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  1. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  2. I loved it. Awesome game. I faceplanted at the people who asked for quest markers in the Steam forums there... Herr, lass Hirn regnen. The game is so great, and so true to the original, because it doesn't hold your hand. When is the new breed of gamers gonna learn.
  3. An article about using Stable Diffusion for image compression - storing the data necessary for the neural network to recreate the image in a way that would be more efficient than using standard image compression algorithms like jpeg or webp: https://matthias-buehlmann.medium.com/stable-diffusion-based-image-compresssion-6f1f0a399202 It's just a proof of concept since the quality of the model is not there yet (and the speed would be impractical), it can't do images with several faces very well for example. But it's very interesting because it has completely different tradeoffs than normal lossy compression algorithms - it's not blocky, it doesn't produce blur or color bleed, in fact quite often it actually keeps the overall character of the original image almost perfectly, down to grain levels of a photograph. But it changes the content of the image, which standard compression does not do.
  4. So giving it none of those tags, but making the AI invisible, silent, non-solid, and on a team neutral to everyone would not work? Oh well, it was a horrible inelegant idea anyway.
  5. To be clear, the AI algorithms that will be creating 3D models, environments, etc. don't necessarily have anything to do with the text-to-image algorithms that are all the rage right now. But they are already being worked on, and will leverage the improvements in GPUs and ML accelerators. (Some of these GPUs are seeing doubling/quadrupling of compute in a generation.) I think I've seen some stuff related to 3D modeling and animation on the Two Minute Papers YouTube channel but I need some time to find them. https://spectrum.ieee.org/mlperf-rankings-2022
  6. @chakkman The human brain is a "machine", and it's entirely possible that human-like intelligence can be created using brain-inspired (neuromorphic) hardware or even in a software simulation on conventional hardware. Obviously, that's not what the current "machine learning" algorithms are doing. They are finding and applying patterns using large datasets and brute force. This can be very useful even if there is no intelligence or emotions involved and it fails hard on edge cases. If many jobs (drivers, call centers, concept artists, etc.) can be eliminated by mere rock-dumb algorithms, well, that says a lot. There will still be plenty of artists, but they could end up being paid less and having their work and art styles routinely "stolen".
  7. Actually, Nvidia has had image models for generating photorealistic faces for years now. They have gotten better over the years. https://developer.nvidia.com/blog/generating-photorealistic-fake-celebrities-with-artificial-intelligence/ Applying 2D text-to-image algorithms to modern games seems unlikely, with the exception of making lots of textures and maybe 2D portraits for UI/character creation, but there are many other algorithms being worked on. Maybe a similar approach could be used to replace procedural generation techniques. Like making a cave/dungeon in Skyrim, or that thing Tels was working on a decade ago. Rather than making a raster image, it could make geometry, place textures, and design a whole city. Bring on the negative societal implications of bots invading art, I'm all for it. But one thing to watch out for is the copyright question. These image models can be trained on a superset of copyrighted images or a smaller focused subset (to mimic an artist's style) and produce images that could lead to novel legal questions and expensive copyright lawsuits. This is not a problem for people making memes and shitposting online, but it could be a massive problem for game developers, big or indie. Save a few bucks on art, get sued into oblivion. Maybe we'll see Business Software Alliance style shakedowns of game developers? "Where'd you get these sprites, EH?" Sounds like vozka has made some textures with it? These can be scaled up from small 512x512 sizes to higher resolution with a separate upscaling algorithm, that's what people have been doing to make stuff presentable along with touchups in Photoshop/GIMP. Whether the results are any good is another story, maybe vozka should post their results.
  8. In the long term, what exactly is it you think humans will always be able to do better than machines? (This is not a rhetorical question by the way.) The standard answer is creativity, but that is objectively a load of rubbish. Humans are actually quite bad at being creative. We are afflicted with a mountain of biases that make us really bad at pattern analysis. We are bad at random seed generation which hampers our search efficiency and our ability to generate novel outputs. Plus we have terrible memories, so we easily fall into trying the same thing over and over. Algorithms do all of this so much better it isn't even comparable. Instead I'd say our only major advantage intellectually is the huge amount of genetically honed experience each of us picks up about the physical world during our lifelong navigation of it, gathered with our suite of highly specialized sensory inputs that are difficult to replicate technologically. That gives us a lot of adaptability and competence in at least one very important domain of competition. Plus there's the fact that every other peer intelligence we've met so far has to learn everything it knows about this world from what us crazy Homo sapiens choose to teach them. That's one big reason I'm not ready to call this the end of humanity just yet. There are niches were I think our abilities will remain highly competitive or at least valuable for a long time to come. But pretending our place in the cognitive pecking order isn't already changing is just putting your head in the sand.
  9. No, it's not at all like it. I don't know why people always have to make more out of "A.I." than it really is. I have a feeling some have a strong need of an imagination of futuristic science fiction movie scenarios. The human brain is capable of so many things machines couldn't even "think about" doing. Machines are there for tasks which the human brain is not capable of. Like doing hundreds of different calculations at the same time, or mechanically executing the same tasks thousands of times. And, every time I read that ChatGPT could do this and this and that, I have to wonder if humans really understand themselves. No, ChatGPT won't be like Beethoven, Einstein, or Newton. That is just nonsense. Even if these A.I.'s work differently to conventional computer algorithms, they still do the tasks they're programmed to do. That's totally different to how humans work. And, I don't know why you'd even make a computer work like a human. That's the wrong track. Don't get me wrong, A.I. has its uses. Acting exactly like a human being isn't one of them though.
  10. oh havoc is far from dead it is still used in source frostbite and a few other engines out there, far from the best though which was not the point of this physx still has uses though lately it is more of interrest to scientists working with physics based objects. Probably one of the best physics engines today is box2d closely followed by bullet physx still has the major share being a part of nvidias gpu's and was used for a huge amount of games but in terms of usability it has long since been left behind. The other developers got real crafty over the years some hooked up the physics algorithms to run on the gpu's shader processors netting a nice boost over purely cpu based projects. Soma for instance uses a rather odd physics engine for interaction with the world sortof a combination of the frob mechanism in darkmod cobbled together with bullet (yeah the hand symbol you see when interacting with drawers and for throwing objects etc. in soma is actually part of the physics engine). no problem about the size of the post it can sometimes be hard getting ones opinions over otherwise im also not a native english speaker so i also tend to miss some context myself.
  11. Horror themed fan mission - exploration of seemingly deserted keep in the middle of swamps. Spiders, undead, darkness. ----------------------------------------------------------------------------------------------------------------------------- This is the story about the fate of my family. My uncle, Ralph Mac Roberts, is the baron of a keep nestled deep within the Rahenaen marshes. It was once an important outpost tasked with guarding one of the few Builder roads that cross the marsh, but after the Inventor`s Guild built a system of nearby dams that flooded the whole land, the road closed and there was no longer anything to watch over anymore. The keep itself needed reinforcement against the raising water level and the trade routes become almost impassable, not only for the carriages but for lone couriers as well. There hadn`t been any messages coming from the keep for over a year and my father was about to assemble a caravan so he could go on an expedition to the keep himself. However, in the middle of the night before he was set to leave, a carrier pigeon landed on his windowsill. My father received the letter and read the apologies from my uncle and his family, excusing their long absence. As a way to make reparations for their extended silence, my uncle invited me to the keep to stay there for a fortnight or so. My uncle had instructed me to leave my horse three leagues away from the keep by the nearest charcoal burning hut and hike the remainder of the road on foot, as the trek through the marsh is treacherous for horses. The weather will be awful this time of year, but my father insists that I should go anyways to ensure that our relatives are okay. These plains become dreadfully deserted - to the point where you more expect to meet the dead than the living. And by the way - I think I`m lost. ----------------------------------------------------------------------------------------------------------------------------- Download link: https://1drv.ms/u/s!Aj1DVS465udZgVkXteBbr6cUxdPH Thanks: to the TDM team for great tools, and all the contributors for their assets, to betatesters: Amadeus, Bienie, Boiler's_hiss, Dragofer, Filizitas, Judith, nbohr1more, s.urfer, again to Amadeus for proofreading and text tweaks, and to all the players for their time! Few screenshots: http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=434716 http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=429558 http://forums.thedarkmod.com/topic/19886-fm-marsh-of-rahena-beta-testing/?p=434507 Enjoy! Walk-through !major spoilers! Finding a way across the marsh area: Getting inside: Bed objective: Light sources: Maps: Enemies: Room objective: Hut objective: Sealed objective: Gold: Key: Bodies:
  12. Public release v1.7.6 (with Dark Mod support) is out. Improvements since the final beta 14 are: Fixed a few remaining bugs with zip/pk4 support. Game Versions window now properly displays TDM version. Import window no longer has a vestigial off-screen TDM field (because TDM doesn't need or support importing). Web search option is now disabled if an unknown/unsupported FM is selected. If an FM with an unknown or unsupported game type is selected, the messages in the tab area now no longer refer to Thief 3 ("Mod management is not supported for Thief: Deadly Shadows"). The full changelog can be viewed at the release link. The de facto official AngelLoader thread is here: https://www.ttlg.com/forums/showthread.php?t=149706 Bug reports, feature requests etc. are usually posted there. I'll continue following this thread though. Thanks everyone and enjoy!
  13. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  14. Good work! I enjoy short missions because things are nice and focused - you get in, you get out. Also I tend to do better with the loot amounts and I was able to get all the loot without too much trouble, which is rare for me. If I were to make a suggestion though - I found the intro briefing sequence a bit distracting because it was so obvious the narration was pitch-shifted to make a deeper voice. If you felt the original voice wasn't deep enough for your needs, I would either get someone on the forums to record it for you or just leave as is. That's my only real complaint and it's not even about the mission itself, so pretty good first start!
  15. Thanks for the replies, gonna try those spoiler Tags again now for my short review (oh well it inserted one above my text now and I can't seem to delete it on mobile - this text editor is strange)
  16. Just finished this mission and wow I gotta say in great honor to Grayman and of course the rest of the team picking it up, this was something I've never seen before in any other TDM mission, especially visually wise. I am so happy that grayson gave green light for other experienced mappers to finish his last mission. And what came out of this is really something special. I'll put my review in spoiler tags since I'm now referring to critical mission details. Edit - How do I put spoiler text here on mobile?? [spoiler] test [/spoiler][SPOILER] test [/SPOILER] [spoiler[spoiler [sfah
  17. I am pleased to announce the release of our new fan mission, The Hare in the Snare: Part 1 Mission type: City Missions + Inn/Tavern Description: People are being abducted off the streets and a Watch Captain requires the services of a thief to help him find out why. Download link (v1.0.2-release): https://drive.google.com/file/d/1HYvM_u56wDB16uIlb7qgS_q3P24V69MO/view?usp=sharing Credits: Mapping and original characters: @Frost_Salamander Story, readables, custom models, voices and cinematics: @Kerry000 Menu title track produced and mixed by @JackFarmer with selected gigagooga sound samples Beta testers: @Cambridge Spy @Zerg Rush @Amadeus @Acolytesix @Lzocast @wesp5 @nbohr1more @Kerry000 @ate0ate @Wellingtoncrab @prjames Additional thanks: @Dragofer, @nbohr1moreand @peter_spyfor technical help @Springheel for the modules and tutorials @kingsalfor allowing @Kerry000to abuse his manbeast everyone else on Discord and the TDM forums who offered assistance Requirements and notes: This mission requires TDM 2.09. Earlier versions will probably work but you might see one or two missing models. You may experience some FPS drops in some areas with lower-end hardware. Mid-range and above should be fine. If you have issues, I highly recommend you use shadow maps instead of stencil (settings -> advanced -> shadows implementation). It makes a big difference. For 'Hard' and 'Expert' the light gem sensitivity has been increased by '1' (meaning easier for AI to detect you). Screenshots:
  18. Okay, I had no idea, I have googled it up now and you are right, to my own surprise. Done, I´ve put some paragraphs which were previously not in spoiler tags into spoilers.
  19. Thebigh is right. The pronunciation tripped me up too, but that is apparently how Leicester is pronounced. Also @TarhielI'm glad you are loving the FM but do you mind putting spoiler tags on your post please
  20. I'd like to better understand what you want. The design of dragging bodies is to hold frob (key down) to drag and release frob (key up) to let go. That way it's impossible to walk away while unintentionally dragging a body. Plus, it's quick to grab and move several body limbs in rapid succession. This is thought to provide a better experience, especially for new players. Towards the beginning of this thread, I created a "tdm_frobhold_drag_body_behavior" cvar. https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/&do=findComment&comment=487580 "tdm_frobhold_drag_body_behavior", default:"1" Which drag body behavior? 1 --- on frob key up, drop body (limb). 0 --- on second frob, drop body (limb), TDM v2.11 (and prior) behavior. That cvar was removed shortly afterwards, because it was said that it wasn't needed. With that cvar set to 0, a second frob would be required to let go of the body. Is that the behavior that you want? If so, I can add that cvar back. Also, I saw elsewhere that you want the ability to revert back to the old way. If you mean that all of the controls match TDM 2.11, that can be done with "tdm_frobhold_delay 0" and there will be a menu setting to disable it as well.
  21. We will look at some of this stuff, but SPOILER tags, please!!!
  22. This may make sense in that the performance impact of the volumetric effect can scale with how much of the effect is filling the screen. We shipped with a “performance mode” but had to setup the entities by hand to do it (so it’s not perfect). If you change the LOD detail settings to “Low” or “Lowest” this will disable certain lights, particles and such that can be very heavy to render. You can try these settings and see if you notice an improvement. If not sending us some pictures of heavy areas (with spoiler tags please) will be helpful with tuning these “performance modes” in subsequent patches. Thanks for playing!
  23. Not to be a nag, but I was thinking about the columns problem. If you go to the view source tab in the wiki article: https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod&action=edit The raw table data is accessible directly: |- !align=left|{{TDM-FM|written|Written in Stone}} |Bikerdude, Amadeus, Dragofer |{{Forumlink|https://forums.thedarkmod.com/index.php?/topic/21265-written-in-stone-beta-210-only-20220128/}} |2022-01-28 |338 |Yes |Yes |CCC 22, Elixir |City Missions |Undead, Horror Themes |- Each pipe character represents one of the columns.
  24. Terrific! The beta test thread is up: https://forums.thedarkmod.com/index.php?/topic/22238-beta-testing-the-spider-and-the-finch/
  25. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
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