February 19th, 2009 Good progress is being made on combat. AI now parry the player's attack as well, allowing for drawn-out duels. Strikes to unalerted AI do more damage, so you have a much better chance taking them by surprise. Angua has added a spawnarg to path nodes that allows mappers to dynamically change AI patrols depending on their alert state. An AI could be set to sit casually in a corner when not alert, but to move to block an important doorway if alerted. See our wiki path node page for more info.
We are still moving towards getting TDM into a releasable state for later this year. At least four or five new mappers have signed up since our release of St. Lucia, and are already working on a batch of small missions to share when the mod itself is released.
Last month I told you about the sitting behavior Angua added for AI. Here's a short video of it in action:
Looking good. Love the little cough after he stands up. Adds a little realism to the character. Glad to hear the AI coding and animations is coming along well. Looking forward to the released version guys. Not sure how many people understand the amount of work it is to get this simple action to happen, or the other AI events happening smoothly. Nice work.
Hmmmm. Man you guys are putting a lot of effort on this mod. Good job.
awesome work guys,
cant wait till idtech 4 is open source.
Looking good!