and that hindered the editing extremely as I always had to find a way around. So there you go, most of the changes I made to Thievery. I'll provide the files, maps, textures, etc (everything that is needed for the mod). Though it will take a few hours to sort it out (very untidy ) and then I'll chuck it up on yahoo. Oh yes, one more thing. I did do a small amount of Doom 3 lighting (in that map I tried mentioned earlier), but I'll need to learn more about it (downloading the sdk for a start). So yeah. I'll post here when I've finished sorting the files of my mod and have them chucked up on yahoo. 1 final thing: Please remember that my mod was made solely for LAN play and that it has it's fair share of problems (the climbing, for some stupid reason, does'nt work with more then one thief in the map - gotta fix it) and that some of it was made to prevent the dumb thing in Thievery where you could hide in a slanted wall or in the tiniest strip of shadow from human players (could'nt fix it for AI ) and that the mod was made mainly for ghosting (as I do that all the time - hence why I used the Ultimate difficulty mod in Thief) That covers all of it then. If you read up to here then you are very patient and I thank you . PS: If you wanna use any of the stuff I added into Thievery (textures, sounds, ideas, etc) then please, go right ahead. --Dram
  3. It's "powered by Doom 3" but anyway - Thanks! That was my script. Nice to see it is appreciated. One of the small things that I contributed. And I really had to force it on TYROT. That's pretty easy to do. I have seen such tricks in the demo coder scene long before T1 used that. It is just used like a texture. Either with a 3D app, or a simple algorithm.
  4. Sorry to resurrect a relatively old thread, but I have a question about the 'impaired hearing' property of rooms that Springheel mentioned, and some possible suggestions. Is the hearing impairment in an environment going to be a 'dynamic' variable that can be turned off and on (or ramped up if it's an analog scale), by scripts during gameplay? Or is it a map property that's set upon loading and stays at that value? I think you could do some interesting things with that if it were dynamic, for example: If ambient sounds were scripted to start and stop periodically, the hearing impairment could be linked to that, so you could time your movement to when the generator turns on or something. In a social gathering environment with multiple rooms, one could have a script that counts noisy party guests entering/leaving the room and adjusts the hearing impairment based on that. So if you KO all the guests or they leave the room, guards will be able to hear you better. If a character makes a lot of noise while moving (like the combat bots), that could also increase hearing impairment. If you wanted to get really fancy, you could build it into the audio system, so that guards close enough to hear your noises (the 'signal') would do some sort of signal to noise test comparing your signal to the other non-suspicious sounds they can hear. That might eat too many CPU cycles though, since you'd have to propagate both the Thief's 'suspicious' sounds and all nearby ambient sounds to all nearby guards, then run the signal to noise test on each guard (some might be better at picking out noises than others.. combat bot vs drunk Benny ). Maybe that would be feasible if you're already propagating all the sounds to the guards, and the signal/noise test is fast CPU-wise. I'm guessing that right now (and in previous Thiefs), only suspicious sounds are propagated to the guards? Anyway, just some suggestions. Good luck with the Mod!
  5. I've only done a few yet, I didn't want to do more until I was certain of the workflow to Doom. I'm not sure how to show them to you inside doom. Can you record moives in doom or something? Using a screen capture program just gives you a stuttering mess. I put one on the FTP, I made an Animations folder, I can split it up into smaller animations, the looking from side to side after hearing a noise etc. It's quicktime format - anyone with sense should have the free QT alternative codec. If we don't need a character now, or no one's for writing an AI script there's not much point in doing more animations at this point.
  6. Ok, well I'm happy that I can get any character with any animation into doom now.... ..so, do we need a test character with a set of generic animations at this stage? Of course, it hasn't got an AI file ATM, so it just stands there and you can cycle through the animations. I still have to work out the ragdoll shit yet. I'll take charge of the character's mtr, def, md5mesh and md5anim files, but the AI files are nothing to do with me guv'ner -though it has to be said some of the zombie AI scripts look pretty simple, I could almost write my own Thief zombie script from looking at these. The rest of our AI will be...slightly more complex I imagine.
  7. It's not a mailing list. I just wrote a simple python script that is called from CVS whenever somebody checked something in and it will directly send mail via gmx.net (my mail host). That would be great. Only problem is, that this is only a small task and I don't have that much to do for you. Unless we find something else to occupy you, that is. Yes. And currently I create a new user, install the key, add it to the cvs group and add the mail adress to the list. All manually. What would be much more better, would be something where this would be kind of automated.
  8. @ Fingernail: Actually no, as most of my stuff has been lost in the apartment shuffle and the sands of time, but I can get some made. What I'll do is work up a small script (the acting kind), and get some stuff recorded. @ Sparhawk: I can certainly test anything on Linux, and I may be able to help with some coding there, if necessary. What kinds of stuff are you looking for on the Linux side?
  9. dear oDDity I can see that...YOu are fan of peaceful music ..You are having a true artist heart and mind...There are so lovely lieds from schubert im sure you know them..He was a very good fella.. ..Well As you can see im a fan of magnifico orchestral works. Especially late romantic era..After Wagner shortly For me he is milestone..before and after wagner.... (By the way im sure you listened alread felix bartholdy Mendelhsonn's 4th (italian) symphony.Although i dont like italian classical music..His understanding is awesome..I wrote this because MENDELSHONN is the guy between big orchestra works and BACH..Before him Bach was little bit under the shadow..HE really promoted BACH endless cycles...If you didnt listen it I can upload to FTP..He is really using whole orchestra just like two instruments...Amazingly good variations..Breathtaking finale.... BUt please give a try to Jean Sibelius (the Finnish composer) 2th symphony. Amazing amazing stuff... and Anton Bruckner's 8th symphony...Also out of this planet.. And i aint Polish Im a complex hybrid product.. BEST "are we one ofthe most intellectual MOD team or what ? " We have classical music fans, metal fans..(he knows himself) script writers..inspiring artists.....man what a TEAM...I think we should make a documentary about the team..and a book...and a classical concert..a tv discussion program..a music video.. "ladies and gentleman..nobles....welcome to second annual the DARK MOD meeting..We'd like to thank you....you all for coming from High societies from all around the world....This year we will not steal anything from you at least in first day...so you NOBLES enjoy your wealth....for one more day....."
  10. Yeah, but when you run the script it adds the export option. Or, it did for me...
  11. hm..thats a script,not a plugin anyhow i cant see an NMF export option..:\ nowhere
  12. I'm online most of the time so I don't count. I forgot how to switch off my fake-being-online script.
  13. I on't know, what it is exactly either. but the ASE export script complains about it...
  14. Should be no problem to implement. I think this can be already done with the current code. Just needs a frobaction script attached. I wouldn't even need to change the SDK code for that. It would need a seperate model for the sphere though. then you must place the two objects together and you can frob the globe. The spinning can be done from a scriptfunction.
  15. Is there a batch program for Windows/DOS that can do this? I don't mind writing a batchfile that does this. Quite easy with a shell script under linux, but of course I would need an app that can convert the images to/from jpg/tga in a dos box to make this work in Windows for all our devs. Ok. The only consequence of this would be that we have to streamline the process of distributing the textures. We must have somebody who is responsible for the textures, and when enough new are added he should create an archive and upload a new version. Like Renz did before he vanished. I can do the batch scripting but I don't really want to keep track of the textures. Of course, putting them into my CVS would solve that problem quite easily, but curently my bandwidth wouldn't allow this.
  16. Having some troubles here. I can't find the exporter file to save an altered lwo file as a .ase file. Anyone know where to get this plugin script?
  17. What I have seen so far from the Physics, didn't impress me really. From HL2 I have only seen Demos. It have to be seen if this is for real in the game in realtime. The plate I already mentioned was scripted and there was no real physics involved. Or if so the script interfered. And I did some test with a box that I found in some room. When shooting at it it didn't move very realistic. Or it was modeled so badly that it gave a much lighter impression that it was. From the visual feedback it must have been VERY havy but it looked just lika a paperbox. And I found a small plate in some surgery room. It fell down all right, but when I tried to kick it, it also didn't move very realistic. As I said. It is realistic enough for our game, but it is not THAT impressive so far.
  18. Just to clear things up. This happens before the model is exported/imported. Scaling happens in Blender. The .ase export script we are using with blender is a bit pants and will ignore attempts to scale, rotate or move an object, unless you press CTRL+A to 'confirm' the changes. If you need to scale a model after trying it in Doom then you'll need to make the changes in blender and then repeat the export process. Doom3 Radiant allows patches to be exported as .obj files. These can be imported into blender and can be used as scale guides.
  19. This may be applicable to this idea, I don't know: If you want to trigger the built-in animations just add a "target_ai_followalternatepath1" and Ctrl-k it with the character you want to animate. Then add a "path_anim" and give it a Key "anim" with a value of whatever anim you want like "cower" or "run" or whatever anims that character has. Select the character and give him a Key of "alt_path_1" with a Val of "path_anim_1" or whatever you named your path_anim. When you trigger the target_ai_followalternatepath1 with a trigger_once or you trigger it in a script, your character will perform that animation. If you're using this animation in a cinematic make sure you give all entities the Key/Val Cinematic/1. I was going to add this to my cinematic tutorial, but I'm too lazy.
  20. I don't think it is a Blender issue, but then again it might. Of course you can resize the mesh in Blender and render it, but when you export it with the script the size is the same as before.
  21. For something like this I can imagine that the FM author would set the player up in the lead in objectives, saying that the Sceptor is in the throne room. Once the player starts making his way to the throne room however he would stumble upon a notice or overhear a conversation that the sceptor was lost, perhaps while Bafford was out for his evening stroll...while the note would only have the facts that it was lost...the player could overhear a conversation that it was lost while Bafford was on his DRUNKEN stroll of the evening. It would then be up to the FM author to not only Spawn the Sceptre in a different place, but also script clues that would be tied into each outcome in order to help the player find the way to the lost item. This could mean that Bafford took a different route in each circumstance. Perhaps he was found passed out in a different location in each instance...this would raise the question of how many routes should there be to each location. Could be very fun and add a LOT of replayability!
  22. intelligent ai behaviors, such as in far cry, ai rush to an injured friend, draw weapons, then start searching, you hear them shout commands to each other as they move. the entire search is systematic. convincing keepers assasains, come on, silentsleep did better in equilibrium with the dark engine then ion storm could do in their fancy engine. a wider variety of weapons, i made gas bombs in dark, i almost made moss arrows choke ai like in deadly shadows in dark, the motions were wrong. it would be interesting to see the player pick up a mechanist mace and smash in a door instead of just throwing it at the door until it opens. a simple scripting language for scripted events. there are many times in dark where i could write a script to create an effect but have no idea how to. so resort to a rube goldberg system of buttons, emitters and s/r in a blue room to do it. yet if i used the simple construction language of a TI-85 calculator i could do all the same things in a flash. a shame really that the most powerful tool in dark is still the least accesible to the common dromed user.
  23. Renz: Since you wanted some feedback on this. The filestructrure looks quite good so far as I have seen it. The only thing is. You must rename everything to lower case. Actually I can do this quite easily on my linux box, if you want me to. If you have maps with upper case names, I can convert them as well. It's just a simple script on Linux and saves a lot of typing. Just drop me a note.
  24. lol, we really need to quit reediting our posts and just start making new ones...I keep waiting for new responses and don't look up at the previous replies til later. I'm all for Spar's idea. It's easy to do and adds has a nice style to it. But the actual menu options itself still needs the most work...something beyond the font to flesh it out a bit and give it some more character. Like we could make it look somewhat like an old Victorian scientific journal. Leave the text where it's at but have a nice little diagram drawn next to it that's somewhat connected to the option itself. Like a diagram of an eye with a few very tiny lines of text drawn underneath it (that can't be read, but look cool) next to the resolution settings. Something like that, and maybe a few little notes dashed in the corners of the pages to make it look like someone was using it for research... Oh, and maybe assign page numbers next to the options to make it look more like a table of contents. For the FM's we could do a simple script that assigns random page numbers to them in ascending order..like... The Seventh Crystal Pg. 104 The Inverse Manse Pg. 206 Or even simpler, just make the numbers static and have the first FM on the list placed next to it.
  25. Here's a crapload of more stuff. Most of this is from high school, I do better stuff now. Mechanical Designs Various Creatures These are concepts for a film script I'm writing that IS NOT set in the thief world, but has been influenced by the steampunk style of Thief 2. These exact designs would not be what i would use, I would do others specifically for this mod. Mecha Creatures And some new random stuff- http://img.photobucket.com/albums/v140/god...sh/100_4464.jpg http://img.photobucket.com/albums/v140/god...sh/100_4463.jpg Will draw new things tonight and tomorrow for this mod specifically.
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