1 registered members (AndrewAMD),
1,018
guests, and 6
spiders. |
Key:
Admin,
Global Mod,
Mod
|
|
|
Intense Ai: Official Thread
#196967
07/24/06 02:22
07/24/06 02:22
|
|
Intense Ai: Official Thread
[image]http://www.intenseillusions.com/intesneailogo.jpg[/image] Ok guys, The release of Intense AI and our official demo is only a week or two away. We wanted to start this thread off by showcasing our new Video tutorials that are now in production. Here is part 1 of our starter series. We will post more here in the days leading up to the release. You can find the video here: (26 Megs DIVX) Intense AI Starter Series Part 1 And here is just a quick snapshot from the tutorial. [image]http://www.intenseillusions.com/tutex.jpg[/image] Thanks, lots more to come and feedback is welcomed!
|
|
|
Re: Intense Ai: Official Thread
[Re: AAM]
#197007
09/18/06 17:00
09/18/06 17:00
|
Joined: Apr 2004
Posts: 516 USA
Trooper119
User
|
User
Joined: Apr 2004
Posts: 516
USA
|
So what? It isn't up to Larry to uphold your schedule. The only reason I'm being really harsh is because I don't see, unless you've hired Larry, why you are waiting on a product that isn't garanteed to fit your needs (We all know it is indeed going to release with features galore but you never truely know, how compatable one thing will be with another, maybe his plugin fits as a perfect plugin for games t, u, v, x, y, and z but not 'a' (yours) and you may need to play with the tweeking for another four months, when you could have written it yourself all this time (or at least most of it and then used his to fill in one or two gaps when it finally comes out)), for all you know he may keep on working on this for another year or two (highly doubtful but I'll throw it out there), it is his project after all. In short, you can at least template your own AI, for all you know you may come up with a better solution, I always find (not that I'm an expert in the subject) that making your own AI and other systems around your game works out better than modding a template that was made for general use.
To use a cheesy saying I just thought up "Broaden your own horizens before seeking others"
Sorry everyone, I simply love when people strive to better themselves, I think its probably the best thing you could ever possibly do, I like to be lazy like everyone else and let others do the work for me, but it doens't make it the right thing to do.
Last edited by Trooper119; 09/18/06 17:03.
A clever person solves a problem. A wise person avoids it. --Einstein
Currently Codeing: Free Lite-C
|
|
|
Re: Intense Ai: Official Thread
[Re: Trooper119]
#197008
09/18/06 22:03
09/18/06 22:03
|
Joined: Aug 2002
Posts: 96
AAM
Junior Member
|
Junior Member
Joined: Aug 2002
Posts: 96
|
Ok i guess you`r right there. But still if you really think about what im saying youll understand that there`s no contradiction between these two points.
All im saying to larry is "Tell us how things are going over there?" so we could get a clearer view about the situation. Its much better than having no idea dont you agree?!.
If You Treat a Persone As He Is He Will Be As He Is,
But If You Treat Him As He Should Be , He
Will Be As He Should Be ,And Can Be.
|
|
|
Re: Intense Ai: Official Thread
[Re: AAM]
#197009
09/19/06 13:57
09/19/06 13:57
|
Joined: Apr 2001
Posts: 425 Pittsburgh PA
RAFU
OP
Senior Member
|
OP
Senior Member
Joined: Apr 2001
Posts: 425
Pittsburgh PA
|
Hey Guys, Larry will be unable to answer here because his computer took a little crash, so while he is fixing his situation there, I will fill you in a bit. First off Larry left the USA last week and we were hoping to have the demo done before he left. However, we failed. But the good news is we are almost finished with just a few little details to finish. I would love to post some shots, cause I am really happy with what we got, but I can't. Once you see the shots, the demo will be online. As far as intense AI is concerned, its finished. We were able to construct the entire demo, programming free in a weeks time. All that’s left is a new dynamic lighting engine and sound engine. After the release of the demo, Larry has to break the code down into the different versions, and also we have a few contracts and things we need to iron out. But fear not Intense AI is finished, and working beautifully (if I do say so myself) it won't be long now!
|
|
|
Re: Intense Ai: Official Thread
[Re: RAFU]
#197012
09/19/06 19:46
09/19/06 19:46
|
Joined: Aug 2002
Posts: 96
AAM
Junior Member
|
Junior Member
Joined: Aug 2002
Posts: 96
|
Thanks thats a relief... looking forward to it.
If You Treat a Persone As He Is He Will Be As He Is,
But If You Treat Him As He Should Be , He
Will Be As He Should Be ,And Can Be.
|
|
|
Re: Intense Ai: One Year Since Announced
[Re: Silent_Assassin]
#197016
09/29/06 16:45
09/29/06 16:45
|
Joined: Jul 2004
Posts: 1,205 Greece
LarryLaffer
Serious User
|
Serious User
Joined: Jul 2004
Posts: 1,205
Greece
|
Hehe, Happy birthday to us then! It's fun looking at an old screenshot as the one in your link... From last year, the Goals written on the top right corner has been nearly doubled! take a look.. Old Doom Demo Today Ok, I got a quick a question for you all. while I was tidying up the WED panels for one last time, i thought i might add some extra Animation Slots that you may use for whatever. Intense Ai already supports 50 different animations including all basics, like Stand, walk, run, attack unarmed, attack melee, attack ranged, talk, die, etc, etc... But I was talking to a few people about this, and some mentioned they'd need to add some special animations, like 10 different Stealth kills(slitting throat from behind, etc) or maybe a dance, or swim or climb animation. So is 30 User defined Animations enough? More? less? let me know.. That's it.. Things couldn't have gone better here. Progress is moving on very fast. The demo is getting finished, and I've already started splitting up the code into different versions. And here's a a little fun banner we've prepared for our showcase demo. We call it... Cheers, Aris
|
|
|
|