Flux on 1/4/2008 at 20:15
Quote:
The AI is indeed more deaf and blind but more intelligent in its reactions. It is one of my plans to look into this issue if I have the time...
Just play with ai sensory properties. Change both AudioAcuityMultipler and VisualAcuityMultipler to higher values(like 10 instead of 1) and you have guards with super-sonic abilities. Now the ai will hunt you down even if you are crouching in a dark corner. (However, I don't think this makes the game more fun.)
Beleg Cúthalion on 1/4/2008 at 21:38
What...really? In the ini tweaks they spoke about up till 2 and I thought anything above it wouldn't work, but...if this worked it would be great. Thanks a lot. :)
However, this would be a really mean April fool.
New Horizon on 1/4/2008 at 23:10
Quote Posted by Beleg Cúthalion
So let's hope they don't sacrifice everything else for rope arrows and water. From what one can read in the discussions people seem to be focused on it a little I guess.
Well, considering we finished rope arrows and water years ago...I don't think we'll be sacrificing anything.
jtr7 on 1/4/2008 at 23:19
The extra focus surely has to do with the simple fact that they are implemented, which is a relief to those that missed them in TDS, as well as the fact that the demo reels showed off the DM team's damned good work.:thumb: So, not only are they going to be available, but they are cause for excitement. When people grasp the extent of the new characterisitics of the rope arrows, I look forward to seeing how mission design evolves to work with and against them.
fett on 2/4/2008 at 00:42
In the meantime, I HIGHLY recommend (
http://thief2x.com) T2X. :cheeky: :cool:
jtr7 on 2/4/2008 at 00:46
:cool: :thumb:
van HellSing on 2/4/2008 at 09:59
I reallyt wish they'd get some better textures for TDM :(
I mean, technically they're flawless, but they're just nowhere near the artism of TDS.
Flux on 2/4/2008 at 12:53
Quote Posted by Beleg Cúthalion
What...really? In the ini tweaks they spoke about up till 2 and I thought anything above it wouldn't work, but...if
this worked it would be great. Thanks a lot. :)
However, this would be a really mean April fool.
I don't know about ini tweaks, I just tried it on ai inside the level, by giving it more than 10. Lightgem is fully dark and the ai spots you the moment you enter the room, which is a large room and not bright at all. If that value is something like 99 and even if you don't move, sit still, the ai will come and find you in your hiding spot directly without hesitation.
The good thing with this method that these values can be changed on the fly
during the mission.
However for increasing the hearing threshold, things work differently depending on the sensory model ai uses because in there, there are tons of definitions of what kind of sound player makes according to different surfaces and what kind of reactions ai will give.
There is even tactile acuity modifer where ai can spot you if you touch him from behind slightly.(not necessarily colliding with him) So it's possible to make a truly blind ai where he can
feel your movements with an increased tactile threshold.
In any game editor I've used, I haven't seen anything amazing like tds's ai settings. There is enormous amount of data and variables there, of which we still don't know what they are about. (Ever played with the combat, movement sensory models settings and tried creating new archetypes?) These won't effect the original game, but for custom ai, we still don't know the possibilities to their full extent.
New Horizon on 2/4/2008 at 14:12
Quote Posted by van HellSing
I mean, technically they're flawless, but they're just nowhere near the artism of TDS.
I think our textures lean a bit more towards the realistic than the artistic. This might turn some off, but it's what we were aiming for. The TDS textures went too far and came off as cartoon like...and somewhat over stated. We don't want that.
van HellSing on 2/4/2008 at 15:47
Sorry to say, but your textures don't look real, they look sterile, plastic and lifeless.