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pcie switches reminds me of this For the on-premises setup we won’t be using this consultant’s personal PC, the plan is to use a Mac Studio M5 for the company’s LLM needs. At least it’s not for generating AI slop , it’s more for large-scale chatbots, inventory management, and information extraction from customer orders.
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it has tons of VRAM as well Unfortunately, as far as I remember, you can't use an NVSwitch on the 3090. But if you run more than two 3090, looks like you'll need 100-lane PCIe switches.
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hmm yeah intel seems to have thrown the towel in the ring (again). a rx 5700 xt is 1k used here in denmark which is about 150 dollars. not a lot of skylakes for sale here but they are generally not all that expensive 150 kr for a 6600 core i5 . from what i could see a skylake 6700K I7 works pretty well with the 5700 xt so it might not be a bad match. im driving mine with something as old as the devils canyon 4790k and while that is indeed a bottleneck at lower resolutions i mostly use it as a media PC for my 4K tv where it works just fine. instead of an ARC get a 2080 ti if you can get a good price on it. it is a lot faster and while it does not do well in pathtracing it does work really well with raytracing.
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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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Nevermind, didn't read it right. But frankly, there is no reason to bet on Intel discrete graphics anymore, since they are signaling their intentions to abandon it and use Nvidia graphics tiles in big APUs. RDNA2 pricing (even used) may not be good enough for it to make sense w/ Skylake. Who knows, you do you.
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That's quite an understatement, considering he practically left for a handful of people making use of AI in their missions. Again, I think it's more of a drama queen moment. Because it makes things you need a semi-professional artist for much easier and more accessible. I don't think it matters if A.I. or not, it rather matters how you use A.I. Of course, it's totally stupid to let it do the whole mapping for you, and I don't think anyone half-serious would use it that way. Again, I think an excellent example were the paintings in Seeking Lady Leicester. Yes, they obviouly got replaced now (I haven't played the mission since then), but, I think that's a great example for the fair use of A.I. Although WellingtonCrab of course will probably smite me again for saying that, because he never used A.I. in his life. Sorry, bit of teasing has to be.
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I’m shifting my focus away from all the pricing details I just want to observe whether OpenAI and Anthropic go public(IPO) or not, and whether they renew their contracts with memory chip companies beyond 2028 (this is a critical point). I rarely use AI myself, and I have mixed feelings about it in a professional context, but something interesting happened to me recently: An AI consultant demonstrated how to distill an LLM to me. The personal PC he brought was powerful enough to run the local AI model (using an RTX 3090), but for the actual on-premise deployment, he didn't use that machine. I also heard a colleague helping to prepare for the installation of NVIDIA H100s at a local F&B company—a process involving numerous requirements and installation must be done by nvidia partners and NVIDIA technicians. I’m not sure if security clearance was required or not. Yet still I find myself bored and irritated by what Sam Altman is doing.
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im using a 4790k devils canyon haswell to drive my RX5700XT and it does ok though im only playing games without raytracing on it (does not support hardware raytracing at all so a bit moot). hzd runs flawlessly in 4k on this setup and forbidden west also runs good if you lower settings a bit. the cpu is a bit of a bottleneck at lower resolutions but not as bad as i feared. i would not call it a true retro setup since it runs win10 to me it is more of a media PC with some gaming ability . my real retro machine runs win 7 32 and 64 bit uses 2 geforce 560 ti in SLI has 16 gb ram and is driven by an old broadwell 6800k 6 core cpu. the 560 ti is from around the same time as the first core i 7 nehalem models so the broadwell means im in no way cpu bottlenecked. runs the old crysis 1 2 and 3 on max settings. my developer machine is driven by a 6950x broadwell 10 core and 32 gb ram. it has 1 nvme and one SSD as well as two large mecahnical harddrives i use for source code and my msys2 driven windows clang compilers (to big to fit on the main drive). it uses my rtx 3070 (sold the 2080 ti) and is pretty powerfull despite only having pcie 3 and no rebar (plays alan wake 2 with playable fps "45 -> 50" if you dont go nuts with the ray/path tracing effects). the cpu is only slightly slower than the fastest skylake. my main gamer recently got an RX 9070 XT as an upgrade for the 2080 ti (doubles the speed) but it is seriously hampered by my ryzen 3700x so im looking to upgrade the cpu with either a 5900x or 5700x3d (5800x3d if i can get one for a good price). my ram are also not the best for the setup as i can only get them to 3200 mhz in the xmp profile (3000 mhz standard). but with dram prices atm. that will have to wait unless i can find a used set of 3600 mhz blocks (2x16 or 4x8 for 32 mb). with that in place my gamer should be ready for many more years of service. and i still got 3 more mainboards left one micro atx with 16 gb ddr 3 and a haswell core i5 (xp compatible yes i tested it). a gigabyte board with a core2 quad 6600 and 8gb ddr2 ram. and an asrock board which is a bit of a curiosity. can be used with either or both a pcie and/or agp gfx card. cpu is a pentium but the board can take a core 2 as well (not a quad). this board can actually run win9x (depends on the gfx card if you can find a driver though). im giving these away for tinkerers, they all work .
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Thanks for the update. I'm actually planning to upgrade to the Ryzen 7 5700X3D, a step down from the 5800X3D since the price has dropped significantly. I'm actively looking for a "Black Friday" type of deal right here, the "double-date campaigns" are the equivalent of Black Friday in other countries. gotta prioritize 32GB DDR4 first with current budget, rampocalyse gives us "prioritize futureproofing" lesson For the time being, my current use case doesn't really require a top-tier Ryzen processor. I'm surprised at how capable the Ryzen 5 5500 still is, though it is capped to PCIe 3.0. It's not just individuals who are struggling with pricingbtw. I've seen firsthand that corporate procurement departments are also frustrated and annoyed by these crazy prices. Ranging from 128-256GB SSD procurement ,tablets for certain dept, laptops to server quotation
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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 have never made a claim like that. I talk about how I have used (and tried to use) ai just 5 posts above this one, as well as elsewhere. I am not even interested in wrist slapping anyone who *still* uses it, even though it makes no sense to me personally from experience. All I said is my first response to what skacky posted was not the same as yours. It was to be sympathetic. I knew it was a mistake to interact with you the first time, as it likely is now, but your behavior on this forum and elsewhere is frankly bizarre. I am not going to engage with you again.
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Okay, I've coded a solution that lets you update a readable with up to three substitution strings. I'll list the limitations up front, just so you don't get too excited: 1) It supports at most three substitution strings (although this is easy to change). Scripting doesn't support arrays, so I had to pick a fixed number. 2) As @kingsal mentioned, scripting has a problem with strings longer than 127 characters. So this doesn't work well with readables with long strings (see below). To use: Create your readable as you normally do. Presumably you'll edit it using the Readable Editor. In the text, use "%1" (no quotes) to indicate a string that you want to substitute (%2 for a second string, and %3 for a third). So for example, you might have a sheet that his a title of "Hey %1" and a body of "The new combo is %2. Regards, %3" From a script, you make a call like this: adjustReadable($testsheet, "Chris", "375", "Jeff"); Where "$testsheet" is the name of the readable entity. The next three strings are the substitutions for %1, %2, and %3. If you only have one or two substitution strings, just pass "" for the remaining args. In game, the sheet looks like this: Like I said, it's SMOP (simple matter of programming) to support more than 3 substitution strings. But the 127 character limitation is much more difficult. It's a problem/feature with the scripting code: strings are limited to 127 characters in length. The adjustReadable() call will truncate readable strings to 127 characters, so if you have a long page in a book with a substitution string, the page will be truncated. The code is smart enough to limit the damage - if a readable string doesn't have the substitution characters (i.e., "%1") then I won't process it at all, and the text isn't truncated. So with some planning you can get this to work - just make sure all of the pages that have substitutions are short (For example, page 1 is a wall of text, 100s of characters with no substitutions. Page 2 is brief, "And that's why I changed the combination to %1".). Dynamically creating readables with strings longer than 127 characters is possible, but ugly. That's another whole topic, I will discuss separately. Here's the code. Drop it into your <fm>.script file, and call it as in the example above. Suggestions for improvement are welcomed. string substitute(string str, string sub1, string sub2, string sub3) { if (sub1 != "") str = sys.strReplace(str, "%1", sub1); if (sub2 != "") str = sys.strReplace(str, "%2", sub2); if (sub3 != "") str = sys.strReplace(str, "%3", sub3); return str; } // Adjusts all of the contents of the specified readable. In any xdata content for this readable, this method will replace "%1", "%2", and "%3" // with sub1, sub2, sub3, respectively. void adjustReadable(entity readable, string sub1, string sub2, string sub3) { string xd = readable.getKey("xdata_contents"); readable.loadExternalData(xd, "xdx_"); string key = ""; while ((key = readable.getNextKey("xdx_", key)) != "") { string xdName = sys.strSkip(key, 4); string xdValue = readable.getKey(key); if (sys.strFind(xdName, "page", 1, 0, 4) == 0) { if (sys.strFind(xdValue, "%1", 0, 0, -1) >= 0 || sys.strFind(xdValue, "%2", 0, 0, -1) >= 0 || sys.strFind(xdValue, "%3", 0, 0, -1) >= 0) { string newXdValue = substitute(xdValue, sub1, sub2, sub3); readable.setKey(xdName, newXdValue); } } } }
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Hmmm, just thinking to use empty or missing msgctxt to achieve same goal. I'll experiment a bit. At moment, seeing if I can just keep long lines (instead of chucking), and use settings in poedit to accept them. I've added a command-line option switch for this behavior.
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Yes, long-lines works OK with poedit (when wrapping turned off in Settings/Advanced). Thinking about the group comments further, it's probably not a good idea to use empty msgctxt as a flag for this, because it may conflate with future FM-specific po usage. Instead, what I've come up with using "//|" as a group comment flag in all.lang, which my program will then parse as putting "//" into pot's msgctxt and the rest of comment into msgid. Because poedit uses "|" to visually separate its display of msgctxt and msgid, this has the effect of making the all.lang entry and poedit entry visually similar. And translators familiar with C-language will see "//" as a comment. For example (with just a few lines in all.lang edited for group comments): BTW, I'm thinking to move away from using the "====" to indicate main headers, and just using prefixes like "1)", "1.1)", "1.1.1)".
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Some of the ambient music in the game are great, I was wondering which file they're located in and which tool I can use to extract them?
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hmm a bit like the talks about quakespasm and retro looks. quakespasm is in part based on remakequake which sported some effects that might not have been considered true to the original but was close enough. the engine is optimized for modern systems and it would be quite easy to make modifications for a more modern look if that is what people wanted. all in all if i feel like doing something to up visuals in a game that would be up to me like it or not. if you dont like it then just dont use it period. that is what modding is about, to express yourself and your take on it. sadly remakequake newer really got finished. it was an interresting take on the game. with newdark you can atleast enjoy the games with the original looks if you fancy. or you can polish them up with mods if that is what you feel like . i like options do you ? .
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The still ongoing Windows 10 topic sparked my curiosity why people do not just switch to Linux. But users of other OSes are also allowed to vote.
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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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It occurred to me that (unlike msgid) msgctxt doesn't have to be unique (I think). In that case, we could use a tag without a unique suffix. For instance, #comment or #note. Or even better, just "-" or "". The "" choice could be implemented by not including msgctxt at all in the block. In all.lang, we'd have to have some markup to differentiate comments into (at least) two classes: associated with particular #str_id or not; group, heading, or more general info. so that my program can do the proper conversion. I'm thinking something like "//-" or "///" for the second case, with just "// " for the first case.
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Hmm, it now appears that Format B would prevent me from using built-in AI translation with gettext-compliant desktop editors like poedit. Consider 2 more variants that make use of the msgctxt ("context") field: Format C (A variant of Format A that can use AI directly) #. Used after applying the holy water. Appears also in inventory: msgctxt "#str_08610" msgid "Holy Water Arrow" msgstr "" // Will be filled in to make language-specific .po Format D (A variant of Format B that still can not use AI directly, but could be manually script-swapped to Format C, more readily than B). #. Used after applying the holy water. Appears also in inventory: msgctxt "Holy Water Arrow" msgid "#str_08610" msgstr "" // Will be filled in to make language-specific .po Swapping manually would be a pain, so I'm leaning towards C. Enterprise-level translation systems (cloud or desktop) have that kind of swapping (and other good stuff) built-in, but probably too pricey for us.
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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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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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How would I go about extracting the music tracks?
Amadeus replied to Wallace's topic in The Dark Mod
Yeah, that should work. All pk4 files are essentially just a .zip file. I use 7zip personally -
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.