Thelvyn on 26/4/2007 at 00:12
Quote Posted by mazzortock
It's there any news in the TDP development?:)
We are working on it as fast as we can jobs permitting :)
New Horizon on 26/4/2007 at 04:40
Quote Posted by mazzortock
It's there any news in the TDP development?:)
Just keep checking the site for updates. :)
We also have a site for Dark Radiant, the customized editor for TDM.
(
http://darkradiant.sourceforge.net/)
For anyone who hasn't heard already, Dark Radiant is based on the open sourced Quake 3 level editor GTKRadiant. It supports vanilla doom 3 editing and most importantly...Dark Mod level editing. Stim/ Response is essentially feature complete and an objectives editor is on the way. The Dark Radiant site has just barely gone live, so it will likely be updated in the next few days to reflect the latest developments. We're trying to get a Dark Radiant 0.9.0 into our Beta Mappers hands.
mazzortock on 27/4/2007 at 00:36
Quote Posted by New Horizon
For anyone who hasn't heard already, Dark Radiant is based on the open sourced Quake 3 level editor GTKRadiant. It supports vanilla doom 3 editing and most importantly...Dark Mod level editing. Stim/ Response is essentially feature complete and an objectives editor is on the way. The Dark Radiant site has just barely gone live, so it will likely be updated in the next few days to reflect the latest developments. We're trying to get a Dark Radiant 0.9.0 into our Beta Mappers hands.
Thanks for the news! :thumb:
You know, all the taffers in the world are always waiting for some news, screeshot, or things like this, from the TDM team :-D
(i check the TDM page at least 1 time per Day:cheeky: )
Thanks a lot e good work!:) :) :)
SubJeff on 27/4/2007 at 02:22
Quote:
(i check the TDM page at least 1 time per Day )
A fairly fruitless exercise seeing as the past trend has been 1 update a month. That's 29/30ish times wasted. Time you could be using doing something useful, like helping with the mod, or any other mod.
Springheel on 30/4/2007 at 00:30
Updated.
242 on 30/4/2007 at 09:51
How far development of AIs went on? Is it possible to play with them already even in a limited way? If so, what's with animation, does it feel realistic?
sparhawk on 30/4/2007 at 11:12
Yes, and yes. :)
Springheel on 30/4/2007 at 14:40
You can certainly play with the AI--they're already at T2's level of intelligence in terms of detecting stimulus and searching for you. We've come a LONG way in the past few months with animations, thanks in no small part to Ascottk, who has been applying them like mad. All 17 AI in game have the basic set of animations (run, walk, attack, etc) and about half of them have a much larger set of about two dozen (including things like getting up from lying down on a bed, or kneeling down to look at something interesting on the floor). The code to call those animations at the right time isn't finished yet, however.
242 on 2/5/2007 at 08:34
I thought of one thing that started to kind of pull me out of Thief world after I played some decent RPGs. It's behaviour of human and animal AIs in alert mode zero, i.e. when they're not alerted.
Don't know if it already was discussed but anyway.
The problem with it is that nowadays it seems primitive. Basically they are moving from A to B to C (etc.) and back to A or staying still obstacles, just like robots. Is it possible to breathe some life in them by implementing time schedule (not too strict) - occationally they would go to sleep, eat etc. Think of Gothic 1/2 for instance. Was it already discussed? What do you think?
sparhawk on 2/5/2007 at 10:39
We thought of such a scheme, in roder to allow a mapper to create more lively AI. So you should be able to apply a path to multiple targets and the AI randomlay selects one of them. Objects can also invite AI to use them (don't think this is implemented yet though), so that animations can be played. For example, a book on the table could invite the AI to use it which should result in the AI picking it up, turning a few pages and putting it back again.
Of course all this would have to be done by the mapper, so this is more a mapper issue, then a coding issue.
As far as daycycles like Gothic are concerned, I don't see how this should happen though. After all the time in Thief is frozen, and so is TDM. Of course you can make time, but that would strongly depend on your map and scripting. The default is that there is perpetual night, just like in Thief. This doesn't mean that you can' have timed objectives, but they usually still happen in the same night. It's bascially the same as in Thief.