#220 posted by Zwiffle on 2010/02/12 21:26:47
Well IF monsters behave differently then so does the player - the reason you play the way you do is because of the current monster behavior, but if that were suddenly to change in drastic ways then I would imagine the player would adapt his/her play style to the new monster behavior as well. If monsters are likely to seek me out now, perhaps I can use that to sneak by them (they notice me, so run up the stairs to where I'm at, but then I drop down to the stash of items they were guarding) without a fight. Or lure them into a squishy floor and then push the button. Or whatever other different things you can do with monster behavior.
#221 posted by JneeraZ on 2010/02/12 21:31:30
This discussion is killing my brain. :) You'd have to redesign the entire game for that to happen. You can't just give the monsters this new seeking behavior and then expect that players will suddenly start sneaking around and tricking monsters. Rocket to the face, done.
 Mh
#222 posted by JPL on 2010/02/12 21:56:36
Thanks ! I'll check Quaddicted !!
#223 posted by Zwiffle on 2010/02/12 21:56:56
That was merely an example (you should know that!) The point being new behavior alters the player's reactions. And yes, new behavior would mean changing the game.
#224 posted by Mindcrime on 2010/02/14 19:06:31
ijed : I think you should do whatever you please. It's up to you how you spend your time, so don't let others dissuade you from your vision. On the other hand, there are a grand many things in Quake coding (i.e. complex navigation routing) which are much easier in theory than in practice.
 Well
#225 posted by ijed on 2010/02/14 19:12:55
I'm more designing than coding it - on that side I'll be support. Which means I have to be extra certain its not a waste of time.
I tend to be pretty hard-headed about a design I believe in - I've seen too much stuff go to pot because the leadership (or design ideals) weren't there to keep the game design clean.
#226 posted by Mindcrime on 2010/02/14 19:12:58
Know what you're in for is what I'm saying. There's a reason that I concentrated on combat AI rather than navigational.
 Understood
#227 posted by ijed on 2010/02/14 19:18:06
I learned a lot by looking at what you did with V1.
#228 posted by Mindcrime on 2010/02/19 01:56:52
Earlier today, I was going to say that I won't be including new cutscenes. But then, I stumbled on a 30 minute S-O-N style episode 4 intro I completely forgot that I scripted.
All I need to do is light tweaking and recording the WAVs. I suppose I have no excuse now, do I?
#229 posted by Mindcrime on 2010/02/19 03:23:43
Yes, that was a rhetorical question to no one in particular.
 Monster Behavior
#230 posted by dooomer on 2010/02/19 06:36:43
Speaking of monster behavior, in his DPmod, LordHavoc changed the way teleporter functions so that monsters can be teleported if they stumble on it. For example, in the silver key room of e3m2, if you don't kill the fiend there, some times it will walk through the teleporter and go to the second floor. The first time I saw this happen, I thought this was neat. I still do. Though this has really nothing to do with monster navigation, it does provide something new and unexpected for an old game.
#231 posted by metlslime on 2010/02/19 07:02:40
i think a lot of doom2 maps used that feature.
 That Dounds
#232 posted by nitin on 2010/02/19 08:17:41
like it should be implemented, seems to be a no brainer really. Does it require quakec or can it be done on the engine side?
#233 posted by Spirit on 2010/02/19 10:54:05
That already works, I used it in my goatse-ish looking bouncing monster from teleport to teleport speedmap.
 Player Only Teleports
#234 posted by Preach on 2010/02/19 11:05:47
Monsters being able to use teleporters is the default behaviour in quake, which is why you get those boxes outside the map from which monsters teleport in. The option to make a teleporter player only is available in a spawnflag, so you'd just need to omit that flag. The trick, unless you're writing new navigation AI, is to position the teleporter so that the monsters will navigate into it.
To put this into practice, you could even set up a monster whose patrol route required them to walk through a teleport. You'd probably want to have the player able to observe the whole route without waking the monster and see both ends of the teleporter at once. Maybe that's too much effort to go to for a patrol route though, since people rarely watch them for that long.
 Plan:
#235 posted by ijed on 2010/02/19 13:14:36
monster_shambler DIMENSIONAL = TRUE
 And Yeah
#236 posted by ijed on 2010/02/19 13:15:47
Another cutscene would be great.
How much work went into them - 'a lot' yeah, but for say ten minutes of cutscene how long were you scripting, more or less?
 SEAL OF NEHAHRA DIRECTOR'S CUT
#237 posted by negke on 2010/02/19 13:40:27
#238 posted by Mindcrime on 2010/02/19 13:46:23
ijed: I can only speculate how many hours... days... went into it. I imagine it must have taken some time. I moved away from recording demos as I did in 2000 with SON, and moved to scripting in code just about everything, including camera angels, leaving only one or two little things for manual operation. When I enter the map it takes place in and hit a bound impulse, the entire thing plays out from start to finish. I was frankly amazed how much I had finished of it. I only thought I *started* it.
negke: Oh there would be a lot cut...
#239 posted by Mindcrime on 2010/02/19 13:59:03
I meant camera "angles", not "angels", of course.
There are no camera angels in Quake cutscenery 8-X
#240 posted by gb on 2010/02/19 14:30:45
To put this into practice, you could even set up a monster whose patrol route required them to walk through a teleport. You'd probably want to have the player able to observe the whole route without waking the monster and see both ends of the teleporter at once. Maybe that's too much effort to go to for a patrol route though, since people rarely watch them for that long.
There is a little sequence in one of the QDQ speedrun demos where a lot of monsters walk into teleports. I forget which one it is though.
 Hah
#241 posted by ijed on 2010/02/19 14:39:20
There are no camera angels in Quake cutscenery 8-X
Only gremlins.
 Gb
#242 posted by Ankh on 2010/02/19 16:41:12
 Speedruns And Teleports
#243 posted by Preach on 2010/02/20 01:09:57
I also remember a 100% speedrun on e3m3 which used teleporting monsters creatively. Since you don't get any weapon or powerup which lets you kill zombies, the previous records did not count them towards 100% kills.
The new trick actually made the run much slower, but killed them, by luring the otherwise invulnerable zombies through the teleporter, where they would be telefragged by the player who spent the level blocking the plate. It wasn't the most exciting thing to watch, but it certainly was clever.
 Nehahra Addon Maps
#244 posted by Mindcrime on 2010/03/06 20:40:35
I would appreciate anyone aware of Nehahra addon maps that I may not be aware of to mention them in this thread. I want to be sure with various code changes that I don't break the functionality of anyone's maps for the final version.
As it stands, I've dropped a new cutscene code into Nehahra (pillaging the remnants of Obscurus once again), but I have kept the original in there too (again: so as not to break maps others have made).
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