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	for those still dabling in retro hardware heres some interresting sites https://windowsupdaterestored.com/ windows updates for win 9x to xp https://www.techpowerup.com/forums/threads/tpus-nostalgic-hardware-club.108251/ links to various sites with old software and information on setting up older systems hardware.
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	hmm another small problem creept up from behind when doing SDL3 builds. SDL3 removed the old hardware gamma ramps from the library so dhewm uses a shader based version. unfortunatly for my hybrid GLSL/ARB interaction renderer it only works in ARB mode because it is hacked into the interaction shader stage instead of the material shader stage and sadly i do not have an implementation of this hack in GLSL . I have a rough idea how to do it but i lack some skills in regards to working with hardware shader code. i do however have an old codepiece which i used in quake as a replacement for the old gamma ramp code but it needs a little work. what it does is actually really simple, it uses the same code as overbrights but scales the output with the gamma value. also overbrights tended to use a texture this code foregoes that completely as it is unneeded and instead outputs to a fullscreen quad. it works somewhat good in quake but there are two values in dhewm brightness+gamma so i might have to get creative.
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	I should start by saying the suggestion was inspired by this exact feature being successfully implemented in the FPS Red Eclipse (Cube / Tesseract engine) for a long time with very good looking results. I'm a developer or at least mapper for RE as well, if you need more information I'll ask its admin Quin for more technical data on how the system works. I can also find or create a video showing how the wind mechanism functions if anyone can use that. TheDarkMod currently lacks any real system for simulating wind: If you want to make a FM that takes place in a stormy environment that looks good, you're out of luck. All we have is a handful of animated props animated to appear as if swaying in the wind, namely a tree and banner that move slightly: You can't adjust the intensity nor the direction of the wind effect, at best you can maybe tweak the animation speed to match the wind strength you'd like to depict. There is a much better way using vertex shader deforms defined in the global shader. The first step is defining wind direction, this can be done as a property of the location info and / or using an entity for radial wind direction. When touched by a wind value above zero, models (static or animated) will play a sine wave animation on vertices, its direction and distance and frequency defined by the wind entity spawnargs and the entity's distance from its epicenter. Obviously models must specify which vertices should be wavy, the most common way is using vertex colors though an intensity texture also works if that's preferred, in any case models must include per-vertice information to specify which points should sway in the wind and by how much. Particles also need to be blown away by the wind but that should be very simple, further effects like affecting the direction of noise transmission are optional and can be done later at best. Existing assets will need to be modified to make use of this. This includes every tree and grass so branches and leaves are affected by wind the further they are from the trunk and the base of the tree, obviously this should also be done for all banners and even the clothes on AI so you can see the the sleeves of characters flutter in the wind. All particles should be affected including flames and smoke so torches blow to the side. Note that old maps would not be affected even after the assets are modified since they'd need to specify wind information for the effect to activate.
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Hey, was trying to use the TDM_Update.exe file, but when I do it doesn't do anything! It just goes back to 2.12. I'm trying to run Luitenant 4, but it won't update, so I can't play it. What am I doing wrong?
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	If you change translation, rotation and scale at different rates it will make looping less obvious. I'm not aware of any random number generator / procedural noise that you could plug in into materials but you can make arbitrarily big table of numbers and use that. I guess you could also multiply / mix different tables. I'm also using rather simple texture generated in GIMP. You can add more variation. One more thing that one can do is animating the strength of parallax occlusion mapping effect. For example: blend parallaxmap map textures\darkmod\cloth_folds_disp min -0.05 max 0.05 * sinTable[time * 0.1] Could be useful. I don't think you can animate strength of bump maps the same way, unfortunately.
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	Everything is OK up to room 4, but something's wrong in room 5 with the ropes. Jumping 20 meters isn't possible. You can only use the rope arrow in the yellow figure.
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	Hey everyone! I’m creating a short 10-minute podcast called “Corporate Goth: When Rebellion Goes Mainstream.” It’s about how goth and alt styles moved from underground rebellion to polished mainstream fashion and media.I’m looking for a few people who’d be up for recording a short voice note (30–60 seconds) answering one or two questions like: • What first drew you into goth or alt culture? • How do you feel about goth aesthetics being everywhere now (TikTok, fashion, etc.)? • Do you think commercialization ruins it, or just reshapes it? Totally casual — you can stay anonymous or use your handle. Your clip will only be used in this one podcast episode for school. Thanks
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	A set of some 200 missions is a lot to sift through to find what one likes. I never used your site but if it provided functionality to search missions for parameters like approximate playtime, series v standalone, and tags like undead, spiders, mansion, city, etc, then it sounds plenty useful. Can the functionality be incorporated into the main web page? Perhaps even integrated to fetch underlying data from the wiki (so that trusted editors can keep the parameters up to date)?
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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 ============== *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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	hmm its actually rather advanced and unfortunatly a bit of a pain to setup. one example is hrtf (headphone surround) which requires mapping sound locations with a tool they provide. https://deepwiki.com/kcat/openal-soft/5.3-gui-configuration-tool lists a good deal of which steps needed. for all other cases it is probably better to ask on the github forums for it. attached my own config for dhewm3 which sounds somewhat ok. drop it next to the dhewm3 executable. if you feel up to experimenting you can add your own settings to it alsoft.zip
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	Looks like we need one of these. Use this to post images or teasers of whatever you happen to be working on at the moment. Sharing feels good, and can inspire other people to keep working on their own maps. Use spoilers if appropriate!
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	refurbed LTO drives are about 1000 euros here in denmark so not exactly cheap in these parts, may be cheaper elsewhere i cannot say . hmm good question about the viability of older flash drives? tbh flash drives where sortof the forerunners of SSD though had none of the error correction and neither trim so the data may actually be bust, should work if the drive is otherwise fault free for storing data short term though. last flash drive i have is mounted in my phone "64gb" and still works but it had power. before that the last one i had was used for a micro PC with windows XP mounted behind my old TV which i used for streaming back in 2015. still got a flash drive mount in my old lian li cabby but it hasnt been used in years i only use it for the usb3 outlet it has nowadays. got my old floppies and dvd/cds backed up to harddrive about a decade ago (about 8 tb's worth).
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	By "IP", I'm thinking you mean my machine's address (not intellectual property). Yes, if an AI was not privacy-preserving, and actively monitoring for and reporting IRL criminal activity (likely many are), and misconstrued what I was doing, then I see your point. For my particular FM, the phrases don't really imply any criminal acts, just clues. This is not the case for all FMs. In those cases, when untrustworthy AI systems allow rich prompts, it's probably a good idea to specifically indicate you are writing for a fictional mission within a PC game. Also, the activity itself, translating into a fixed suite of multiple languages, is probably not something an actual criminal enterprise would do. Talking in the forums about your FM under development would also show that your intentions are not real-world crimes, and I'd like to think ward off all but the most wrong-headed prosecutions.
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	In pursuit of a long-sought secret, the key to life everlasting lies deep within the recesses of an ancient athenaeum. Dragofer, Bikerdude, and I proudly present our FM for the Christmas Connections Contest titled "Written in Stone." Notes - TDM 2.10 Beta 5 or later is REQUIRED to play this mission. However, it is recommended to play using 2.10 Beta 6. You can get the latest version here. - This FM is a sequel to The Elixir. While it is not vital to play that before playing Written in Stone, there are some story connections. - This FM may be more hardware intensive than normal. LOD settings can be set below "Normal" to improve performance on low-end machines by disabling certain features. - Various areas will look better with shadow maps enabled at the possible expense of performance. - This FM implements the func_peek mechanic, allowing players to peek through any door that has a keyhole on it by leaning forward. PLEASE NOTE: This function has been known to cause crashes for a small number of players in the past, likely due to using the 32-bit version of TDM. At no point in this mission is it required to use the func_peek mechanic; it is purely optional, so feel free not to use it. As an entry in the 2.10 Christmas Connections Contest, the new features and assets used by this FM are: Download Version 1.1 This FM is available for download here: Google Drive Simply place the written.pk4 into your darkmod/fms folder and you're ready to go! Promotional Screenshots (via ThiefGuild) Credits A big thanks goes out to Wellingtoncrab for making a beautiful city map, Narrator for their wonderful voice work, nbohr1more for creating the original story premise as well as a few readables, Goldwell for animating the introduction to our briefing video and Duzenko for making certain glasses work as well as they do! A huge thank you also goes out to our beta testers: Goldwell, Wellingtoncrab, Kingsal, noodles, Krilmar, Garrett(Monolyth-42) ate0ate, and Mike_A. Thank you all very much for your keen eye to detail and great insights! Asset Credits Kingsal's Killer Assets Wellingtoncrab's Wonderful Furniture and Book Skins ***PLAYERS BEWARE*** SPOILERS lurk in the depths below. We strongly recommend playing this FM first so you don't spoil the fun for yourself!
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	well of i go to visit my mom. ill be back in a day or two . slowly started porting the old daikatana source code to more modern compilers (msvc for now but i do plan on doing a cmake based build system sometime in the future). probably gonna use some of the fixes we made over the years to idtech 2, kmquake2 horde mode anyone (though i guess getting overwhelmed by 100000000 monsters while fighting the stupid sidekick AI will make people want to murder me so...). lets see what i can dig up that makes sense for it.
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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!
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	allthough we mostly used windows based systems in public, our backup systems used bsd (unix clone). because it was easier (and cheaper) than doing it on windows which for the most part does not have software capable of handling tape drives. the old one in my heap of hardware is not even recognised by windows 11 (unknown device) but works without a hitch in wsl ubuntu. for windows use something like uranium backup (costs 290 euro for a lifetime license).
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	Back to the on-going translation effort. Here’s some general observations and lessons learned while translating the main readable. Recap This readable, mentioned earlier, has an all.lang entry of: [English] // Readables in airpocket.xd: "#str_fm_airpocket_xd_sheet_appointment_to_service_pg1__title" "Appointment to Service\n" "#str_fm_airpocket_xd_sheet_appointment_to_service_pg1_body" "\n\nHEAR YE ALL, that the Bearer is found Fit to Serve, and appointed to the Rank of Ordinary Seaman, aboard the Merchant Ship Esmerelda, by Authority of the Shipmaster, Captain Riggs.\n\nThe Appointee serves Under the Direction & at the Pleasure of the Captain & Officers. By the Law of the Sea known by all, while Aboard, Violations of Duty will be Judged & Punished by the Captain & Those carrying out his Orders. Thievery, Mutiny, Assault, & Other Gross Breeches of Order will be met by Flogging or Death. At Successful Voyage End, the Appointee on Discharge will get the Agreed Wage recorded in the Ship's Log, less any Deductions.\n" "#str_fm_airpocket_xd_sheet_appointment_to_service_pg2__title" "Further Instructions\n" "#str_fm_airpocket_xd_sheet_appointment_to_service_pg2_body" "\n\n\n\nAs agreed, the 2 new crewmates will bunk in the galley, and share the sea trunk nearest the door in the mess.\n\nCaptain Riggs\n" As stated earlier, this text, stripped of #str_ IDs, tabs, and quotes, was given a long directive context prompt and fed into ChatGPT for forward-translation into all the TDM languages. For verification, individual language results were then back-translated (without additional prompt context) into English using Google Translate. Google Translate was also the preferred choice for spot patch-ups. Results were Good Overall Across languages, most sentences appeared to roundtrip-translate quite fine. Some languages (e.g., Turkish) needed more patch up, perhaps due to less AI training or just a greater sentence-structure differential. I did not stress-out about how well the officious over-capitalization of the original was carried over into the translation. Forward-Translation Problem #1 – Piecemeal Translation and Naming Consistency In order to keep this exploration tractable, at the outset I subdivided the collection of English #str_ into various groups (e.g, inventory items, character names (including shouldered), readable, briefing, etc.), and arranged to translate each group separately into all languages. The downside of this is that the subgroups end up with different names for the same thing. This is not unusual IRL, but not real desirable in a game. So, for instance, a key (inventory item) labeled “Mess” (for the door to the ship’s eating place) often has multiple correct nautical translations in a given language. When the word “mess” in the readable is translated, the AI may choose a different one. So patch-up is needed to make the references match. (Future projects might well benefit from a more holistic use of AI.) This problem also affects ranks and titles of persons, about which more next. Forward-Translation Problem #2 – Nautical Ranks and Titles left in English ChatGPT, when translating “...appointed to the Rank of Ordinary Seaman”, almost always left “Ordinary Seaman” in English. And would only sometimes translate “Captain” into a target language. (For a quick look at some suitable nomenclature, type this - “EU commercial nautical deck department ranks in all EU languages - into Google Search and see what the AI provides.) Furthermore, when “Captain” appeared in the readable as a title, e.g., “Captain Riggs”, ChatGPT liked to leave it unchanged. There are two ways to think about that: ChatGPT thinks “Captain” is a first or nickname. ChatGPT thinks that the rank of Captain (and perhaps the surname) implies this is an Englishman, so the rank should be left as conferred by the governing authority. It would be easiest for me to just leave it as “Captain Riggs” throughout. But I’m not really trying to imply Riggs is English, and would think translated immersion would be better if the title was also translated. (I haven’t yet decided which way to go.) Forward-Translation Problem #3 – Lost Nuance affecting a Proximity Clue The last sentence of the readable refers to “the 2 new crewmates ... share the sea trunk nearest the door in the mess.” The English implies that this trunk is *within* the mess. In retrospect, it would have been better to phrase it that way (perhaps I will in the end product’s [English]). Translations into some languages kept this implication; others just said something like the trunk was “near the mess door”, so could be outside the mess. This is a bigger problem than you might think, since the areas involved are underwater and chaotic, so search is difficult. I will do patch-up retranslation where needed.
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	Engaging concept. For smells, which in your demo tend to predominant and persist, it might be less distracting to use icons+captions, a la the style of inventory items. Maybe, say, a column of these at the left edge. Constant smells would just be opaque, but a likely or possible smell more translucent and/or with pulsing, fade in/out.
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	From several articles I have read, the read/write head of this tape should not be cleaned excessively. The tape can also become jammed, The r/w head can also become a sticky goo. For software issues,As far as I remember, there was a discussion that you can use tar and mbuffer for LTO Tape . Although there is software such as Bacula or Veeam with more features I need to find out more about parity files (par/par2)
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	public service announcement you can automagically equip and de-equip the <special item which shall remain nameless> with a keybind which you define. the console command to do so is: bind "<your key>" "inventory use '<name of special item>'"
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	I have a bunch of weird things like that, but they collect dust in a drawer. It is time to make some use of it. I will try to keep it small and finally release something.
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	As my custom assets work has increasingly shifted from models towards scripting, I'll open a new thread here to contain any scripts that I write which can be reused in other missions, starting with the A ) Presence Lamp This is a Lost City-style lamp that brightens and dims depending on the presence of the player or an AI. It fades between 2 colours and can trigger its targets whenever it switches fully on or off, so it should also be viable in various other situations. The standard setup consists of the following: - a trigger_multiple brush. The spawnarg "anyTouch" controls whether AIs, too, are able to activate it - a presence lamp, highly recommended with a colorme skin - one presence light, or any other light with appropriate spawnargs The targeting chain is trigger brush -> lamp -> light When the player or an AI stands in the trigger_multiple brush, the lamp switches on and starts a short timer. Subsequent triggers reset the timer. If the timer runs out because no one's standing in the trigger brush anymore, the lamp switches itself off. Notes - Multiple trigger brushes can target the same lamp, and one trigger brush can target multiple lamps. However, each presence lamp can only target one light, so if you want i.e. a bouncelight you'll need to hide an additional silent presence lamp somewhere and target it from the same trigger brush. - The lamp and the light use their own colour spawnargs respectively, since setting 0 0 0 on a lamp would make it appear pitch black. - Technically the trigger brush can be exchanged for anything else that triggers the lamp every 0.5s (this number can be changed via "update_interval" on the lamp), i.e. a trigger_timer. - This was originally named the proximity lamp and was one of many scripting jobs for The Painter's Wife. I've renamed it to "presence lamp" because the mapper may place the trigger brush(es) wherever he wishes: proximity to the lamp is not a factor. Credits go to Bikerdude for putting together the crystal lamp models. Download Presence Lamps - Google Drive Place or extract the .pk4 into your FM archive, then look up the presence lamp prefabs. If you already are using other custom scripts, remember to add the presence lamp's .script to your tdm_custom_scripts file. B ) Teledoor This is a Skyrim-style door which opens just a bit into a black_matt "void" before teleporting the player to a different area of the map, which may represent the other side of the door. This is used for connecting physically separated map areas with each other, such as when there's an exterior/interior split of a building or ship to allow for more mapping freedom. [Full Thread] C ) Mass Teleport This is a teleportation setup designed to seamlessly teleport the player and any moveables between two identical-looking areas. This allows the mapper to link 2 physically distant areas with each other while maintaining the illusion that they're connected. The teleportation zones should be free of AIs as they can't be teleported like this without their patrols breaking. [Post] D ) Automaton Station A station for Sotha's automatons (includes the automatons) which can be switched on and off by patrolling automatons. (Part of core assets as of 2.10) [Post] E ) Camgoyle A sentient turret originally made for the FM Written in Stone. It's based on the new security camera entity and augmented with scripting to allow it to fire magical projectiles at the enemies it detects. People are more than welcome to use it and to convert it into something else, such as a mechanical turret. [Post] [Download] F ) Audiograph The audiograph is an Inventor's Guild device for playing back recordings stored on spindles, which are small metal cylinders the player can pick up and store in his inventory. [Post] G ) Turret A new companion to security cameras familiar to Thief players. It will become active as soon as an enemy is detected by a targeted security camera, firing projectiles to fend off the intruders. Similar to the security camera and the camgoyle sentry, turrets are highly customisable in their behaviour and appearance. [Thread] G ) Fog Fade Dynamically change fog density depending on what location the player is in. [Thread]
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	There are more than 7.000 AI out there, specialized for any task. But yes, privacy is important, also for TDM, it's not because the game, but about those from the user, yours, if you use it, also not so nice if dialogues from TDM, with an criminal content of an thief or murder, which are in the game, is spreaded in the web with your IP. Naturally preferable OpenSource and free to use, like Apertus. even commercially. https://huggingface.co/spaces https://dang.ai https://www.futuretools.io https://www.futurepedia.io Always read PP and TOS !!!
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	You would hope that even if an algorithm raises a flag, a person would still review it, knowing that algorithms are imperfect. I agree that the EU provides way more privacy protection than the US. At least from third-party data brokers... don't know about from governments. I recall that researchers are working on "distilled" or other forms of light-weight AI that can run locally on your PC or phone, without needing the cloud and attendant privacy concerns. Translation is an obvious use case for this work, so some reason for optimism there.