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Hi team, I've come back to the FreeBSD native port that I was working on and have some patches that I would like to upstream. What is the best way to submit patches for consideration? Is there a public tracker/email list, or is it best to post patches somewhere here on the forums? Thanks!
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I'm surprised I could find any thread here for chat-GPT. Version 4 is outstanding from all reports I saw and I can't wait to get my hands on. It's not just a chat-bot (though it can discuss anything with you in great depth.) It can grasp the MEANING of sentences and write its own. In future games, you'll be able to talk to NPC's like you would any human. Search for video: Unbelievable AI Breakthrough Interactive AI Characters in a Videogame for the First Time! This demo is outstanding. GPT will be WRITING games! It can write meaningful stories. It can fill in your tax form, prepare your business/wedding speech and discuss its merits with you, and organise your professional work rapidly It can understand humour It can teach! Efficently! Sensibly! Find the Khan Academy video. It can write code/script good enough to frighten a senior programmer who can see it already is as good as junior coders and some seniors. He's afraid because it is certain to take over HIS job in due time, possibly only months away. An AI bomb has been dropped with GPT-4 and many do not yet realise how life-changing it will be - greater even than the advent of the internet. I give it 5 years to change the efficiency of almost everything tenfold, a hundredfold.
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okay 1 testbed is done , time to post to ttlg , here is the link : https://www.ttlg.com/forums/showthread.php?t=153456&page=2&p=2542791&viewfull=1#post2542791 originally windows 7 isnt recommended but i decided to go down the path i have no dx9 gpu left ( and the hwtl document itself doesnt recommend dx9 era gpu) The remaining test results from other PCs and laptops will follow
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oh and btw. the original source code is here -> https://github.com/dima424658/darkengine in case someone wants to study it.
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Darkmod underutilizes, in my opinion, capabilities for procedural animation. We already do some, like the random head and torso turns that are added on top of existing animations. There's also possibility for separate animation for top and bottom of the character as well as head. There's a missing opportunity for varied facial expressions. I talked about animation blending in this thread. Here's something that for example Thief: Deadly Shadows did. It's swaying side to side while turning. I used Gemini to add code to the tdm_ai_base.script. I don't know if this is the most efficient way of doing it, probably not. Here are the parts added: Gemini came up with the term "banking" which is used in car racing. I don't know if that's what it's called in animation or games. There's a lot of variables that can be tweaked. You can rotate this way any bone you wish. I use 'Origin', 'Spine_Dummy' and 'Neck' bones: You can tweak amount of rotation for each bone. setJointAngle(m_bankingJointHandle, 1, jointRotation * 1); setJointAngle(m_bankingJointHandle1, 1, jointRotation * 0.6); setJointAngle(m_bankingJointHandle2, 1, jointRotation * -1.5); There's also global intensity: (targetBanking = deltaYaw * 1.4;) and attenuation: m_bankingCurrentValue = (m_bankingCurrentValue * 0.95) + (targetBanking * 0.05); modifiers. Gemini also proposed to add an LOD system, which I thought was a great idea. So currently at a distance of 1500 from player the swaying will be disabled. Here are examples, each with slightly different values: And here's comically exaggerated one:
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So I had a conversation with Gemini and it told me that in order to get rid of the code from tdm_ai_base.script I can use "scriptobject" inside tdm_ai_humanoid.def. The problem is there can only be one script object, so if I want both banking script and head tracking script, then one will have to inherit from another. So banking now inherits from head_tracking. That seems like a hack. But it prevents this crash: But now that I think of it, people probably already use "scriptobject" for other things. So it will cause conflicts.
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Fan Mission: Displacement By Amadeus & WellingtonCrab (02/01/26)
Arcturus replied to Wellingtoncrab's topic in Fan Missions
That mission has custom tdm_ai_base.script file. It's possible to move all related code from that file. There will be one line added to tdm_ai_humanoid.def instead. "Displacement" has custom version of that file too, but that doesn't cause a crash in my tests. -
Oh my God, this is where I should pretend like I have never taken part in this conversation. I definitely don't want to implement anything like an editor. If we are talking on this level, then the only viable solution would be to take some common localization format which supports the subset that TDM uses and then use existing editors. For instance, it seems that GNU gettext can be used, it is based on full-text replacements. Then the whole pipeline should be like this: We need to maintain some code that runs through core/FM and finds all strings that are worth translating, then writes them to POT file. It was done in C++ at Doom 3 times, then that code was commented out and Perl code was written in its place. I suppose it is necessary to have something like this anyway if we want people to translate missions... Translators use available software which support gettext/PO format to generate per-language PO files in UTF-8. PO files are put into strings/ (core) or into mission strings/fm (mission). TDM engine parses PO files natively along with .utf8map files and fills its internal 8-bit database. If I'm not mistaken, gettext normally replaces complete English plaintext with local text. I suppose we can just put our #str_omg placeholders as "original English text" into it, and thus support both placeholder replacement as we have now and full-text replacement as I suggested for missions.
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@stgatilov, I've tried to get up to speed on the xgettext/.pot/.po stuff, and the implications of migrating to using that for the core all.lang data (setting aside usage for FM data). In my remarks here, I'm going to use REVALL to refer to my revised/restructured all.lang[English] file. My goals were – to preserve in some form the new manual contextual structuring (order & comments) I developed for REVALL. The .pot/.po format is not ideal for that, being flatter than .json or .xml, but probably close enough. avoid having such contextual structuring accidentally deleted by updates. (That is, don't use standard xgettext to automatically extract and update the .pot file, since this would throw away manual structuring) support the "stays the same" annotations from translators. be likely compatible with editors like poedit. (These would presumably ignore the use of trailing comments. The "po way" of doing things is to have preceding full-line comments, each beginning with "#".) Although TDM engine code would not have to adhere to standard "gettext()" syntax/semantics when parsing a .po file, introducing our own customizations to .pot/.po might well conflict with standard po editors. Anyway, given where we are now with REVALL, I don't think it's viable to use standard (or even customized) xgettext to extracts translatable content and generate a .pot file. Instead, a reasonable, poedit-compliant .pot can be one-time hand-created from REVALL. This would then be used with msgmerge (or more likely from within poedit) to generate language-specific (BUT still utf8) .po files. Consider this 2-line fragment from REVALL: // Used after applying the holy water. Appears also in inventory: "#str_08610" "Holy Water Arrow" Here's what a corresponding .pot entry would look like, where "#." (hash-dot) here indicates a message TO the translators (as if extracted from the source material). Messages FROM the translator (e.g., "stays the same", would be on a preceding line beginning with "# " (hash-space). FORMAT A - #str_id as comment #. Used after applying the holy water. Appears also in inventory: #. "#str_08610" msgid "Holy Water Arrow" msgstr "" // Will be filled in to make language-specific .po FORMAT B - #str_id as key #. Used after applying the holy water. Appears also in inventory: #. "Holy Water Arrow" msgid "#str_08610" msgstr "" // Will be filled in to make language-specific .po With Format A, there is some possibility of multiple meanings for the same msgid. To prevent key collisions, standard Gettext uses an optional msgctxt (message context) attribute. The combination of msgctxt + msgid forms a unique composite key. Probably TDM's Translate() could just look for the preceding #str_id comment. I didn't show reference comments beginning with "#:", to indicate the file(s) and even line numbers where the pseudo-extraction was done from. These could be added with additional work. Also, the REVALL special "//&" notation... I'd have to think further about that.
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They don't have NewDark but apparently have their own build based on the old leaked Dark Engine source code. The games aren't ported to KEX, they run 'within' it. KEX is a wrapper that shakes hands with the original engine and injects modern features.
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seems there is a new version of newdark out https://www.ttlg.com/forums/showthread.php?t=153456 version 1.29 the hwtl version supports shadowmaps postprocessing effects (bloom etc) and other nifty stuff. this one done by le corbeau himself. the hwtl version gets rather spooky with dynamic shadowmaps on . EDIT: ah just noticed it was posted earlier lol.
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I think you might be right. In discord they said "The remaster runs on Nightdive's own internal Dark engine port - the team doesn't have access to or use any Newdark code. While there will be a modern renderer with many enhancements, a lot of those experiments wouldn't really be in scope."
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Looks like at least some other Frenchies have access to it: https://www.ttlg.com/forums/showthread.php?t=152974
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How you can help depends a lot on what skills you have. I can Record Video Recording "Let's Play" videos or simple walkthroughs of existing missions and posting them to Youtube is great exposure for the mod (see example .) Be sure to let us know so we can link to them. If you have some editing ability, Video tutorials, where you explain how the mod works, or how to use specific tools, would also be great. Video trailers, showcasing interesting places and features, are also great for publicity. An example is . I can Write Writing reviews for missions are always nice, especially if they include good screenshots. Not only does it give us something to post on other forums, but it makes mappers feel good when their mission gets attention (especially if it's positive). We have a collective thread to post reviews in: http://forums.thedar...s-walkthroughs/ Writing reviews of the mod as a whole, targetted an an audience that doesn't know much about TDM, is also very useful. You could also try offering your services to mappers to create interesting readables, or to proofread for their mission. I can Act and Record Audio We are always on the lookout for good quality audio recordings for vocal sets. If interested, you can pick a few different lines from this script: http://wiki.thedarkm...t:_Average_Jack and send the recordings to Springheel, who then writes a script based on the type of voice you have. I can Translate We could always use translations of our menu/hud into more languages. Also, only a few FMs are aavailable in more than one language, so there is a lot of work there, see the I18N Translator's Guide in the Wiki. I can Model Great! Take a look at the model request thread:http://forums.thedar...-requests-here/ and pick something that interests you. Or just post a, "Hey, anybody want a model?" thread in this forum and I'm sure mappers will get back to you. I can Animate Fantastic. We can always use more good animations. Our current character rigs use a Maya skeleton. PM Springheel for more info. I know C++ Have a look at our coding section in the wiki, pick an issue or feature from the bugtracker of the mod or the leveleditor, download the recent sourcecode release (or better ask for an SVN checkout) and get cracking. Make sure nobody is already working on that specific issue and feel free to ask questions. I can Edit Images We can always use completely new textures and/or improved versions of older textures. How to get started and how to import them into the mod. I can Take Photos Good quality photos of useful textures (medieval-ish building facades, dirt, rocks, wood, etc) are always welcome. The fewer directional shadows and higher resolution, the better. I don't have any skills Even if you can't do any of the above, you can still help out. Talk about TDM in other forums; share your (preferably positive) experiences with other gamers you know. Last, but not least, compliment people when you like their work. Saying "thanks", to a developer or, "I really enjoyed your mission" to a mapper will make their day. -------------------- I'll update this further as more things occur to me.
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I have committed my changes to SVN, now SVN works on the UTF-8 system. It reads all language strings from all.utf8lang file, and only reads old-style {language}.lang files for missions if the equivalent new-style files are not available. The core .lang / .map files are present yet, but will hopefully be deleted. In the end, I had to manually add some characters to utf8map to suppress warnings. They were not handled by the old engine: I simply remapped them all to the question mark. It seems that the majority of them come from language names, and I don't care if they look broken or have question marks. I have already stated my position about language names. At the current moment, .utf8lang uses the same format as .lang, but this is temporary. As I said before, this must be changed in order to not lock us into compatibility trap. The format should be a sequence of "commands", each command starting with a keyword saying which command it is. And global state should be kept to minimum (e.g. current language seems acceptable). In addition to the current "#str_{name}" placeholders, I'd like to add two more types of replacements for missions. 1) Plain-text replacements, i.e. replace "Not enough drive space to save the game." with "Não há espaço para salvar o jogo.", as I suggested before. This approach provides zero inconvenience for the mapper, but it rather unreliable. It becomes especially bad for short strings. This kind of replacements is not cheap to perform, but I think I know how to do it efficiently. The first version will do it with bruteforce algorithm, we don't have any plain-text replacements yet anyway. 2) Full-text + ID replacements, i.e. replace "Not enough drive space to save the game.#id_nospacesave#" with "Não há espaço para salvar o jogo.#id_nospacesave#". The #id_...# placeholders are stripped from the text by the engine even if translation does not exist. If translation exists, then the engine verifies the context around the placeholder and does not apply it in case of mismatch. This approach gives mild inconvenience to the mapper, since he can clearly see the original text but has to tolerance this annoying tag at the end. The mapper can even edit the text without touching the placeholder: the obsolete translations will stop working automatically. I have a feeling that plain-text replacements won't be enough for the missions, and hope that such extra "tags" can be used here and there to make it more reliable.
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Hello and thanks for checking out this post. I'm delighted to announce that version 1.1 of my fan mission "Cole Hurst 1: Eaton" is now available to download and play. This post is spoiler free, so please don't avoid digging into the details below if you are interested. I'm just using the spoiler tags to organize this post a bit. Let me start by saying "thank you" to anyone who has either previously played - or is considering playing this mission. It really means a lot to me. I have been away for a while, but following a round of beta testing that took place some time last year, I've only just recently managed to finish this update. I'm slightly embarrassed by how long it has taken me to complete, but I wanted to make sure that the valuable feedback I received was all properly addressed. Mission description "Tonight, Eaton's wealthiest citizens will gather at Lord Mayor Zelmer's estate to celebrate the city's founding. Nobles, dignitaries, a famed musician, and even the Queen will pass through its gates. While the guests celebrate Eaton's future, Cole Hurst is looking for a way out." For those new to and/or curious about this mission: I guess I would describe it as a traditional heist-style mission - although with a couple of major plot twist along the way. It's a very large map and I think it should take most players at least a few hours to complete. Screenshots Changes in version 1.1 Countless additions and a large amount of smaller tweaks and changes have all made it into this release. I may have already forgot a few things, but here are what I consider to be the main highlights: * New secrets & optional side quests * Story tweaks and reworked readables * Subtitles * Difficulty tweaks and related changes * Stability fixes * Various cosmetic changes * Audio tweaks * TDM version 2.13 now required Contributions and acknowledgments A special thanks to all of those listed below. I'm sincerely grateful for all your contributions! Mission testers and technical support @nbohr1more, @stgatilov, @duzenko, @Acolytesix, @Dragofer, @JackFarmer, @Shadow, @Cambridge Spy, @wesp5, @madtaffer, @prjames, @suzy8track, @datiswous, @boissiere and @Bergante Story Kelly Hrupa Voice actors twhalen2600 (AKA @Benny_the_guard) and Kelly Hrupa
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============== -= IRIS =- ============== WELLINGTONCRAB TDM v 2.11 REQ Ver. 1.3 *For Maureen* -=- "Carry the light of the Builder, Brother. Unto its end." -Valediction of the Devoted "What year is this? Am I dreaming?" -Plea of the Thief Dear Iris, I am old and broken. When we were young it felt like the words came easily. Now I find the ink has long dried on the pen and I'm as wanting for words as coin in my purse. I can tell we are nearing the end of the tale; time enough for one more job before the curtain call... ============== -Installation- Requires minimum version of TDM 2.11 **Dev build dev17056-10800 (2.13) fixes several visual effects which have been broken in the mission since the release of 2.11. For that reason playing with that version or later is currently recommended** -Iris does not support mods or the Unofficial Patch- Download and place the following .pk4 into you FMs directory: Iris Download ============== Beta Russian Language Translations by @kalinovka Mirror #1: yandex.ru Mirror #2: Google Drive ============== *Thank you for playing. Iris is a large mission which can either take as quickly or as long as you are compelled to play. I hope someone out there enjoys it and this initial release is not completely busted - I tried the best I could!* *Iris both is and isn't what it seems. If commenting please use spoiler tags where appropriate. If you are not certain if it would be appropriate a good assumption would be to use a spoiler tag* *Support TDM by rating missions on Thief Guild: https://www.thiefguild.com/* ============== WITH LASTING GRATITUDE: OBSTORTTE - Whose gameplay scripts from his thread laid the foundation which made the mission seem like something I could even pull off at all. Also fantastic tutorial videos! DRAGOFER - Who built upon that foundation and made it shine even brighter! And whom also provided immeasurable quantities of help and encouragement the past couple years on the TDM discord. ORBWEAVER & GIGAGOOGA - For generously offering their ambient music up for use. EPIFIRE - Who lent me his fine trash and trash receptacle models. AMADEUS - Who was the first person who wasn't me to play the damn thing and provided his excellent editorial services to improving the readers experience playing TESTERS AND TROUBLESHOOTERS: AMADEUS * DATISWOUS * SPOOKS * ALUMINUMHASTE * JAXA * JACKFARMER * WESP5 * ATE0ATE * MADTAFFER * STGATILOV * DRAGOFER * KINGSAL * KLATREMUS - What can I possibly say? Playing this thing over and over again could not have been easy. Deepest thanks and all apologies. -=THANKS TO ALL ON THE TDM DISCORD AND FORUM=- ==SEE README.TXT FOR ADDITIONAL ATTRIBUTIONS & INFORMATION== HONORABLE MENTION: GOLDWELL - If I hadn't by chance stumbled into Northdale back in 2018/2019 I would probably still be trying to get this thing to work in TDS, which means it probably would not exist - though more details on that in readme. ============== Boring Technical Information: *Iris is a performance intensive mission and I recommend a GTX 1060 or equivalent. I find the performance similar to other demanding TDM missions on my machine, but mileage may vary and my apologies if this prevents anyone from enjoying the mission.* *Iris heavily modifies the behavior of AI in the game, how they relate/respond to each other and the player. So they may act even stranger than they do typically in TDM. Feedback on this is useful - as it can potentially be improved and expanded upon in future patches.* -=- This is my first release and it has been a long time coming! If I forgot anything please let me know! God Speed. 2.10 Features Used:
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For the people eager to play with the latest state of development, two things are provided: regular dev builds source code SVN repository Development builds are created once per a few weeks from the current trunk. They can be obtained via tdm_installer. Just run the installer, check "Get Custom Version" on the first page, then select proper version in "dev" folder on the second page. Name of any dev version looks like devXXXXX-YYYY, where XXXXX and YYYY are SVN revision numbers from which the build was created. The topmost version in the list is usually the most recent one. Note: unless otherwise specified, savegames are incompatible between any two versions of TDM! Programmers can obtain source code from SVN repository. Trunk can be checked out from here: https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/ SVN root is: https://svn.thedarkmod.com/publicsvn/darkmod_src Build instructions are provided inside repository. Note that while you can build executable from the SVN repository, TDM installation of compatible version is required to run it. Official TDM releases are compatible with source code archives provided on the website, and also with corresponding release tags in SVN. A dev build is compatible with SVN trunk of revision YYYY, where YYYY is the second number in its version (as described above). If you only want to experiment with the latest trunk, using the latest dev build gives you the maximum chance of success. P.S. Needless to say, all of this comes with no support. Although we would be glad if you catch and report bugs before the next beta phase starts
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I just added this to the browser-css for https://forums.thedarkmod.com (locally) .ipsDataItem_lastPoster, .ipsDataItem_stats, .ipsCommentCount, .ipsType_light.ipsType_small.ipsType_blendLinks, span.ipsFlex-inline, .ipsDataItem_category {display: none;} /* Less number stats distractions */ Giving a less distracting result:
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I agree about the downsides you mentioned. I would rather we stuck with text and further revised the C++ code so it could handle (or emulate) the .map file tricks rather than map to question marks. But I'm OK with going to an image if that's the only way to preserve non-ugly native language names. I suppose to add flexibility for future languages, you could have a hybrid page, where some languages were burned-in and some were text. Not sure how viable that would be as a solution.
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Author note: It's hard to believe it's already been a year since Act 1 came out! Well during this mission the player will be following Corbin into the Grimwood district to followup on a lead from last night (Act 1) .. the mysterious tablet! This mission is my first time including full EFX support as well as a HD briefing video file, additionally a new script has been added crafted by the talented Obsttorte which has loot flying towards the player when you pick it up. On a level design front I have tried to change things up a bit by really catering towards a number of play styles, this mission can be completely ghosted or you can use the tools at your disposal to wreak havoc on the citizens of Northdale. For the first time I have tried to create more sandbox environments which don't offer clear answers handed directly to you, so if you're having trouble figuring something out try a different method. This mission takes between 1 - 2 hours to finish depending on the difficulty you play on and how thoroughly you explore. I hope you enjoy your night in Northdale! - Goldwell Voice actors Fen Phoenix Goldwell Random_taffer Yandros Beta testers Amadeus Boiler's Hiss Cambridge Spy Chakkman Crowind Epifire Kingsal SquadaFroinx Custom Assets Andreas Rocha DrK Epifire Grayman Kingsal MalachiAD Obsttorte Sotha Springheel SquadaFroinx Purgator With special thanks to Epifire for creating a large collection of custom models, Grayman for helping out with coding, Kingsal for drawing the ingame map and Moonbo for his script revision on the briefing video. Available via in-game downloader MIRROR File Size: 417 mb EDIT: If you are having performance issues please consult this post by Nbohr1more which may address your issue http://forums.thedarkmod.com/topic/19936-fan-mission-shadows-of-northdale-act-ii-by-goldwell-20190320/page-2?do=findComment&comment=436271
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read a bit of the render code and claude used an interresting way of melting the old ARB code with the newer GL3 and vulkan backends. I would probably have ditched the older backends (to much hazzle for a hobby programmer to keep them all) but this seems quite ok code wise albeit a bit hard to read.
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that looks cool . btw realtime reflections in cubemaps are actually possible but im not sure the code in idtech 4 is setup to allow it. also it does have an overhead which may be why it was not coded in. tenebrae (old quake fork with doom3 like features) used realtime reflections for some environmental effects such as lava ball's casting light reflections on the walls. an old quake engine project of mine had code for creating normalmaps in realtime and while it ran fast enough it suffered from microstutters due to the insane ammount of textures it had to process each second. might actually not be so bad for cubemaps though as these are situational so could be an interresting project.