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Back in the day, Tels managed a squad of volunteer translators for TDM. I am not Tels, and could never do that. Nowadays, language translation using AI, either traditional machine learning (ML) models or large language models (LLMs), is common and increasingly fluent. It is often used as an adjunct to speed the work of professional human translators. By itself, AI translation can be imperfect but usually sufficient. Can this "sufficient" approach be used for TDM, to expedite translations? Let's see. I gave some initial thought to a bulk-translation daemon that might range across FMs and fill in all missing translations, without necessarily involving mappers. In the future, possibly AI could tackle that whole enchilada. I was at first visualizing something more modest: a backbone in a standard programming language (I sketched out C++ and C# projects, but lots of other possibilities) that would make calls to an API (I looked at those of Google Translate and ChatGPT). However, I changed focus due to certain concerns... Different FMs, and subsets with each FM, would likely have far better translations if they were properly grouped, ordered, and translated separately, with an appropriate context (e.g., phrase engineering) added. The FM's mapper is best placed to provide this grouping and context. I'll detail what I mean in the next few posts. The mapper would not be expected to know any TDM-supported languages besides English. Instead, each translated phrase could be back-translated to English and examined. Is the "round-trip" meaning OK, even if the English words have changed? Problematic translations could have their context tweaked and rerun. Many AI systems, particularly for API access, require a billing commitment (e.g., credit card). For a professional translator, this is no problem, and subscriptions allow access to more (and putatively better) models and higher quotas. This seems less appealing for TDM. A few paid AI systems have a no-subscription, pay-as-you-go account tier. The cost per translate is typically pennies. But it does introduce quota- and expense-management, and may exclude API usage. Access via API requires an API key (or at the higher end more elaborate security regime), with attendant key-security headaches. Which AI model is thought "best" for translation? Doesn't matter too much, because we can't afford the best. Furthermore, there's endless churn among AI models, with antidotal reports that a given model fluctuates in quality over time, and successor models can be worse than their predecessors. So, with these concerns in mind, I looked for public web-based AI sites that require no billing and provide low-quota but adequate AI. The mapper would enter and retrieve data manually. I will focus on ChatGPT in this exploration, after a quick preliminary test confirmed some promise. Also, as this exploration proceeds, I hope to propose changes to TDM to make it more viable for "sufficient" quality machine translation. Problem areas are incomplete fonts, space-constraints, and layout issues for translated strings. My proposals will likely surface as separate forum threads. That's enough for now. I'll be trying for 1 or 2 substantive posts per week, as I tackle a particular FM.
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On a lighter note (and because my holiday started today, oh yeah!), let's have a new thread for music, that you just enjoy and probably is not so well known...or somehow obscure but does not sound as strange as the songs we report in @STiFU's progessive music thread. Here is one of my new favourites, a similar recording of this track by other artists has been used in an US show broadcasted last year ( @Amadeus: What is the name of the show? )
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may here in denmark was usually between 18 to 22 degrees... this year it has ranged from 10 to 26 degrees this is rather insane . i fear what juli might bring with temperatures this high allready. strangely the biggest bummer for northern europe is not heat. its the AMOC or gulf stream. it has shown signs for some time now that it is about to break and when that happens we are looking at a new ice age here in the north. winter will be ranging from -30 to -50 and summertime will barely if ever hit 20 and for far fewer months. in essence when this happens we are done for. not because humans could not adapt to such extremes but 90 % of our current fauna would die out. in essence we would become much like northern finland except we dont have reindeers (well a few in a zoo). the rest of the world will be even worse off since lacking the cold north atlantic streams would push heat even higher in their region. if you think 35 to 40 degrees is hot wait untill you get hit with 50 to 70 .
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This is a problem that started out of the blue ca. two (or three?) years ago. At first I thought, there was maybe something broken with my Windows install, but after migrating to Linux, I see the same problem: I create a map with a leak (or defective portal) and save it (name, for example: m1) dmap , console shows leak when going back to DR for the pointfile, a message appears stating that there is no pointfile for this map then I save the map with a new name (m2) dmap again back to DR: then there is a pointfile Anyone has seen this problem as well and if so, is there a fix?
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Btw now were talking about old phillips tv's all remotes from phillips are universal between models (atleast the pre smart era models were). I have a remote from a different model (silver) which works with mine as well . Something which makers of other models could learn from.
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Miscellaneous asset fixes done: * More fixes in fonts and better support for Cyrillic and Romanian (post, 6642, 6661). * Added all missing mipmaps in DDS textures (post). * Fixed shop description of slow match (6629). * wood/panels/trim_wood_grunge_moulding_desat: fixed parallax confusion. * models/md5/chars/builders/guard/builder_armor material: brought back specularmap. * textures/darkmod/stone/brick/blocks_light_stained_trimmed material: fixed specularmap. * prefabs/doors/trapdoor_w-padlock prefab: fixed wrong particle (6662). * prefabs/mechanical/switches/wall_lever01 prefab: fixed frobbox of the lever (6060). * models/darkmod/architecture/doors/door*hinge models: fixed gaps in almost all versions (6671) [02]. * models/darkmod/furniture/wardrobe_open model and prefab: fixed clipping through frame (6272) [02]. * models/md5/chars/heads/female03_head_local and dds/models/md5/chars/heads/face_freckle textures: replaced (5545) [03]. * models/darkmod/readables/book_* model: fixed UV maps in sp1 and red1 versions, texture fix (6672) [03]. * prefabs/doors/curvedtop_door_96x48_3hinge_w-frame prefab: fixed hinge material (3212) [03]. * models/darkmod/readables/book_tome model: minor fixes [03]. * models/darkmod/containers/bucket model: gap fixes (6675) [04]. * models/darkmod/containers/barrel_wine model: fixed shadowmesh (6685) [04]. * New assets added: * atdm:ai_undressed_old_man_01: added new character model, including LODs, ragdoll, swappable head. * textures/darkmod/wood/panels/trim_wood_* material: added red variants. * textures/darkmod/wood/panels/panel_decorative_redder_grated material. * textures/darkmod/paint_paper/gold_pedals_* material: added RGB versions. * textures/darkmod/paint_paper/fleur_* material: added RGB versions. * textures/darkmod/stone/brick/red_worn_dirty_trim_wet material. * textures/darkmod/stone/brick/old_bricks_darkgrey_wet material. * models/darkmod/lights/non-extinguishable/painting_downlight model. * models/darkmod/containers/openable/safe_door_003_* and safe_wheel_003: added wall-in-safe door model and prefabs (6590). And there is a big set of assets added by @Wellingtoncrab and @Amadeus from the upcoming mission "Displacement". New models by TDash: * models/darkmod/furniture/beds/rustickingbed with skins DRustBed* * models/darkmod/furniture/seating/darmch1 with skins ArmCh* * models/darkmod/furniture/desk_pagan with skin JPagDesk2 * models/darkmod/furniture/steps_library with skin LibStepup1 * models/darkmod/mechanical/typewriter * models/darkmod/kitchen/wine_bottles_shelved*: versions A, B, C, D * models/darkmod/kitchen/whiskeyglass_silver * models/darkmod/kitchen/bottle_simple_* * models/darkmod/containers/crate_long_* * models/darkmod/containers/crate_simple* * trunk/models/darkmod/containers/wine_crate_03 * models/darkmod/furniture/cabinets/cupboard_* More models: * prefabs/mechanical/switches/red_button prefab along with models/darkmod/mechanical/switches/switch_redbutton* and switch_toggle* models and redbutton_glow* skins * models/darkmod/decorative/statues/bust_emperor_* model (and bust_emperess) * models/darkmod/kitchen/food/bread_loaf*: new versions 02, 03, 04, 05, 06 * models/darkmod/kitchen/food/croissant * models/darkmod/lights/non-extinguishable/streetlamps/streetlamp_iron_01 with skins streetlamp_iron_01_lit, streetlamp_iron_01_unlit * models/darkmod/decorative/trophy_plaque_* * models/darkmod/decorative/stuffed_hart* * models/darkmod/decorative/statues/statue_face_cover* * models/darkmod/loot/loot_golden_goblet* * models/darkmod/loot/loot_golden_vase_* * models/darkmod/decorative/ashtray * models/darkmod/decorative/cigar* with skins cigar and cigar_unlit * models/darkmod/loot/loot_crystalore* (and loot_rareore) New skins: * cabinet1_* for furniture: versions A, B, C * book_sp1_gold_crest for various books Stone, cobblestone, brick materials: * textures/darkmod/stone/brick/bricks_old_light* * textures/darkmod/stone/brick/blocks_sandstone_grime_trimmed * textures/darkmod/stone/brick/blocks_concrete_small_trimmed2 * textures/darkmod/stone/cobblestones/flagstones_bricks_multicolored* * textures/darkmod/stone/flat/tile_dirty_terracotta * textures/darkmod/stone/flat/tile_herringbone_grime* * textures/darkmod/stone/flat/tile_checkered_grime_tricolor* * textures/darkmod/stone/flat/tile_checkered_grime_small* * textures/darkmod/stone/natural/gravel_multi_color Other materials materials: * textures/darkmod/paint_paper/wallpaper_grunge_* * textures/darkmod/plaster/plaster_worn_painted_peeling_autumnal* * textures/darkmod/roof/rooftiles_clay_red_decorative* * textures/darkmod/wood/boards/planks_floor_* * textures/darkmod/glass/glass_brick_clear [03] * lights/watercaustics01 Note: [03] at the end of line means that this change appeared only in beta214-03.
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I think it's time to replace the frob material stages with a shader (probably add a param to the existing ambient shader) There is more than one angle to this issue but I am mainly concerned about too many stages in materials that are somewhat taxing in terms of performance. Imagine rendering of 3K surfaces interacting with 3 lights in average and using materials with 7 stages in average. The renderer loops through every stage for every surface making it ~ 20K checks per loop. It has to happen during the depth stage, then each light and then the ambient pass resulting in 100K checks. It makes sense to try to reduce this load, especially considering that the frob stage is relatively rarely invoked and the checks happen on the backend making it hard to parallelize the computation. I am thinking adding a top-level material keyword that would apply as frob color and get passed to the ambient shader when the surface is a part of a frobable entity. I would like to hear your thoughts from the mapper/designer POV.
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Indie Game - Window/PS/X-Box I am not native English, but for my German ears the English voices sound very German. The voice acting in the German trailer is much better though...and ends with a much better statement! Anyways, looks promising and since @chakkmanintroduced me to the genre with "Arx Fatalis" (which I am currently playing), I think I will give this a shot.
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Error no candidates to choose url from (version release214)
AL-Kyar replied to AL-Kyar's topic in TDM Tech Support
Selecting a new mirror was the solution I needed, thank you! -
I continue the work on the animations with the new Blender rig. Walkcycle: http://www.youtube.com/watch?v=nozToZMIFR8&feature=youtu.be It's only 2 frames shorter than current animations, so it's rather similar to walk1.md5anim now.
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So following on from the conversation here - Here is the first draft of a basic block-out of that church, if there is interest I will complete the creation info a flashed out prefab and model - church.pfbx
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The nights are getting colder and you need to pay your rent on time before you get tossed out into the winter air. Luckily, your neighbor told you about a mysterious merchant from faraway shores who has come to the small hamlet of Wilford's Hollow, and he's staying at the inn next door. What's more, he's brought something with him... Gameplay Notes: 1) This is a fairly small map, but I did intend for this map to be a bit harder than normal Dark Mod missions, even on the lowest difficulty setting. But there will certainly be plenty of rewards for the careful thief... 2) This map implements the func_peek mechanic by allowing players to peek through any door that has a keyhole by leaning forward. PLEASE NOTE: This function has been known to cause crashes for players using the 32-bit version of the Dark Mod 2.07 (should be fine for those running the 64-bit version). While this function has worked painlessly for some, please be aware that crashing may occur. At no point in this mission is it required to use the func_peek mechanic, it is purely optional, so feel free to not use it. Download: This FM is available via the in-game downloader FM: https://drive.google.com/file/d/1eGMhIkoMFqlkk_ehN430cP63RQr5quEh/view?usp=sharing Promotional Screenshots: https://drive.google.com/drive/folders/1bwuy0QPhaGpV32CgEdXhBIA5KgvcRueN?usp=sharing Credits: A HUGE thanks goes out to JackFarmer, Dragofer, and Bikerdude for scripting, EFX, custom ambient tracks, assets, answering a billion of my questions and doing so, so, so much more to make this mission something special. Thank you! Another GIANT thank you to my beta testers: Jedi_Wannabe, Bienie, Filizitas, joebarnin, bikerdude, Cambridge Spy, STRUNK, Lonewanderer, Rezar. Thank you all very much for your wonderful work and eye for detail! And another thank you goes out to Goldwell, Kingsal, and Grayman for scripting help and patient guidance. Assets are from: Springheel's Superb Modules Refl3ks' Rad Artwork Kingsal's Killer Assets Dragofer's Delightful Assets Epifire's Expert Models dmw's Dazzling Textures Spooks' Spectacular Painting for the Loading Screen R Soul's Fantabulous Assets JackFarmer's Miraculous Machines and Sounds Bikerdude's Bountiful Assets Hugo Lobo's Luxurious Textures ***PLAYER BEWARE*** SPOILERS lie in the depths below. I strongly suggest playing it first so you don't spoil the fun for yourself *** Version 2 Changelog: - Fixed several broken visportals - Fixed reflections in flooded basement, improved performance - New particles, models, and textures - Fixed broken AI pathing - Fixed fireplace glitch in the Inn - Fixed several texture issues - Added new secret objective - Lighting and fog changes - Implemented fade lights - Implemented Kingsal's inventory icons - Replaced slow match with flint - Increased bow draw speed using modified settings from Kingsal
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I'm on Linux now (Kubuntu 26.04 / kernel 7+) Still haven't changed my opinion on the help forums, there is STILL a lot of assholes gatekeeping / new user bashing. My favourite is "Linux is super power user friendly and you can do pretty much anything that you want!" Cool, how can I do this? "Why do you need that? You don't need that! Just leave it the way it is!"
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Finally done with my vertical contest entry... Swing You'll get your sea legs ... or die trying ... Thanks to my beta testers: SiyahParsomen Diego Baddcog ---------------------- README: SWING a Dark Mod mission, by Komag for the Vertical Contest held summer 2010 find me on TheDarkMod.com forums, or via ShadowDarkKeep.com This mission is a "platformer" with slight puzzle elements (figuring out where to go next and how to get there). Be prepared to do a lot of falling, dying, and quickloading! Quicksave anytime you are sure-footed, about take a risk Getting off the swing for any reason is not recommended! And try not to get sick ;-) Have FUN!!! Komag - Ben Ramsey -------------------------- BRIEFING: The King's steward has seen you in action aboard His Majesty's Ship Vertigo, and he is pleased with your potential. You are hereby granted an opportunity to prove your quality by successfully navigating the King's Royal Navy training swing. You need only retrieve the high crown (a replica of course) from the top of the swing, and return it to the docking area. As a bonus, see how many of the ten hidden bottles you can find - the more you come back with the more impressed your superiors will be, and that can only be a good thing as you know." ------------------------ Known Issues: - It's possible to stop the motion of some of the moving things, and even the entire swing itself, if you mess with things enough ENJOY!!! http://www.shadowdarkkeep.com/missions/Swing_v1.2.pk4
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got an old phillips 52 " tv that works pretty well with linux as well (60 hz 1080p only) allmost 2 decades old now . has all the connections a tv enthusiast could drool over like s-video composite scart hdmi and vga . i dont use it anymore though as my LG 58 " 4k tv works fine with solus (may be because it can only handle 4k in 60hz ?). as for aholes on forums, i had my fair share just like trolls they seem to pop up from time to time and i found the most effective way of handling them is just to ignore them (dont feed trolls!). otherwise ping the site admin if they are doing they're job a warning about decorum can usually put them right but otherwise a ban might be needed. permanent if nessesary.
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https://www.pcgamer.com/games/fps/lasting-consequences-where-every-action-could-leave-a-trail-back-to-you-is-just-what-i-want-to-hear-from-a-medieval-thievery-simulator-so-this-first-person-sneaker-is-now-one-of-my-most-anticipated-games/
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My issue was that when starting the computer, the first log in screen would be a 60hz, and on OLED that causes horrendous flicker due to PWM voltage control. Input latency also gets high on lower refresh rates (>60 ms on some monitors), so moving the mouse around on the log in screen felt awful. Even my non gamer wife immediately noticed how not nice the log in screen was compared to the Windows 11 log in. Once I logged in, and the monitor switched modes to 240 or 360 or 540 hz, I could log out and it would be at the high refresh. So I did some research first and all the guides for kubuntu/ubuntu basically said the same thing, modify SDDM and apply plasma settings to the SDDM. This did NOT work for refresh rate on first boot. So I did more research and edited some files, still didn't work. So I asked the question on the forums. 90% was Apply Plasma Settings... in the SDDM section, and the other 10% were, you don't need that, that's not important, you're dumb for asking this question.
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Welcome! I hope you'll like it, or at least find it better than Windows. I have never received that answer myself, but I have seen it in various forums, not necessary associated with Linux. It is such a dumb and unproductive respone. Either it can be done or it can't. The purpose is not a factor. One silver lining though: it teaches us what kind of answers we don't want to provide ourselves when someone asks us a question.
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TDM for Android DIII4a support topic
OnlyTaffingCowardsHide replied to freyk's topic in TDM Tech Support
Yeah it's a really cool proof of concept, but it would be neat if it worked with modern Android pads like Gamesir products which I believe use xinput. Having the binds be the same as the default TDM gamepad bindings would be great. Also when I try to grab an object in game like the crates for stacking in the mission "a new job" it spazzez out and disables all camera movement, making it impossible to move the box -
"When the leaves change and the air is still, there is a quiet." -Lady Blackbriar -=| DISPLACEMENT |=- BY AMADEUS & WELLINGTONCRAB = DOWNLOAD = <( | )> -REQUIRES TDM 2.14- -JOIN THE BETA NOW- "Seek not the prideful sin that is perfection The Builder's light shines through all flaws. It is His wisdom to recognize a thing is done Before it is ever truly finished." -St. Edgar's Sermon of Rust LAMPFIRE HILLS... They say the woods around here give the tourists bad dreams, but I don't mind. I like it here. I feel like a piece of me belongs here. ... That it fits. DISPLACEMENT is a medium-sized traditional manor mission with a highly variable playtime. *2.14 provides a number of improvements to gameplay, performance, and stability. It is strongly encouraged to play on the latest 2.14 beta release. Join in testing now!* *Mods such as the “Unofficial Patch” and “TDM Modpack” are not supported by this mission and should be used at your own risk* https://www.thiefguild.com/fanmissions/97429/displacement CREDITS: ADDITIONAL MUSIC: -AIRSHIP BALLET -GIGAGOOGA ADDITIONAL SCRIPTING: -DRAGOFER -OBSTORTTE -FROST SALAMANDER -KINGSAL ADDITIONAL ASSETS: -KINGSAL -TDASH -SKACKY -BIKERDUDE -GOLDWELL -EPIFIRE -STRUNK -SHANNEN ART -POLYHAVEN -TEXTURES.COM -SKETCHFAB CULTURAL HERITAGE CC0 COMMUNITY -LOISTE INTERACTIVE -COLINFIZGIG -CDMIR BETA TESTERS: -KINGSAL -GOLDWELL -MAT99 -FROST SALAMANDER -MIKE A -STGATILOV -STIFU -MARBLEMAN -DETEEFF -THEBIGH FURTHER ACKNOWLEDGMENTS: -STIFU FOR HIS EFFORT IN FIXING THE NOTORIOUS STUCK AI AND ARROW CRASH BUGS. -STGATILOV WHO MADE A NUMBER OF 2.14 OPTIMIZATIONS AND BUG FIXES. -KINGSAL FOR PROVIDING SOME OF THE MAIN MENU GUI ASSETS -PURAH FOR ORIGINATING THE SETTING OF LAMPFIRE HILLS, REIMAGINED HERE, IN HIS THIEF FMS. -GUY-ON THE COUCH AND JAM61 FOR THEIR SILENT HILL COMMUNITY MAPS WHICH HEAVILY INSPIRED THE LAMPFIRE HILLS REGION MAP. -SPECIAL THANKS TO LOISTE INTERACTIVE FOR ALLOWING US TO USE ASSETS FROM THEIR GAME "INFRA." SOME ADDIITONAL DETAILED LICENSING INFORMATION: SOME NOTES ON PERFORMANCE: NOTE TO MAPPERS: MOST OF THE NEW ASSETS IN THE MISSION ARE INCLUDED IN 2.14
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Broken Glass Studios logo concept (rough mockup)
Anderson replied to Petike the Taffer's topic in The Dark Mod
I felt my question didn't merit a new thread, but here it goes: - Does anyone feel that we should allow people to get recognition for their great contributions that went into The Dark Mod as part of the loose group that is Broken Glass Studios on LinkedIn? Example of a similar page for Wildfire Games behind the free open source strategy game 0 A.D. I just feel that we should take credit for what we do and not be needlessly be modest because people have real skills here. Thank you!- 36 replies
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- broken glass studios
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NPCs tracking player with their heads and torso - procedural animation
Arcturus replied to Arcturus's topic in The Dark Mod
Now tracking stops when NPCs play random idle animations. There is no tracking on head joint, just the neck, which doesn't look as good. Unfortunately head joint is already used by existing random head turns and mixing it with a new script creates a conflict resulting in sudden jumps. I uploaded it to repository. I added "canHeadTrackPlayer" "1" into tdm_ai_humanoid.def tdm_ai_head_tracking_humanoid.script- 9 replies
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looks to be a lot of differing reports on bLLC https://www.notebookcheck.net/Comprehensive-Intel-Nova-Lake-desktop-leak-reveals-confirms-bLLC-on-three-models.1272406.0.html this one marks the 52 44 and 22 core models as the only ones that will get bLLC another one i read earlier only marked the top 2 models and one i read today marks all models to have bLLC and yet another only 4 models.... kinda hard to get the full picture with so many different opinions hehe. also the two largest models seem to have a rather extreme power requirement with the largest dual tile being able to draw allmost 900 watt though these are not generally targeted at gamers. https://wccftech.com/roundup/intel-nova-lake-s/ also seems like intel is returning to the dual latch system for the LGA 1954 socket.
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Hello everyone! I created a mod for TDM that enhances immersion by adding visible hands and animations when the player is crouching or holding an item. Let me know if you find any strange behaviors with the animations or have suggestions for new ones you'd like to see added! You can download it here: Visible Player Hands This mod requires some modifications to the game engine, which you can check out here: GitHub repository SHOWCASE
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Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!