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datiswous

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Status Replies posted by datiswous

  1. Hey there, young taffer.

    1. datiswous

      datiswous

      You should do this on discord, that's where most of them go I think.

  2. It's been a while since we've seen such an avalanche of spam.

    1. datiswous

      datiswous

      Can you recommend Ingolstadt as a good vacation destination?

    2. (See 5 other replies to this status update)

  3. Shadow maps is all around me.

    1. datiswous

      datiswous

      Quote

      I think what actually made me pull the trigger was with some missions actually recommending it for side-benefits like volumetric lighting (e.g. Noble Affairs).

      Ok, but that benefit is not any more since 2.11

    2. (See 9 other replies to this status update)

  4. Shadow maps is all around me.

    1. datiswous

      datiswous

      I upgraded my cpu in 2013 and my gpu in 2018. Stencil shadows gives me a huge performance boost usually. Gpu's get outdated more quickly?

    2. (See 9 other replies to this status update)

  5. The cool part of Canonical's Snap, is that my machine can now ray-trace an entire (simple) scene faster than it takes the web browser to start!

    1. datiswous

      datiswous

      Linux mint also banned Snap afaik.

      But personally I'm not a fan of Flatpack either. Appimage is much nicer. You put the file on any drive and run it.

      Although I'm running a rolling distro, so it's less needed.

    2. (See 4 other replies to this status update)

  6. The cool part of Canonical's Snap, is that my machine can now ray-trace an entire (simple) scene faster than it takes the web browser to start!

    1. datiswous

      datiswous

      Elaborate.  I don't see the connection.

      I personally prever appimage.

    2. (See 4 other replies to this status update)

  7. Fm idea (braindump)

    "Experience the life of a mission builder"

    Esentially there are finnished elements placed somewhere in storage in the game and you have to place them in the correct places, build some walls here and there, add guard routes, give them their correct speech lines, etc. Decorate the places.. all in-game. lots of fun.. 😉

    If you do it right in the end you can play the mission.

    (would be even cooler if a thief-ai could play the mission, making it some kind of tower-defence game)

     

    This first started as an idea for an aquarium builder mission where-in you have to fill an empty aquarium with sand, waterplants, castles water and swimming fish. But above idea is more fun.

     

    1. datiswous

      datiswous

      I thought about using:

      Quote
      • location Object in location brush (using info_tdm_objective_location brush)
      A particular item must be in a particular location, defined by an info_tdm_objective_location brush. For optimization reasons, the entity or entities to be checked must also have this spawnarg: "objective_ent" set to "1". NOTE: Multiple objects in a single location are not counted up for this component, this is a single-shot objective. If you want the player to put more than one object in a location, you must currently create several of these components, specifying by name, and AND them together in the objective logic.

      https://wiki.thedarkmod.com/index.php?title=Objectives#Non-AI_Components

      It's probably not literally creating the whole mission, but more finishing it by adding doors, furniture, lights, ai, build (some) walls by stacking stones. You could have fake leaks that you have to repair.

      This might just interest a whole new group of gamers. 😉

    2. (See 3 other replies to this status update)

  8. Fm idea (braindump)

    "Experience the life of a mission builder"

    Esentially there are finnished elements placed somewhere in storage in the game and you have to place them in the correct places, build some walls here and there, add guard routes, give them their correct speech lines, etc. Decorate the places.. all in-game. lots of fun.. 😉

    If you do it right in the end you can play the mission.

    (would be even cooler if a thief-ai could play the mission, making it some kind of tower-defence game)

     

    This first started as an idea for an aquarium builder mission where-in you have to fill an empty aquarium with sand, waterplants, castles water and swimming fish. But above idea is more fun.

     

  9. I know I'm not active much, but it feels a bit too silent in here. Is everyone taffing around, again?

    1. datiswous

      datiswous

      I asked Chatgpt:

      Quote

      As an AI language model, I don't have access to current statistics or any recent updates about the forum. However, there could be a variety of reasons why it might seem quiet on the forums:

      1. The Dark Mod community may have migrated to other online platforms or social media channels.

      2. The latest release or update of the game, which may have reduced the number of forum users' needs for support.

      3. Forum members might have moved on from the game or are taking a break for an extended period.

      4. Other members might be inactive and haven't logged in for some time.

      5. There may be a lack of new discussions or news updates happening within the community, which could discourage users from participating.

      These are some potential reasons why it might seem quiet on the forums, but the official Dark Mod website or social media accounts could provide more context.

      I think point 2 is interesting..

    2. (See 6 other replies to this status update)

  10. Dear ChatGPT, What are The Builders in the Dark Mod?

     

    The Builders is a popular game mode in the video game community called "Dark Mod," which is a fan-made tribute to the classic "Thief" series of stealth games. In this game mode, players assume the role of builders who construct structures in a dark and ominous environment while trying to avoid detection by patrolling guards.

    The Builders game mode is unique in that it offers players the opportunity to create and design their own levels using the in-game tools and resources provided. Players can experiment with different building materials, construct intricate traps and puzzles, and create their own unique gameplay experiences.

    While The Builders game mode is not an official part of the Dark Mod, it has become one of the most popular and well-loved aspects of the game, thanks to its emphasis on creativity, strategy, and stealth.

     

    You guys did not know that, did you?

    1. datiswous

      datiswous

      Quote

      While The Builders game mode is not an official part of the Dark Mod

      Ehhh...

      After seeing 2 different versions of the Builders blocks (the mission by Jesps and an asset made by @MirceaKitsune that I can't find anymore), I'm now intriguiged about a new in-game Builder game.

       

      Btw. You should ask about maps. Because there are 2 types of maps in TDM (map file and in-game navigation map).

    2. (See 1 other reply to this status update)

  11. I know I'm not active much, but it feels a bit too silent in here. Is everyone taffing around, again?

    1. datiswous

      datiswous

      I still don't know what taffing means, or I forgot.

    2. (See 6 other replies to this status update)

  12. No need to get yourself infected with malwarefor that good old Windows experience of ads and nag screens.

    https://www.neowin.net/news/microsoft-is-now-injecting-full-size-ads-on-chrome-website-to-make-you-stay-on-edge/

    1. datiswous

      datiswous

      To work around this issue, you could download Firefox first and then with Firefox, download Chrome.. 😜

      Or install an addblocker on Edge before visiting the Chrome download site.

    2. (See 2 other replies to this status update)

  13. --

    1. datiswous

      datiswous

      Yeah I just dislike empty posts/topics and then try to make the best of it by changing the topic, although there's no point to it. No post/topic on the forum can be deleted.

      I think I like the improvements to volumetric lights and stencil shadows and the added efx to Saint Lucia mission.

    2. (See 3 other replies to this status update)

  14. The Dark Mod 2.11 is out!

    1. datiswous

      datiswous

      Hey @nbohr1more Media page on website is borked:

      https://www.thedarkmod.com/media/

      (it looks like the Nextgen gallery plugin doesn't work anymore sitewide)

      Edit: Ah somebody seems to be working on it now. I wonder why a description list is used though..

      Having a lightbox + slideshow plugin would be a good idea.

       

      Maybe it's also good to upload some more (recent) screenshots and/or other media? We could make some sort of competition and the highest ratest screenshots will be placed on the media page? This could also influx some more TDM play (of 2.11).

    2. (See 11 other replies to this status update)

  15. The Dark Mod 2.11 is out!

    1. datiswous

      datiswous

      Still have to finish A house of locked secrets before upgrade to 2.11.

       

      Btw. the missions page is currently empty:

      https://www.thedarkmod.com/missions/

      You're working on it?

    2. (See 11 other replies to this status update)

  16. The Dark Mod 2.11 is out!

    1. datiswous

      datiswous

      Oww, a sneek peek from a new future mission.. 👀

      seeking0_31 (2023-02-04 23-42-43) (2565.7 -226.62 2.07).jpg

    2. (See 11 other replies to this status update)

  17. Perhaps an unpopular opinion: TDM team might benefit from someone with actual QA experience; someone with naturally and professionally developed curiosity, who is interested in how and why things work, how they break :D At least to me it's kind of mind-boggling how untested some rather important features are (first the absence alert feature for items, now the rope +body carry behavior).

    1. datiswous

      datiswous

      Maybe it's not so necessary anymore to have as part of the team, now that fixes from outside the team are more common. Not sure if comunity members are less reliable time-wise.

    2. (See 3 other replies to this status update)

  18. I just figured out how to make subtitles work in TDM (srt) for ingame cutscenes and how to automatically generate the srt file in Kdenlive's speech recognition (I just had to edit it a bit).

    Kdenlive is a free and open source multiplatform pretty advanced video editor.

    Test case is the first builder gost scene in Requiem saying:

    1
    00:00:00,180 --> 00:00:02,140
    the builder be with you this night
    
    2
    00:00:02,600 --> 00:00:04,840
    there will be secrets all around you
    
    3
    00:00:05,040 --> 00:00:06,439
    so have a keen eye

    The following page gives you the basic info:

    https://wiki.thedarkmod.com/index.php?title=Subtitles

    These 2 tutorials give you the info for creating the srt files:

    If you run into the problem the Kdenlive cannot find your Python PATH, then here is a solution:

    https://www.mail-archive.com/kde-bugs-dist@kde.org/msg672183.html

    Edit: During the installation of Python, in the installer, if you select more options, you can specify to set the PATH. I tried this on another Windows computer and this fixed the issue. Much easier solution.

     

    This is all the code for the testcase:

    Spoiler

    fm_root.subs file in subtitles folder in fm's root:

    // Requiem subtitles
    
    subtitles fm_root {
        verbosity story
        srt "sound/voices/Hanno1.ogg" "subtitles/hanno1.srt"
    }

    hanno.srt file in same folder:

    1
    00:00:00,180 --> 00:00:02,140
    the builder be with you this night
    
    2
    00:00:02,600 --> 00:00:04,840
    there will be secrets all around you
    
    3
    00:00:05,040 --> 00:00:06,439
    so have a keen eye

     

     

    Maybe I will create a seperate (text,images based) tutorial on the wiki.

    1. datiswous

      datiswous

      Yeah I will do that. I think I will put the info in a thread in TDM Editors guild first and when I have more experience I make a wiki article.

      I guess at some point every speech could have subtitles, including all core ai speech. @nbohr1moreis it already possible to integrate subtitles for all the tdm_sound_vocals ? Or is this still only fm based?

    2. (See 7 other replies to this status update)

  19. I just figured out how to make subtitles work in TDM (srt) for ingame cutscenes and how to automatically generate the srt file in Kdenlive's speech recognition (I just had to edit it a bit).

    Kdenlive is a free and open source multiplatform pretty advanced video editor.

    Test case is the first builder gost scene in Requiem saying:

    1
    00:00:00,180 --> 00:00:02,140
    the builder be with you this night
    
    2
    00:00:02,600 --> 00:00:04,840
    there will be secrets all around you
    
    3
    00:00:05,040 --> 00:00:06,439
    so have a keen eye

    The following page gives you the basic info:

    https://wiki.thedarkmod.com/index.php?title=Subtitles

    These 2 tutorials give you the info for creating the srt files:

    If you run into the problem the Kdenlive cannot find your Python PATH, then here is a solution:

    https://www.mail-archive.com/kde-bugs-dist@kde.org/msg672183.html

    Edit: During the installation of Python, in the installer, if you select more options, you can specify to set the PATH. I tried this on another Windows computer and this fixed the issue. Much easier solution.

     

    This is all the code for the testcase:

    Spoiler

    fm_root.subs file in subtitles folder in fm's root:

    // Requiem subtitles
    
    subtitles fm_root {
        verbosity story
        srt "sound/voices/Hanno1.ogg" "subtitles/hanno1.srt"
    }

    hanno.srt file in same folder:

    1
    00:00:00,180 --> 00:00:02,140
    the builder be with you this night
    
    2
    00:00:02,600 --> 00:00:04,840
    there will be secrets all around you
    
    3
    00:00:05,040 --> 00:00:06,439
    so have a keen eye

     

     

    Maybe I will create a seperate (text,images based) tutorial on the wiki.

    1. datiswous

      datiswous

      Well, I think it's pretty amazing, but maybe it's nothing new..

      It still does take some time lining the generated text in the right place and fixing some text mistakes (not too many, but builders seems a difficult word for vosk).

      Got it working on Linux quite easily.

      I might have to put this info in a separate topic so it doesn't get hidden so quickly.

    2. (See 7 other replies to this status update)

  20. Anyone have a copy of the old training_demo.pk4 "timedemo benchmark"? I cannot find it in my old files collection.

    1. datiswous

      datiswous

      Maybe specifically ask people in this thread:

      Just an idea

    2. (See 3 other replies to this status update)

  21. While I am someone who finds Star Wars to be entertainment for little boys (and those aren't even my words, they come from Ewan McGregor), I have to say that "The Mandorian" and "The Book of Boba Fett" contain scenes and insights that I enjoy. Also, these series really have an 80's flair...plus it's nice to see for example Nick Nolte, Carl Weather, Jennifer Beals, Deany Trejo or the (admittedly much younger) Katee Sackhoff in these series.

    1. datiswous

      datiswous

      I recently read that that battle part with the Ewoks in Episode 6 was actually inspired by the Viet Cong in the Vietnam war.

      Edit: https://wealthofgeeks.com/star-wars-was-a-commentary-on-the-vietnam-war/

    2. (See 12 other replies to this status update)

  22. It's funny how perception changes over the years. I've been replaying Bioshock in its Remastered version, and I'm surprised how bad the level design actually is. It's just a series of abstract corridor mazes that you can't really map out in your head. There's nothing that would ground them in any kind of reality, fictional or otherwise, no sense of place people could live in. It's almost like Wolfenstein 3d with cool art deco assets.

    1. datiswous

      datiswous

      Quote

      playing Tomb Raider 2, 3 & 4, NOLF 1 & 2, Oni, Urban Chaos, at work to pass the time

      Ehh, at work??

    2. (See 8 other replies to this status update)

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