All Activity
- Yesterday
-
Inventory Item Results The AI results, generated in a flash, were successful overall. The desired output format was achieved, and the back translations detected very few problems. An example result (before alphabetic ordering), from [Italian]: "#str_fm_map_inv_key_sea_trunk" "Baule da mare" Sea chest "#str_fm_map_inv_key_galley" "Cucina di bordo" Ship’s galley "#str_fm_map_inv_key_mess" "Refettorio" Mess "#str_fm_map_inv_key_master_key" "Chìave maestra" Master key ... Caveats: A judgement of “overall success” is without ground-truthing by human translators. The back-translation uses the same AI as the forward-translation... loosely analogous to “grading its own paper”. Though told not to look at the original English when back-translating, is it cheating and lying? Revisions and Refinements Title Casing for Inventory Items. I should have explicitly prompted to generate this in the results. I manually corrected these (leaving separators like di, de, do, del in lower case), but a few cases required ChatGPT consultation to get the proper upper-case Unicode letter. Mess. Two translation needed revision, because they seemed to suggest an eating area of a much larger or luxurious ship: [German] "#str_fm_map_inv_key_mess" "Offiziersmesse" Officers’ mess [French] "#str_fm_map_inv_key_mess" "Salle à manger" Dining room Rather than rerun the whole translation, I just asked ChatGPT about these cases: On a small ship, what is the mess or eating area called in French? On a small ship, the eating area is typically called la cambuse or le carré, depending on the context: Le carré – This is the standard French nautical term for the crew's or officers’ mess (eating/living area) on a ship. It’s equivalent to the English term mess. Carré des officiers – officers' mess Carré de l’équipage – crew mess La cambuse – Often refers to the ship’s food storage or sometimes the galley (kitchen), but in some informal or small-vessel contexts, it can be used more broadly, though this is less precise for "mess." So for a small ship’s mess or dining area, the best and most nautical French term is le carré. Consequently, I just replaced "Salle à manger" with “Carré”. Likewise, in German, simply “Messe”. Master Key. This was back-translated as “Main key” in 6 of the languages, which I guess is OK. In Air Pocket, a Master Key (entity name key_master) was left in the blue room, if needed for a debugging build; inaccessible otherwise. Arguably, it should not be translated at all. So I’ll comment those non-English lines out. (“Master key” is not part of TDM’s base strings?) Captain’s – Odd Punctuation and Perhaps Compound Unicode. The German translation of “Captain’s Cabin” had odd punctuation: "Kapitans¬kajüte" (and some evidence of a Unicode “combining character”). I did a separate follow up to ChatGPT, and revised to drop the punctuation and add an umlaut over the 'a': Kapitänskajüte. Another German use of “Captain’s” was similarly revised. German reportedly never uses apostrophe for possessive form. Captain’s – Title versus Name. There was one case in [Danish] where the word “Captain’s” was not translated, as if it was a person’s name. (Also, reportedly, Danish does not generally use apostrophes for possessives; there are exceptions, but doesn’t seem to apply here.) State of All.Lang So Far Starting from a temporary file into which I pasted the raw AI results (with [<language>] headers added), I fabricated all.lang by: Making sure it had Unix line ending, not CRLF. (In Notepad++, Edit/EOL Conversion/Unix). Begin it with a first-draft preamble comment, heavily adapted from TDM’s all.lang preamble. Following that, a line with just an opening bracket. And a closing bracket line at end of file. Making the handful of translation corrections mentioned above. Change the casing to Title Case. (I didn’t bother changing the back-translation’s case.) Tagging the back-translations with “//bt:”, so they are denoted and if need be can be quickly stripped out with an editor. (If subsequent revision is manually applied, the delimiter will also be altered; preamble will provide guidance.) Lessons Learned So Far Improvements to Prompting... Specify that the FM’s ship is small. Specify that “Captain” is a title, not a person’s name. (Hmm, there’s some shouldered names, not touched by I18N.pl, that maybe should be partially-translated too, with titles like “First Mate Logan”.) For inventory items (and likely readables titles), ask the AI to make the output in Title Case. Tell the AI not to generate Unicode combining characters. Ask the AI to add a special delimiter “ //bt: “ before the back-translation. To the extent possible, convert any directional punctuation (apostrophes, single quotes, double quotes) to non-directional, to comply with TDM font limitations. Since it seems to give better results if you ask about one specific item (like “mess” in French), maybe it’s optimizing for speed instead of accuracy. Ask it to take more time? ChatGPT translation seems to have problems with possessive forms... or at least those problems are more-easily spotted during review. Speculation: maybe one cause of this is that I didn’t specify which country or regional dialect of a language to use. Perhaps a prompt to “prefer the form of language spoken in a language’s originating country, within or adjoining Europe.” Concerns about Translation Length... The results are generally short, but in-game will some of them prove to be too long? Traditionally, inventory names are limited to 2 lines, with “\n” needing to be inserted. This will need to be tested eventually.
-
Looks like the EU petition has hit its mark too
-
That looks interesting. Nice, thanks for letting me know, I will definitely give this a try! Didn't now that. Never mind then
-
This reminds me of Chronicles or Riddick: Assault on Dark Athena... One of my favorite games ever, unfunctional, because of the copy protection. That said, I do get though, that software is a phase-out model. At some point, publishers or developers simply can't guarantee anymore that the stuff will run on current software or hardware. And, it's also not easy to provide the games as is, with a license which allows modifcation of any kind. I can't count how many times I read "Please Open Source your software!". Well, it's not that easy, with potentially loads of licensed code or assets.
-
AluminumHaste started following [2.12] viewpos on player HUD and screenshots
-
[2.12] viewpos on player HUD and screenshots
AluminumHaste replied to Daft Mugi's topic in The Dark Mod
You do get less artifacting then increasing brightness after. -
not a screenshot When a guard is in a good vantage point to watch out for an approaching burglar, maybe pushing him off from his original position is a good idea
-
It's nice to get back to modelling sometimes. Probably one of my last ones. Original painting by AB, virtual carpentry by me.
- Last week
-
This one is known, and in the dev's bugtracker: https://bugs.thedarkmod.com/view.php?id=6593 So hopefully it will get fixed!
-
Have a look at Lords & Legacy by Kvorning and you will see room you can look into litte room dotted around the mission. Not he actually built the room I think, What Im proposing its to use EnvShot to create a cubemap textures that mappers can then use to create virual rooms that have no perf hit. A good example of an EnvShot is the the little book case world I created for The Painters Wife, where you can see how into the library etc.
-
@BenJ just a bump for myquestion above..
-
Hi ClockWood, Yeah, besides that there are a couple of player dying sounds that are also very anticlimactic. Yes. Fortunately @SeriousToni came to the rescue with his Alternative Footstep Sound Package
-
Hi Bergante, "Forward Lantern"... such a misleading name for a mod, I feel embarrassed The changes to the lantern are so subtle that no wonder you didn't notice anything. But wait, perhaps that was the plan all along? When I started playing TDM my brain noticed something was off with the player lantern but I couldn't understand what it was. This post by @Briareos H reinforced the thought and at some point I decided to take the lantern to the lab. I modded it to the best of my abilities - while respecting the original vision - and I have since been happy with the result. You can check the Modpack 4.6 release post for additional details. By the way, thanks @datiswous for letting Bergante know about the Player Lamp mod! The modded inventory grid/menu is part of "Core Essentials", a melting pot of many things. Check this post for my justifications. You can extract the relevant files though, and create your own standalone inventory mod.
-
It's good to see you around Bikerdude! Nope. It is my first attempt at a mission? campaign? unusual assortment of things! I understand the Title is open to interpretation and you left me wondering... care to elaborate what you had in mind when you said "virtual rooms that go behind windows"?
-
Well its going good guns, both petitions are close to hitting their goals - - EU petition is @ 875k - needs to hit 1'000'000 - UK petition is @ 109k - Has smashed right threw the 100k mark.!
-
Fan Mission: Seeking Lady Leicester, by Grayman (3/21/2023)
Amadeus replied to Amadeus's topic in Fan Missions
Hey! Thank you for playing, I'm glad to hear the story resonated with you, too! As for your question: -
Fan Mission: Seeking Lady Leicester, by Grayman (3/21/2023)
Sullome replied to Amadeus's topic in Fan Missions
Just finished this amazing mission. I really like how dense the world is, and the story intrigued me. It is a very good one! Personally I believe this mission to be my favorite. Overall, thank you all who worked on this map for that amazing experience! One question, however, bugs me a bit. -
Hi there I've been playing the dark mod for a while and have been taking notes on a few things that I feel if changed, would make for a slightly better and more enjoyable experience. 1 - Moving sideways when climbing ladders, pipes, nets, vines, etc, is ridiculously slow. Garret does it way faster in Thief 1 and 2... hell, even I can move sideways faster while climbing ladders and I'm no thief! Speeding it up a bit would make for more satisfying maneuvering, and also more fitting given that Corbin is an agile and experienced thief. 2 - There is no falling to your death sound. I was playing The Painter's Wife a while ago, and I fell to my death multiple times, and it always felt so weightless and anticlimactic doing so. In Thief 1 and 2 you could hear your bones being crushed whenever that happened. Having a sound cue like that would make me very very happy, or at least less frustrated from dying, which I do, a lot, because I suck. 3 - On the topic of dying, it would also be nice to add an option to enable a loose camera with physics instead of the Doom 3's standard tilted perspective and pointing 80º or so degrees upwards whenever you die. It looks so jarring to me that I feel even a standard camera animation pointing downwards like in Thief 1 and 2 would look better and more fitting than that abrupt cut. 4 - This is a small nitpick, but the water footsteps sound a bit off. Everything else in the sound department is generally very good, but the water footsteps sound as if someone dipped their fingers on a bathtub and is moving them around. It lacks impact. Thief 1 and 2 sounded better IMHO. 5 (bug) - And lastly, there is a bug that I want to report. For some reason you can't see your compass underwater. You can scroll through and view every item in your inventory (you can even read underwater!), except the compass that for some reason completely disappears. I noticed this when trying to navigate through a maze of underwater tunnels in a FM a while ago. That's all folks.
-
Wonderful map. Brutally difficult on "difficult", which of course I like. I'm curious if the mission is any easier at the lower difficulty settings or if it only changes the loot objective. I only managed 4048, so clearly I missed a lot! I only really got frustrated when I ended up using noclip, which I have never done before. I replayed that bit with the gamma turned up after reading another player's post. I found the way, so I could finish without resorting to cheating Thanks for the great mission! [EDIT] I went back in and found I missed ended up with 7088. Well worth retracing my steps for that.
-
Also Tomb Raider 2013 which is really cool but condemned hardcore, also sometimes this one in the browser http://xproger.info/projects/OpenLara/ Full version also for download (FOSS) https://github.com/XProger/OpenLara
-
It's possible that cvar isn't archived or something like that. Whatever the reason, you can probably get around this by adding that cvar to your autoexec.cfg in your darkmod folder.
-
-
So, what are you working on right now?
JackFarmer replied to Springheel's topic in TDM Editors Guild
May the Builder send mighty lightning bolts to destroy your computer so that this debauched and seductive work never sees the light of day! -
Oh, you play original Tomb Raider? Cool!
-
Recent Status Updates
-
"The Year of the Rat."· 1 reply
😄
Al Stewart must be proud of you!
Happy testing!
@MirceaKitsune
-
I posted about it before, but I think the default tdm logo video looks outdated. For a (i.m.o.) better looking version, you can download the pk4 attached to this post and plonk it in your tdm root folder. Every mission that starts with the tdm logo then starts with the better looking one. Try for example mission COS1 Pearls and Swine.· 2 replies
tdm_logo_video.pk4
-