Let�s develop: Monster Sight Calculation

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Expand view Topic review: Let�s develop: Monster Sight Calculation

by Cutmanmike » Thu Jul 21, 2005 3:41 pm

Metal gear doom? Heh.

by Sphagne » Thu Jul 21, 2005 3:31 pm

Ahem. Is anybody in the mood for this feature suggestion?

Believe me, it would be a great addition to ZDoom. Think about stealth based maps.

by Sphagne » Fri May 20, 2005 12:03 am

Well, I have done it, about the same time of that AI thread, called Universal Level Structure. :wink:

by Jim » Wed May 18, 2005 11:54 am

There is an unofficial patch by Chris that makes it work on Linux just fine.

by Hirogen2 » Wed May 18, 2005 11:16 am

Enthusiastic? Not quite. A working linux port is missing to get me going. (Really, I do seem to start on everything I get. Last thing was openttd, wuftpd, and...things.)

I would not wonder if Sphagne would even propose the binary details of a new map format... sigh.

by Sphagne » Tue May 17, 2005 9:57 pm

Please, dont remind me of that.

By the way, if I can persuade Randy to add "Use Specials" and also seperate "Hate Target" from "Destination Target" and give us the power to force monsters to "Use" other items, then all those "Neuron" thingies could be done right away. :wink:

Hey man, are you still enthusiastic about developing new features? This stealthy one is real practical, and ready for action.

by Hirogen2 » Tue May 17, 2005 12:59 pm

Sphagne wrote:Remember it? That was about two year ago
Either I have a good memory, or two years pass fly-by. I still remember the NEURONS thing heh.

by Cutmanmike » Mon May 16, 2005 7:15 am

If I was a programmer I probably would. However, code is still in the back of my brain.

by Sphagne » Mon May 16, 2005 7:11 am

Remember it? That was about two year ago, but now I have decided to retry it with another method.

If an interested programmer would help me to finish this feature, we could offer it to Randy to see if he would include it in the next ZDoom.

By the way, as I remember, you were a programmer yourself. Dont you want to give it a try?

I dont think that it would waste more that two or tree weekends, to finish the first stages, to complete the feature, (without the optional features).

The guidelines at the first of this post are quite clear by now, and I do not foresee much problem there.

Please think about it. :smile:

Re: Let’s develop: Monster Sight Calculation

by Hirogen2 » Mon May 16, 2005 3:02 am

Sphagne wrote:Let’s develop: Monster Sight Calculation
...lot of text...
Thanks in advance.
May I remind you that I think that you already have posted this. (I think it ended in "zombies see in the dark anyway" :-) )

by Graf Zahl » Sun May 15, 2005 5:00 pm

Patience!

There aren't that many programmers and most simply don't have the time to spend on something like this. But that can change.

by Sphagne » Sun May 15, 2005 4:10 pm

So, no C programmer present, or interested, OK, another failure, I guess. :sad:

by Sphagne » Thu May 12, 2005 11:19 pm

Hey, you have exactly my problem: "Some good ideas that you can not develop them yourself.", so why not start another "Let's develop" thread and try to persuade a programmer here to do them for you?

I want to start small, so I would try to do only the sight calculation fo rthe monsters, in this thread, but maybe when it is completed, we would figure out how to do the rest of your ideas, in other threads, after that. OK for you?

And your definitions for the sight calculation are more complex than mine, so I would wait to see if my formula is accepted, or not, then if it was implemented, and before it was official, we may try to change it to something like your suggestions.

Thanks for your suggestions. :smile:

by Caligari87 » Thu May 12, 2005 8:19 pm

I posted a thread about this kind of thing a little while back. Graf has already said this would require a major re-write, but then again so would everything you proposed. :)

This is my personal idea for monster AI, and most of it duplicates your ideas. It's a little more fleshed out with numbers and examples, so if there's anything you like, go ahead and take it (with due credit, of course :) ).

BTW, I can't program C++ worth crap, so I couldn't really help with this. :cry: Hope it wouldn't be too much extra work.

(copied from my other thread...)
Spoiler:

by Sphagne » Thu May 12, 2005 5:33 pm

Hey, Graf thanks for the help, it seems that it was only my previous style and atitude, that you disliked, sorry that I misjudged you. :smile:

As for the floting point problem, I do not think that would chenge the logic so much that would affect this part of the code, but the final reintegration of the new logic to the new code might require a bit more of work.

As for the list, well, none of "Look for" codes would require it, but all the attack initialization codes would need this, and all the chases and walkes, if they want to decide for an attack on the target (or heal it in the case of ArchVile), and also all the refire codes.

We can add another bool parameter to the P_CheckSight function that would trigger the additional stealth check, and this would automatically force the compiler to show us all the places that the function is used.

We can check the place and decide if we want the additional sight check at that place or not, and if not then we would pass the function a "False" value.

But if we want the check, then we would pass the new CVar or'ed with the bool value initialized via MAPINFO, and that would do the job.

OK, that's great, but the important question is, "Who would decide to do the job?", any volunteers? :wink:

P.S. Tormentor667, Maybe you are not a programmer, but you are definitely a good level designer, so you may have some good ideas, to add to the bunch, so don't leave us.

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