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Posts posted by Wellingtoncrab
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I think what is being referred to is I have an upscaler I purchased in May of 2021 called "gigapixel ai" which we used to upscale a very old skybox texture and maybe some other textures. It has nothing to do with the generative ai models that would show up soon, as that hadn't really even materialized yet.
This is kind an issue with the "ai" label being used pretty willy nilly. It has of course never been used on anything that posses any sense of intelligence.
That was just a "dumb" upscaler that said "ai" because in 2020 that meant something that is gpu accelerated instead of what it means today.
Upscaling in general is not something I have seen us even typically do all that much, as every method still just produces fake pixels that is hard to say is qualitatively better. I think the skybox we did was like 256x256 maps with huge macroblocking in them, so it was an improvement.
I recall trying out stable diffusion in like 2023 for potentially upscaling things, but the generative tech always took too many liberties to be useful for that use case.
I have used generative ai image models and tried to see if they were useful in a texturing workflow, but I have not really tried or touched one since maybe late 2023, because even being pragmatic and ignoring the ethics of it (which you can't) you run into the limits of what these things can provide in practice quickly, and the "quality" was only getting worse as everything got more and more averaged out into into essentially identical and bad looking outputs. It was always still more efficient to just go and find the piece you need or something “close enough” from the public domain, so I ultimately just do that still.
It's frankly pretty embarrassing to hear people say that this is a that is technology is good enough or will be good enough to the point of replacing a human at all.
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Yes I am so fired up with rage that I am encouraging sympathy and understanding.
This is clearly a waste of time. You do you brother
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I don’t get it, is your stance then that he is required to participate in any hobby? Are you reading the *you* in that statement as literally you?
I don’t know why seemingly you get so upset when people reply to your posts.
I usually don’t bother anymore.
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You aren't required to participate, either.
Being sympathetic is not the same as agreeing 100%, it's just recognizing when it’s not hard to see where someone is coming from. And it’s not hard here.
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No, I would be sympathetic as it is something directly threatening his livelihood and has caused thousands of his colleagues to lose their jobs. It’s ok to have strong feelings about that.
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3 hours ago, Baal said:
There is a missing model (playing on TDM 2.14).
Thanks for playing again! It will be a little bit before I can boot up the mission and check this, but there was at a certain point a diff issue in a patch vs what got pushed to the mission downloader which was fixed, which included issues with this model and few others. I wonder if maybe you are still rocking that version.
Is this a recent download from the mission downloader?
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@Mr. Sliceyit appears if you had a version of the mission downloaded prior to 2.14, you may need to redownload it, even though there is no "patch" or prompt to update.
At least for me deleting the folder contents (except for the save file) and redownloading the mission from the mission downloader seemed to address the issue.
I am not sure why that is, but since it's the same version, hopefully this will retain compatibility with your save game.
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17 minutes ago, Mr. Slicey said:
Thank you for your work on this, it is probably my favorite mission (though it may have been "displaced" recently.) I seem however to be encountering a bug with the
glasses. They don't seem to display correctly; here are some examples without/with them:
As you can see in these screenshots, they severely reduce vision, as well as failing to have any noticeable effect when used on "special" areas. I've tried adjusting several visual settings but no luck yet. I'm running TDM version 2.14 on Linux with RTX 4060 btw.
Thank you for bringing this up, as unfortunately I am seeing the same thing. The glasses appear to function correctly in 2.13, so something in the 2.14 release is breaking them.
I will have to find where/when that happened.
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9 hours ago, DavyJones said:
Is this implying I am discouraging you in some way? This isn’t your project, so I am not sure why you would feel any attachment to it, but I am sorry if that is how it came off. It isn’t even the first source port with any of these individual features. Claude can’t actually make anything, so it get’s all this stuff from somewhere. You can say that combining them is novel in someway, but it is inherently not “new” as you graphic would position it.
I also don’t even have a problem with people using an LLM to help them solve real problems. But you can just look at this guys commit logs and profile and just tell he’s an “idea guy” letting the computer do his homework for him. Specifically like over 90% are done with Claude, as well as all his planning docs are written with it.
Ideas Guys are quite abundant. Compute power is not. Recycling the effort of real programmers over and over again is a waste of compute resources imo, and it ultimately devalues the result, as almost no one if going to sift through the code and chances are high the person who prompted it doesn’t understand it.
But anyway I did not intend to make you feel bad for posting it either way. Thanks for bringing it up.
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How many github projects at this point are just some guy asking claude to “please graphics this”?
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I may be mistaken, but I could have sworn their was prefab in core for a camera with exactly this setup where the screen has buttons to switch between the different camera feeds.
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@Bikerdudeturn page is usually something like mouse wheel. If you have multiple maps in inventory you press M or use the map inventory item, and then use the mouse wheel to cycle through the different maps.
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18 hours ago, Bikerdude said:
So the maps in Lt1/4 and Displacement, are all single page maps. Is it possible to have a single map entity that has multiple pages, like a book or a stack of sheets..?
This strikes me as not the best idea maybe. You should consider treating each "page" of your in game maps as a different item.
Then you avoid the issue of have to design your gui to have page “turn” indicators and you avoid the annoyance for players of have to "flip" to the map they actually want whenever they open it.
Plus when you have multiple maps in inventory and you have one open, the page turn command already works to cycle through available player maps.
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3 minutes ago, Bikerdude said:
So where on that map is Black Brior manor.. Old lampfire town..?
That is somewhat purposefully left ambiguous, as Lampfire Hills itself is a both a real place and a deeper thing you cannot really touch. You never really quite get there (and you can never really leave).
So if I place the mission setting right outside the walls of Southveil. Not quite in The City proper, which why you can see the population sign outside of Stein’s Door, which is a gate into the city itself.
The map is also depicted as old (ie potentially out of date) and only specifically depicts the top half of Southveil so it allows room for all kinds of new stuff.
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20 minutes ago, Bikerdude said:
where is this map located...?
SpoilerIt’s pinned up in the lead historian's office. You will also see The Gatehouse landmark referenced in the dendrochronology display.
Obviously a lot is embellished, elaborated on, or outright changed, but “The Gatehouse” is what originally establishes Lampfire Hills as “border town with a storied history” and things like the Builder presence referenced in the Gatehouse background were spun out into things like the monastery island on Jewell Lake near the end of the Builder Road pilgrimage site.
Which is all a long way of saying - yes Lampfire Hills is skimmed from Purah’s Thief Fms, but it is also skimmed from the existing TDM skim.
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On 4/30/2026 at 1:17 PM, Bikerdude said:
I plan at some point to create a mission in one of the locations mentioned in the mission
You technically already have. On the map towards the south east corner you will find “The Gatehouse”.
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@sulliumin my experience weapons are not like other inventory items in that the entity which goes into your inventory is spawned and is not actually the specific entity you picked up, so you cannot rely on a named entity once they are in the players inventory. I had this problem with the sword anyway when I tried to make a similar objective for picking it up.
I ended up making the objective controlled by a script, added a frob response to the sword with the frob/response editor which fires a script when the weapon is frobbed (ie picked up), and then wrote a short map script that just set the right objective state to complete.
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30 minutes ago, irisx said:
An alternative explanation would be that for some reason these lines trigger without the guard having actually seen me, then of course I panic, start to run and the normal hostile reaction starts.
That is essentially the case - these "greeting" barks are not tied to actual detection or the fire off a lower alert level than is required to actually spook an ai. typically not a problem, as they are only intended to allow ai which are neutral or friendly to acknowledge eachother, but they do get suppressed when this relationship can and does change to hostile (which is what the observer script in this mission does) and I have never been able to find a way to address this in the scripting
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@func_klauswow really cool stuff! Nice to see things like the normalize button becoming useful!
One thing I have always wanted is the rotation widget in the 3d view is kind of a pain to use precisely for anything other than single axis adjustments because the angles of the widget always remain oriented in world space.
It’d awesome if there was a way to toggle the widget between world space and object space so you can handle it as if the angles of rotation plane was bound to the object if you need to.
Another small thing would compatibility to copy and paste brushes from trenchbroom into darkradiant. I don’t expect dark radiant to change into trenchbroom, but there are lots of cool resources for trenchbroom and it could be useful for making certain brush shapes or prefabs, such as using this resource here: https://spacehare.github.io/prefabs
Thanks for the hard work!
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6 hours ago, nbohr1more said:
Perfect thank you!
I was trying to find a way to avoid spoilers for your mission and this seems to be a nice tailored tour that doesn’t give away all the goodies.
Yeah I don't even really like posting things like screenshots at all tbh, but the mission was also made to be a showcase for new stuff in the game, so doesn’t quite make sense to hide everything either. Just haven’t been quite sure how to reconcile those things.
The video at least felt less spoilerly than any of the screens I have tried to take as you could point at a corner and any particular frame doesn't have to hold interest like a still shot would.
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@nbohr1moreWhat do you think? There is so much stuff I tried to get as many of the new textures and models into at least a frame as I could but I certainly missed some things.
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@nbohr1moreyeah I can get something going for you
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2016+ CPU/GPU News
in Off-Topic
Posted
I recently built a steam machine with a 9060xt in it - insanely good card if you consider especially the relatively tiny power draw and you can actually get it in a 2 fan 2 slot config. If you can settle with upscaling, using optiscaler to convert DLSS inputs to FSR 4 vastly increases the amount of newer games you can run on it with ok image quality even on a 4k TV.