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Oktokolo

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Oktokolo last won the day on March 27 2018

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  1. Of course it makes sense: Iris is the best and longest mission available. So it should last a while. It also is the best content available - so no fear of missing out. If you ony have limited time, skip the slow buildup and dive right into the best stuff. That way, you get the best use out of that limited playtime. The wording isn't diplomatic - but the intent obviously isn't to deride anything or anyone. Just a player who wants to dive right into the best content available - and that is okay.
  2. If you are really limited on time, go for Iris first. It is the best. And because it also is the longest, you don't need to decide what to play next.
  3. Simple things for AI are the things that we already know how to implement. When someone discovers a new design that allows to model a currently impossible task, that task suddenly becomes "simple" for AI. Of course, if we wait till hardware with the capacity of the human brain becomes available, we probably could just train it as long as we train a human child and it would become a general AI even with our current level of knowledge. But for each task, that AI already has achieved superhuman levels in, the brain of the best humans at that task obviously are the same ~8 orders of magnitudes less neuron-efficient than the earthworm AI beating them. So there seems to be a shitton of optimization potential when not modeling the human brain, but the resulting abilities. What really holds AI back isn't the hardware anymore. It is the lack of knowledge about good AI designs, training methods and how to debug that beasts. Also, a lot of the human brain mass probably is just really lossy memory. We already have pretty good non-neuron-based replacements for that. So even for recreating the brain the actual distance could be a few orders of magnitude less than it seems...
  4. Well, some people actually doing research in that field are. And that is what ultimately will lead to further improvements in that fields. There surely will be a working model of a whole human brain including its peripherals (the "body") in the future. The idea of how a transistor could work is a hundred years old by now. We can run The Dark Mod on a personal computer smaller than a cubic meter now. And there still is plenty of time to research the inner workings of the human brain before our sun dies (although it i would guess it needing hundreds of years - not billions)...
  5. Artificial "intelligence" isn't there yet. But "But what is that skill?" - how exacly our senses, thinking, intuition and creativity works - is exactly, what the AI research at its core actually is about. There might be an AI that your descendants can feed their favorite missions and it will give them a new mission that is comletely different but "feels" the same and "bears the mark" of the author of the original missions. Maybe that AI will have to be created by a "general" AI, because there just isn't enough original training material for training such an AI with any method known today and you can't just substitute stealth immersive sim missions with maps of other game genres (i would even go so far that you can't really use Dishonored missions as training material for TDM missions - despite both being stealth immersive sim games). AI will get there though - if we or our descendants don't nuke eachother into oblivion first.
  6. Nah, just make sure, that the AI image generation process is deterministic (the actual AI should already be). Then you only need to store the AI, maybe a seed value for the deterministic pseudo random number generator used to get more variation, and your image description text. That way, one Gigabyte of disk space gives you exabytes of AI image storage capacity. Storing images like that also means, that there finally isn't a distinction between vector and bitmap images anymore. Both would be generated by an AI and are therefore sorta infinitely scalable (but ultimately the contained detail in the resulting image keeps being limited by the size of the AI of course). The only catch is, that you can't store non-AI-generated images that way - yet (surely there also could be an AI that takes an image and generates a detailed description from it, but some human-visible details would likely be lost in the process).
  7. As a non-artist, i definitely apreciate that AI will give people like me access to individualized non-rights-encumbered art/assets - be it for personal enjoyment or use in free or commercial products. This should also enable indie game devs to finally abandon "pixel art" for good...
  8. 3. Fix the animation. This isn't a bug in the engine. It is acting like intended. The issue is with an animation, that didn't take player expectaions into account. 4. Close as "intended behavior". It probably happened to me too. But normally the AI gets blackjacked before it happens. And it is part of "getting good" to learn to anticipate odd behavior of AI like sudden changes of direction, looking behind, relighting light switches, reacting to open doors, sometimes leaning so far forward, that it can actually see behind itself...
  9. Sure, if it isn't forcing me to hurry, it is fine. I actually just hate timer-based objective fails.
  10. One thing i really like about TDM is the timelessness of the world. I start a TDM mission and have all the time of the world to explore it and try different things. I don't have to rush anything. I like environment changes triggered by my actions. But gaming against a clock was never fun for me.
  11. You don't need to prevent the player from entering the vent with a shouldered body. Just provide a "safe room" perfect for storing bodies right before the vent. Players normally unshoulder bodies as soon as they feel safe enough to do so. They really don't like to creep around unable to maneuver properly.
  12. They are mods, not missions. They modify the core game, so you can enjoy their benefits in all missions you play.
  13. The clunkyness of picking up stuff has been fixed in TDM version 2.04. I confirmed empirically, that even a clunky player can pick up stuff without making a sound since then. How about extinguish? One of the clunkier words. But it is a common one and not overloaded with different meanings or connotations.
  14. So that is how liminal space looks like in the Thief universe.
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