#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).
Nehahra Maps I Remember..
#245 posted by rj on 2010/03/07 04:03:18
permutations of the rotten by kona
'in vein' (forget the mapper name.. ian something)
both in here: http://www.quaddicted.com/webarchive/teamshambler.planetquake.gamespy.com/revname2.html
Ian Bruce
#246 posted by ijed on 2010/03/07 06:55:03
I'm Sorry, What?
#247 posted by Drew on 2010/03/07 08:13:44
I had no idea - downloading.
Also
#248 posted by Drew on 2010/03/07 08:17:58
does anyone know what ever happened to glassman?
#249 posted by Mindcrime on 2010/03/07 16:05:05
I do have Invein, Permutations, and Maelstrom on my drive. I just wanted to be sure that I had any others (previously released others).
#250 posted by Mindcrime on 2010/03/07 16:24:33
On the note of Episode 4, I know there will be 4 big maps (most of which are populated now). I consider including a fifth "showdown" map, but the end of neh4m4 is probably sufficiently climactic on its own to serve as a good ending.
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