I'm already said no.Crni Vuk said:Thats not true.
I dont remember in HL2 the AI using ladders. THough actualy I dont remember any shooter so far where they did. Neither in Crysis, Far Cry, Doom 3 etc. (but granted there have not been many oportunities to even test it really).Jet1337 said:Don't forget Half-Life 2, Halo 3, and possibly Halo: Reach.
Sorry missunderstood you then.Deimos said:I'm already said no.Crni Vuk said:Thats not true.
Half-Life 2 on GeForce 4MX. Good times.
havent played any FPS lately? take BFBC2 for example, not only they use ladders they also coordinate attacks, take cover etc, in dynamic environment, meaning its not like old games you just place a cover node here they need to use walls that can be blown out or use newly destroyed tanks as cover...Crni Vuk said:THough actualy I dont remember any shooter so far where they did.
Crni Vuk said:I dont remember in HL2 the AI using ladders. THough actualy I dont remember any shooter so far where they did.Jet1337 said:Don't forget Half-Life 2, Halo 3, and possibly Halo: Reach.
Crni said:I mean seriously can you remember a game where the AI is using ladders ?
yep, unfortunately too many developers put AI very low in their priority list, i prefer less "shinny" games but one that will give me a challenge, because scripted events has its limits.TheWesDude said:the better the AI is the more complex it has to be
the more complex the AI is, the more CPU cycles it takes up
the more CPU cycles it takes up the higher the hardware requirements.
the higher the hardware requirements, the less platforms can run it
3 physical (6 logical) cores with 3 GHz frequency can't handle ladders?TheWesDude said:the more CPU cycles it takes up the higher the hardware requirements.
the higher the hardware requirements, the less platforms can run it.
That was the issue, supposedly within a short time total mayhem ensued. And when they did sweep the stone floors properly, it was with a rake. DOn't forget how they demod and marketed Radiant AI as the second coming of Christ and then had to scale it all back after the fact. Clearly they just make this shit up as they go along. They've never had any overriding design philosophy, it's a mish-mash of marketing driven ideas and easy to understand gimmicks for the LCD.sea said:Actually, it was because they just couldn't get it working. The AI was only programmed to react in a number of set ways, and because of this it would get into totally ridiculous circumstances that broke the game. One example I've read is that an NPC would be given a broom, and another NPC would be asked to sweep a floor; the sweeping AI would kill the other NPC for the broom, rather than try to buy one. When you compound these problems with things like food, housing, clothing, equipment etc., and add in about a thousand more NPCs, yeah, that is going to break down very soon.TheWesDude said:if i remember right the whole argument for why "radiant ai" did not make it into oblivion like promised was that it took too many cpu cycles to run on the xbox.
mor said:or almost any FPS, btw l4d2 either used platforms or linear areas, i dont recall one instance with 2 ladders leading to the same location.
Zumbs said:Incidentally, this was the same excuse Bethesda used to explain why the Levitate spell had not been implemented for Oblivion ... the AI could not handle it.
It appears to me that almost everyone here is deriding them for it. And also, there are ladders in Fallout 3. Ever been to Rivet City? Does the game need to have ladders that can actually be climbed? No, I don't really think so. What is the matter with stairs, or ladders that lead to new cells? This is a silly thing to be complaining about I think. I can understand making cracks about the story or dialogue, but this? ...Beelzebud said:Some of you are trying to defend them over this ladder business. Just stop it.
Early bots for Quake would climb ladders (Reaper Bot). Enemies in SiN would climb ladders. Left 4 Dead 1 and 2 makes extensive use of ladders for how the infected get around the maps. The bots made for Counter Strike and Team Fortress all use ladders. I could go on and on and on. The only reason to not have working ladders could be from two things. Just doesn't fit with the design of the game world, or they're too lazy to pull it off.
Considering they're using an engine that is more advanced that the one Half Life 2 shipped with, and HL2's animations are 100% better, I'd say it's just a product of laziness.
It is how you explain it I think.maximaz said:Zumbs said:Incidentally, this was the same excuse Bethesda used to explain why the Levitate spell had not been implemented for Oblivion ... the AI could not handle it.
I thought the reason was because Oblivion towns were separate locations, as opposed to Morrowind's towns where you could just walk in and out without a loading screen. In Morrowind, you could fly over the walls to get to a city; in Oblivion, you can't because there is nothing beyond the walls, you have to click on the gates to load what should be there.