oRGy on 6/9/2004 at 11:39
Not much faking going on.
Main trick is that we use pathnodes (which are used by AI to navigate the level) to propagate dynamic sound events, so sounds travel a bit more realistically.
AI light/dark perception is handled in probably the same way as in Thief. Unless you mean how the bots light up flares in dark areas, which is just applying the vis check to them as well as on Thieves.
The objects taking a split second to fade properly is a "feature" of the UT engine, nothing to do with us. ;)
Fingernail on 6/9/2004 at 15:08
Doom 3 has Surround sound EAX 4, so one assumes it's already pretty much in place.
This was due to Carmack's shadow code being identical to a method patented by our audio-friends Creative Labs. So instead of suing his ass, they let him keep his cool graphics code but made him put in a good audio engine with support for all their hardware.
Goliath The Thief on 6/9/2004 at 16:00
Is there water in Doom 3? I mean REAL water, not TDS' kind of water...
Fingernail on 6/9/2004 at 16:21
There will be. ;)
Quote Posted by doctorfrog
Is that window actually light-sourced and translucent and whatnot? Because if so, I might finally have a reason to upgrade.
It isn't in that screenshot. But you've given me an idea. It is certainly very possibly to do this in the D3 Engine, as is water.
Deep Qantas on 6/9/2004 at 18:27
Quote Posted by Fingernail
Doom 3 has Surround sound EAX 4, so one assumes it's already pretty much in place.
This was due to Carmack's shadow code being identical to a method patented by our audio-friends Creative Labs. So instead of suing his ass, they let him keep his cool graphics code but made him put in a good audio engine with support for all their hardware.
I have this sudden urge to call that bullshit. :weird:
But I'll refrain until I know more.
EAX is nice and all but do sounds actually travel around the corners properly in Doom? For the little I've played, I haven't had the chance to explicitly notice this.
And I just don't buy that lawsuit part. :cheeky:
Fingernail on 6/9/2004 at 18:35
It's true.
(
http://arstechnica.com/news/posts/20040728-4048.html)
As for the level of advancement of the audio engine, it's not too bad. I need to do some more (controlled) tests, but it seems to be pretty good. It may need some limited modification/enhancement to make Thief gameplay more challenging/fun.
Don't get me wrong; it's not perfect out-of-the-box for a Thief-style game. But with a few tweaks here and there, it'll get there.
Hemebond on 6/9/2004 at 21:20
Quote Posted by Fingernail
Doom 3 has Surround sound EAX 4, so one assumes it's already pretty much in place.
No, it will be added to future versions of the Doom 3 engine for other projects. It will not be added to Doom 3.
Teh-Builder on 6/9/2004 at 22:12
Audio shouldn't be that big a problem on the Doom3 engine... And the be honest, i'm puzzlede why you think TUT's sound propagation was so good... Mostly it just used normal UT radial radius sounds, so the sounds could be heard by everyone inside a certain radius of the origin. People walking around, making noise, opening doors and so could be heard all the way through a building, regardless of walls... Making it difficult to make a "Silent entrance"
Anyways, the bigger problem for this mod is probarly getting ai to be able to tell if a player is hidden or not... With it being dynamic light and all, and Doom 3 monsters all having night vision this could prove very difficult.
And be careful not make this game darker then Doom3... hard enough to find around in doom3, but seeing how thieves love shadows and forgot their flashlight it could become a rather... dark experience.
Springheel on 7/9/2004 at 01:51
The AI will be the biggie, true. But it looks like Id has built a great deal of flexibility into the engine. Even without the SDK, we can already play around with different ways the AI can become aware of players.
Domarius on 7/9/2004 at 03:04
Quote Posted by oRGy
Not much faking going on.
Main trick is that we use pathnodes (which are used by AI to navigate the level) to propagate dynamic sound events, so sounds travel a bit more realistically.
That is so awesome.
Quote Posted by Teh-Builder
...And the be honest, i'm puzzlede why you think TUT's sound propagation was so good... Mostly it just used normal UT radial radius sounds, so the sounds could be heard by everyone inside a certain radius of the origin. People walking around, making noise, opening doors and so could be heard all the way through a building, regardless of walls... Making it difficult to make a "Silent entrance"
...
True, the flaw is that sound isn't stopped by walls, but as oRGy said, the sound actualy DOES propagate - the point I'm making is that the existing engine wasn't designed with sound propagation in mind, and the Thievery UT creators actually implemented a form of sound propagation. (...Can you do a better job?) It's still a good example of what can be done, and we can learn from how they did it.