Hitokiri-san on 21/9/2018 at 18:22
Hey there!
I don't know about you guys, but I really love to immerse myself into a game, especially when it's Thief. However, somethings like the guard's AI can break that immersion. Would It be possible to make said AI more realistic?
For example:
* NPCs get suspicious when a light is put out when they're right next to them (same would happen with light switches)
* NPCs relight torches that have been put out (same with light switches)
* NPCs get suspicious when they find that a door that was previously closed was is wide open
Would It be possible to implement these features into the main game?
Sorry in advance if this has been talked about before.
Thanks! :)
Azaran on 21/9/2018 at 19:13
The first one is already part of the Dark Engine, I remember it used in some FM's, even when the NPC is far from a torch sometimes they can be alerted when it's put out. Might need to be triggered as an option though
McTaffer on 21/9/2018 at 20:48
I'm pretty sure there's even guard lines for it, though I may not be remembering it correctly. I believe there are FMs where the guards turn light switches on if you turn them off.
Hitokiri-san on 21/9/2018 at 23:16
Any way a noob like me can "turn on" that feature?
downwinder on 21/9/2018 at 23:58
pretty sure it has to be built into mission to work
i hope one day we can get intelligent a.i. in thief fan missions
also i would like to see fan mission authors make it so we can put out candles,yes i know some missions offers it but,seems to be the same case as guards noticing doors/lights out ,a script to make it work
one thing i liked about thief 3 is how they did lights,if a light could not be put out it was usually sealed so you knew,other wise all lights/candles could be put out
i just hope the basics don't get left behind in future maps,maybe a person can gather those codes so other fan mission authors can just drag and drop code into there missions?
weather for guards to notice doors/lights,or being able to put out candles/lights weather pinched wick or water arrow on light
i guess a good example is going into a room see a candle next to bed ,you go to pinch it but you can,someone comes in room you spotted,but if i would have been able to put out the candle it would have been correct,garrett can carry hundreds of pounds of loot but can pinch a candle lol
this way if those scripts were bundled makes a but less work for fan mission authors
and yes we need a script that randomly places dewdrop in mission so each time you play a certain mission he is somewhere else on map
Hitokiri-san on 22/9/2018 at 01:52
Quote Posted by downwinder
i guess a good example is going into a room see a candle next to bed ,you go to pinch it but you can,someone comes in room you spotted,but if i would have been able to put out the candle it would have been correct,garrett can carry hundreds of pounds of loot but can pinch a candle lol
User
voodoo47 actually created a mod that makes all candles interactable, including chandeliers. You have to install (
http://www.ttlg.com/forums/showthread.php?t=141121) AM16's Thief2 Bugfixed Original Missions first. The link and tutorial for the candle mod is in the 6th page (post #128 by
voodoo47) of the thread I just linked you. :)
downwinder on 22/9/2018 at 02:30
i only play mission for how the mission author intended if they wanted it they should have added it,i wont risk doing anything to change missions from how intended,but ty so much for info,maybe others can use it
Hitokiri-san on 24/9/2018 at 13:26
Quote Posted by downwinder
i only play mission for how the mission author intended if they wanted it they should have added it,i wont risk doing anything to change missions from how intended,but ty so much for info,maybe others can use it
I'm pretty sure this "mod" only works with Original Missions.
voodoo47 on 24/9/2018 at 14:19
Quote Posted by downwinder
i only play mission for how the mission author intended if they wanted it they should have added it yadda yadda yadda
the evidence that the candles were supposed to be interactive (and ended up not being so just because of oldDark technical limitations) is actually pretty strong (various unfinished setups in the first five levels of T1. from that point, they've just decided to leave it alone, and in T2, use as few of candle objects as possible to not make the shortcomings too obvious). as mentioned before, while the original devs undeniably created something outstanding, it would be a mistake to think of them as some infallible mystical beings sitting on flawless thrones of code - they are human, had to work with crummy tools, meet deadlines, actually live their real lives and so on, so the final product is far from perfect, or completely finished. and that's where mad men with absolutely no lives come in, spending decades of their mortal time taking everything apart and putting it together again to finish the job.
also yes I'm an user, and I have created the mod with help from a lot of people!