SneaksieDave on 18/10/2004 at 22:31
Hey Dark Mod team: I'm sure you are probably already aware of this, but just in case, for information sharing purposes...
Open up AICore.t3u. In a hex editor or notepad even - there's plenty of untouched plain text to see. Anyway, in searching around for new stuff to modify (unsuccessfully so far), I found out that this file could be very useful for listing the possible states for AIs. Here's an example of what can be found within.
-------------
enum EStateType
{
// AICore states
STATE_NONE,
STATE_IDLE,
STATE_GREEN_ALERT,
STATE_YELLOW_ALERT,
STATE_RED_ALERT,
STATE_SCRIPTED_CONVERSATION,
STATE_DEAD,
STATE_UNCONSCIOUS,
STATE_FLEE,
STATE_GUARD,
STATE_RETURNING,
STATE_PATROL,
STATE_PATROL_LOOK,
STATE_PATROL_FOLLOW,
STATE_PATROL_FOLLOW_ABSOLUTE,
STATE_PLAY_ANIM,
STATE_EXIT_DANGER_ZONE,
STATE_GASSED,
STATE_SHOCKED,
STATE_BLINDED,
STATE_GREET_ACTOR,
STATE_SEARCH,
STATE_SEARCH_YELLOW,
STATE_SEARCH_RED,
STATE_SEARCH_BEHAVIOR,
STATE_SEARCH_MOVE,
STATE_SEARCH_TURN,
STATE_SEARCH_TURN180,
STATE_SEARCH_LOOK,
STATE_SEARCH_AIM,
STATE_FROB_ALARM,
STATE_FATIGUED,
STATE_PATHTEST,
STATE_PLAYACTION,
STATE_DORMANT,
STATE_CONVERSATION_IDLE,
STATE_WANDER,
STATE_SIT,
STATE_SLEEPING,
STATE_APPROACH,
STATE_FLEE_FROM_GRENADE,
STATE_ONFIRE,
STATE_BARK_SCRIPT,
STATE_INFORM_RETURN,
STATE_PLAYING_POSSUM,
STATE_SLIP_AND_FALL,
STATE_FETCH,
STATE_FRUSTRATION,
STATE_PLUMMETING,
STATE_CHOKING,
STATE_BEINGMUGGED,
// General combat states
STATE_BASE_COMBAT,
STATE_MELEE_COMBAT,
STATE_RANGED_COMBAT,
STATE_SELECT_POINT,
STATE_TACTIC_AIM,
STATE_TACTIC_UNAIM,
STATE_TACTIC_FIRE,
STATE_TACTIC_CROUCH,
STATE_TACTIC_UNCROUCH,
STATE_TACTIC_STEP,
STATE_TACTIC_MOVE_TO_POINT,
STATE_TACTIC_APPROACH_UNTIL_SEEN,
STATE_TACTIC_BLESS_ALLY,
STATE_EQUIP_WEAPON,
STATE_HOLSTER_WEAPON,
STATE_CHARGE_TARGET,
STATE_MELEE_STRAFE_TARGET,
STATE_MELEE_ATTACK_TARGET,
STATE_THROW,
STATE_OPTIONAL_MELEE_ANIM,
// DX2 states
STATE_DX2_INTERFACE,
STATE_DX2_BOT_DOMINATED,
STATE_DX2_STOP_FOR_PLAYER,
STATE_DX2_IDLE_CAMERATURRET,
STATE_DX2GREEN_ALERT_CAMERATURRET,
STATE_DX2YELLOW_ALERT_CAMERATURRET,
STATE_DX2RED_ALERT_CAMERATURRET,
// T3 states
STATE_ZOMBIE_MUNCH_CORPSE,
STATE_PREBACKSTAB
};
----------------
enum EEvidenceType
{
// generic evidence
EVIDENCE_GENERIC,
// visual evidence types
EVIDENCE_VISUAL, // generic visual evidence: saw an actor, but not completely ("actor maybe seen")
EVIDENCE_SAW_PLAYER, // saw the player, for certain ("actor clearly seen")
EVIDENCE_SAW_ENEMY_NPC, // saw an enemy NPC
EVIDENCE_SAW_ALERT_NPC, // saw a friendly or allied NPC in an alert state
EVIDENCE_SAW_CHANGED_ACTOR, // saw an actor moved, destroyed, damaged, etc.
EVIDENCE_SAW_BODY, // saw a dead or unconscious body
// auditory evidence types
EVIDENCE_AUDIO, // heard something (footsteps, explosions, etc.)
EVIDENCE_HEARD_ALARM, // heard an alarm
// tactile evidence types
EVIDENCE_TACTILE, // generic tactile evidence (bumped by player or got hit with a box or something)
// various stimulus-based evidence types
EVIDENCE_STIMULUS_DAMAGE, // received damage
EVIDENCE_STIMULUS_GASSED, // damaged by poison gas
EVIDENCE_STIMULUS_SHOCKED, // took shock damage
EVIDENCE_STIMULUS_BLINDED // blinded
};
-----------------
Etc. There's a ton of it. Hope that can be of some use for ideas at least.
On an unrelated note, I also found this:
ChanceToPlayDeathAnimBeforeRagdoll
Whoa! ...too bad I've been unable to figure out what to do next with it.
New Horizon on 18/10/2004 at 22:38
Quote:
ChanceToPlayDeathAnimBeforeRagdoll
Ooooh, which file did you find that in?
SneaksieDave on 18/10/2004 at 22:42
Quote Posted by New Horizon
Ooooh, which file did you find that in?
Same, AICore.t3u. I've done a bit-by-bit search of the entire install folder, though, and found it nowhere else except there (twice).
Here's the full definition:
var(AIDeath) inherited(2101) float ChanceToPlayDeathAnimBeforeRagdoll "When an AI dies, it will play death animations before ragdolling this percentage of the time (expressed as 0 to 1)";
But... what the hell to do with that? I tried searching blindly on "2101" and obviously many references are found. Beyond that, I dunno what the heck to do. I assume it's per-AI, so that would mean their info is contained in the map files, which are compiled(??) So we might be shit-outta-luck, even with that info.
Incidentally, does anyone know if the AIs start to death animate before ragdoll on late missions? Maybe it's something Ion implemented late, and couldn't get time (or approval) to go back and modify the early maps for.
sparhawk on 20/10/2004 at 12:41
Quote Posted by SneaksieDave
Have you guys considered HL2 perhaps as a superior platform for The Dark Mod? I don't personally know much about the specifics, as I haven't been following HL2 closely. However, looking at HL1 editing, it sure took off (in a huge way) for some reason...
Sure wish Ion^H^H^H id would hurry the hell up with the SDK.
The ID SDK is already out. :) I doubt that we ever will see an SDK form ION. the best we could hope for is an editor.
As for HL2. Personally I never cosnidered it. D3 has much more advantages for me. The foremost is: It will run under Linux. At least as soon as I get a driver for my Audigy 2 ZS under Linux. :)
Another big advantage of D3 is: It's alread there. We can work on it. HL2 is not there yet apart from that early release, but I don't know how reliable that one is. But to me, the biggest advantage is Linux. And I don't htink that HL2 will add so much more to the Thiefy game. D3 can handle all what we need quite nicely.
sparhawk on 20/10/2004 at 12:44
Quote Posted by Aja
So we could get sued for using intellectual property in a manner that gives us absolutely no financial gain?
That's kinda like me getting sued for drawing a picture of Garrett and posting it here.
Sure. If you just make a drawing of Garrett nobody can sue you. If you take the entire mechnics and names and eversthing, then it will be more likely. Doesn't mean that it has to, but we shouldn't take the risk for such petty details on Laywers will fret about. I don't mind if my thief is called Garrett or Carrot as long as the gameplay is fun.
sparhawk on 20/10/2004 at 12:45
Quote Posted by DeepOmega
Yep - it takes away from projected sales, basically. All Ion Storm (or Eidos) would have to prove is that they could have made money by making a Thief game for the Doom 3 engine. Thus, we'd be taking away from anticipated sales.
Nah! It's not THAT easy! :)
Aditya on 20/10/2004 at 13:23
Are fans allowed to suggest what they want to see in the mod? Can you guys plz make it public who is working on what department so that one can request directly to the respective member and correspondance becomes quicker??
sparhawk on 20/10/2004 at 13:40
Quote Posted by Aditya
Are fans allowed to suggest what they want to see in the mod? Can you guys plz make it public who is working on what department so that one can request directly to the respective member and correspondance becomes quicker??
Personally I don't mind getting suggestions. I already suggested that we should create a Feature request forum for the public forum part, but it was turned down. You should talk to Fingernail about that, as I still think it is a good idea. Of course putting your request doesn't mean that we will implement everything, but it helps to get some input from as many people as possible.
As for who is working on what: Fingernail is the Project leader, Springheel is the Creative Director, pakmannen (I think he has another name on this board though) is the Sounds Director. I'm in charge of the programming (Head of Programming as we call it :) ). So if you have specific suggestions in one area you can contact us. You should probably do this on the DarkMod board though, because I don't look here to often as I'm busy with the mod.
You could also post suggestions in the public forum on the board, but I would pester Fingernail for a public Feature Request board (I hope he doesn't read this. :) ). If you post a feature request on the normal board, then you should include something like FEATURE REQUEST in the subject. Otherwise it may go under with the other threads.
I don't think it is a good idea to contact every member individually as it may lock up the communication a bit. The best thing is to post it in the public forum or go through the project lead.
pakmannen on 20/10/2004 at 17:09
I'm called pakmannen here too. Has been for the last four years or so. ;)
Edit - A feature request board would be good.
Renzatic on 20/10/2004 at 19:43
Here we go:
Team Leaders
Fingernail - The Grand Poombah, and I believe one of the sound guys
Sparhawk - Head Programming. Has to be one of the hardest working guys on the mod, every other post he makes is a novella detailing exactly what we need and a nice flowchart on how to do it.
Springheel - Art Director, he looks at the models, artwork, and keeps the style cohesive....and he can draw and paint like a mofo.
Renzatic - Ingame Art Director. Architecture, mood lighting, ingame models, textures...Springheel checks em in the parking lot, I check em as they come through the door. I'm an Aries.
Pakmannen - Head sound guy. You might know him from his work on Thief2D
The Members
God_Is_My_Goldfish - Concept artist and soon...the movie guy. You might recognize him as the guy who makes all those cool game boxes.
DeepOmega - Excellent Modeller
Oddity - Uber Excellent Modeller. He worked on some of the Nightblade models, I believe.
Phantom - Prop Modeller/Mapper? He hasn't been around enough to know exactly what he does, but he seems to have an interest in a bit of everything.
Fjonan - Great Prop Modeller, also does some professional game work.
Kyo - Yet another excellent modeller...AWOL at the moment
Frank - Probably a future prop modeller, also AWOL.
Blackthief - Texture Artist and all around good guy.
Alexius - Future Texture Artist, still busy with the Hammerite Imperium at the moment.
Domarius - Programmer, needs a new graphics card.
Nexenizer - Programmer. Brings us beer, so Jay especially likes him. ;)
Offnish - Programmer, kinda stays in the background from what I've seen..but he knows what he's doing.
Phil - Programmer, also responsible for giving us our private IRC channel so we can trade teh pron while we pretend we're working.
Skeletalphrame - Programmer, or was..he's not with the team at the moment but he's always welcome back once he's not quite so busy.
Jay Pettitt - A little bit of everything it seems. Likes beer.
LiquidBronze - Sound Guy, he's good with the technical end and has more than a bit of talent.
New Horizon - Sound/Voice Acting. He helped with T2X..that alone should get you excited.
Tashi - Sound Guy and a friend of mine.
Darkness Falls - Sound/Music Man, has done some really nice ambient mockups so far...I'm looking forward to more of his stuff.
Okay, that should be the complete list. If I've forgotten anybody drop me a line and I'll add you on there...