MINERVA - read-only archives


Infiltrate. Reveal. Destroy. This forum is gone, but not forgotten.
It is currently Thu Apr 02, 2020 4:35 pm

All times are UTC





Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 79 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6
Author Message
 Post subject: Re: Open-ended/non-linear gameplay
PostPosted: Wed Sep 03, 2008 11:09 pm 
Offline
Acolyte
User avatar
 Profile

Joined: Mon Jul 28, 2008 11:50 pm
Posts: 28
Hmm, now you've got me thinking about adding stealth into a HL2 mod. Gah, I still need to finish my Portal map before I move into that. It just keeps growing and growing... I wonder if I'll ever decide it's done. :P


Top
 

 Post subject: Re: Open-ended/non-linear gameplay
PostPosted: Fri Sep 05, 2008 11:43 am 
Offline
Acolyte
 Profile

Joined: Wed Jun 21, 2006 4:55 pm
Posts: 102
Location: Bristol, uk
I wonder when the ability to base AI decisions on an NPC's view will become widespread? I recal the story of Weta testing the software they had written to add some AI to all of the characters in the big battles of the LotR films.
After adding in some code so that the orcs would band together in little groups and react to the enemy. (nobody wants to hand animate 10,000 orcs). So to test, they spawned an orc in Helms Deep (the big valley with a castle across one end), with all of the elves and humans lined up on the battlements.
The orc takes one look at all this and turns and runs straight over the horizon.

Having a stealth system in HL2 would present problems with battles down in the sewers (etc), although that could be interesting...


Top
 

 Post subject: Re: Open-ended/non-linear gameplay
PostPosted: Mon Sep 08, 2008 3:13 am 
Offline
Acolyte
User avatar
 Profile

Joined: Sat Feb 10, 2007 6:49 am
Posts: 113
phuzz wrote:
Having a stealth system in HL2 would present problems with battles down in the sewers (etc), although that could be interesting...

Oh, I don't know, it should be a simple enough matter to "set minimum light level for visibility" for an area, or use something like a lighting-equivalent of a trigger_gravity ...


Top
 

 Post subject: Re: Open-ended/non-linear gameplay
PostPosted: Mon Sep 08, 2008 4:18 pm 
Offline
Acolyte
User avatar
 WWW  Profile

Joined: Wed Feb 07, 2007 3:06 pm
Posts: 94
Location: Denmark. Maxsi.dk Home of orange cats.
Well, that would be too hacky, wouldn't it? :P.

The true method is comparing the color of the player with the background behind him; simulating how the brain reacts to constrasts and then use this data when deciding if the NPC has seen the player. I covered the 'details' in a former post, somewhere.

_________________
Altered Transmission


Top
 

Display posts from previous:  Sort by  
Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 79 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6

All times are UTC



You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group