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  1. Wait - What purpose does this thread serve? Is it about aesthetically pleasing screenshots in general or should they serve as some kind of inspiration? I'm afraid I don't have any background knowledge on the game you're showing. Wouldn't it be important to know what one can see in these screens here?
  2. Do we have one of these? I know we kind of have one for upcoming TDM projects, but not a general game thread. I'll start. Elden Ring:
  3. Here are my takeaways from this whole thread: Loot, paintings... I am surprised nobody mentioned the annoyance of frobbing countless useless books Issue identified. Let's try something different.
  4. Thanks, it means a lot! Yes, it could be that you've overlooked it since I didn't create a new thread for he anniversary update, but only edited the original thread.
  5. I just found this thread on ttlg listing Immersive Sims: https://www.ttlg.com/forums/showthread.php?t=151176
  6. Recently revisiting the forums after a longer period of time I wanted to check the unread content. I don't know if I am doing this wrong since.. ever... but on mobile (visiting the unread content page on my smartphone) you have to click on that tiny speech bubble to go to the most recent post in a thread. If you don't click correctly you'll hit the headline and end up at post 1 in the beginning of the thread. It's terrible on mobile, since not only the speech bubble is really small and was to miss. But also the thread headline is just millimeters away from it so you go right to the first post that was ever made instead of the most recent ones. Am I doing it wrong? I just want to go through u read content a d the to the newest post from that topic.
  7. A@datiswous Ah yeah, well sorry, I was quiet busy and only visiting discord. First time here on the forums since months now I think.. Thank you for the subtitles. I encourage everyone who is interested in using them to download it from here as I'm not sure when I'll be able to implement them myself into the mission. Again, thank you for your work.
  8. I think the new thread started from me posting about a sharp texture, I didn't understand what was causing it to be pixel-grainy, it was later clarified that lack of mipmaps can do that. I suspected it might be a common occurrence and combined that with the same happening to sharp edges. Hence me wondering if a solution to address all such artifacts can exist. Personally I think FXAA would be an improvement, but if the other devs feel it would look ugly I understand that. I don't agree the issue isn't noticeable due to darkness, I tend to notice it a lot and look for ways around it. I understand an easy solution isn't possible now, like I said the thread branched as I posted about a sharp texture error which I misunderstood as being related to (texture) AA in some form.
  9. So some clarification: This thread branched off from my post in the general devbuild thread, some of my replies didn't get moved with it... sorry again for not noticing the move in time! Here's my reply with the viewpos for that texture. I gave my take on why I think we need shader based anti-aliasing in TDM: MSAA is still very expensive despite recent improvements, even at 4x you're going to lose at best 10 to 20 of your precious FPS. Making matters worse, it addresses only sharp edges caused by geometry, MSAA can't do anything about sharpness in alpha textures... in fact even geometry around sharp areas like lamps doesn't get smoothed out properly. I proposed FXAA, TAA, SSAA, etc. In another post Stgatilov made good points on why those have their own issues. This left me wondering if we may want our own custom AA shader, fit for TDM and idTech 4's specific needs... the devs best know the answer to that question. I can only say that as a player, I definitely feel we need a cheaper and all-encompassing solution to pixel-sharp edges produced under various circumstances, don't know enough to do more myself.
  10. Perhaps you did some OS/driver update? The only other thread with same error is: https://gitlab.freedesktop.org/mesa/mesa/-/issues/8350 And it is some kind of shadere compiler bug that has been fixed. Maybe you can update or downgrade something in mesa...
  11. Is that a vanilla texture, or should I post about this on the FM thread? I think I saw it before so I presumed it's default. Didn't know mipmaps were still so important: I always thought they're intended as LOD or for progressive loading. Good to know since if I made any textures I'd have likely used tga or png, still had this stereotype that dds is a more proprietary format though it works with Gimp and even the compression modes were open-sourced at some point.
  12. Hope I'm not being too off-topic for this thread, but I was playing a lovely new FM and something I saw reminded me of another reason why I hate MSAA apart from bad performance: It doesn't even always do the job right, including (but not limited to) to fixing pixel-sharp patterns on textures. Zoomed in for a close look and to catch a good example, see at full res. Seems to be the bumpmap in this case. Possibly caused by the texture being so high-res it surpasses the screen resolution so there's no blurring any more? I set MSAA to 4x and it didn't affect it. Which makes sense since I'm sure it only handles geometry and has no concept of textures. It would further be great if we had an alternative form of AA, which weren't just cheaper than MSAA but also handled sharp pixels on textures including alpha edges alongside geometry edges: Right now I think we have no fix to that grain.
  13. Zerg Rush

    Free games

    Nice, it remember me to an old Card game from 2001, you can still download it from the Google Play Store or download the zip file with the EXE file for Windows from Archive.org (standalone, ~1Mb), its free, no ads, nice, good for a little while in between Zip file content https://archive.org/details/Ants_Mravenci https://play.google.com/store/apps/details?id=com.qetrix.mravenci&hl=en_US&pli=1
  14. OK, I guess I'm asking what spawnargs will be supported. From reading the Wiki entry on them I don't really understand how they work (but that's OK, I'm just starting to play with them). So if I decide to use them I don't want to use some feature/spawnarg that will be deprecated. The Wiki says: Which implies both 'parallel' and 'parallelSky' spawnargs are needed to create a 'parallel sky' light. Also, you suggest for 'local' parallel lights to use 'noshadows'. Does 'local' mean with 'parallel' and without 'parallelSky' spawnarg?. So I don't really understand what's actually being deprecated. Just the shadowcasting on local parallel lights? Sorry if I'm being dumb here. I have no view on whether or not they should be deprecated since I've never used them, but reading this thread it sounds like they have their uses and I should look at them.
  15. Of course, it is one of the reasons for the decline of online forums, since the advent of mobile phones. Forums on a mobile are a pain in the ass, but on the other hand, for certain things there are no real alternatives to forums, social networks cannot be with their sequential threads, where it is almost impossible to retrieve answers to a question that is asked. has done days ago. For devs for internal communication, the only thing offered is a collaborative app, such as System D (not to be confused with systemd). FOSS, free and anonymous registration, access further members only by invitation, full encrypted and private. https://www.system-d.org
  16. Ignoring is somewhat inadequate as you still see other members engaging in a discussion with the problematic user, and as Wellingtoncrab says such discussions displace all other content within that channel. Moderation is also imperfect as being unpleasant to engage with is not in itself banworthy, so there is nothing more to do if such people return to their old behaviour after a moderator had a talk with them, except live with it or move away. I'd be more willing to deal with it if it felt like there were more on-topic discussion, i.e. thoughts about recently played fan missions or mappers showcasing their progress, rather than a stream of consciousness about a meta topic that may or not have to do with TDM. I guess the forums already serve the desired purpose, or they just compartmentalise discussions better.
  17. No. You submit it to flood, who manages abandoned works, who then distributes the abandoned FMs to those who ask. This is all information that can be found in the original post of this thread
  18. Indeed, I didn't bother to read through all the pages of this thread when I stumbled onto the end. The good news is that I just contacted Aosys and he will consider finishing "One for the Gang" himself :)!
  19. ERH+ obviously noticed this thread, so one mission accomplished :)! What about Aosys? Anybody know if he is still around anywhere?
  20. I just noticed this thread for the first time. Shouldn't "One for the gang" and "Seed of lodestar" be added to this list? Both are available from the beta board and could easily be adopted.
  21. I just stumbled upon this thread (because I saw that snatcher is involved which is always exciting ) but I wonder why we would want a lamp that can not be used at the same time as a weapon? This brings back memories of the stupid Doom 3 flashlight which did the same thing just for jumpscares. So if you really want to show a visible lamp, can't the player hold it in his left hand while the right one is still free at least for blackjack, sword and to pick up items?
  22. Yeah, being able to differentiate between footsteps can be justified. Actually, now that I think about, I'm pretty sure some of Thief's alert lines even lampshaded this; pretty sure it had lines like "Is that you, Sir?" I don't think it would be a more obscure mechanic than eyepatch/hooded guards having reduced vision. Or that drunk people are less observant. Imo loud background noise muffling noises would be a very natural and perspicuous, unless you are already heavily geared towards arbitrary/abstract game rules. But you did gave me an ideas there, kudos. After thinking about it a bit more, you wouldn't have to do actually have to do any more super serious calculations, just need to be able to apply a sound loss multiplier to player generated noises within a certain area. Since ambient sounds are set up by the map's designer in static locations, so there wouldn't be any need to calculate the loudness dynamically. Locations already have 'sound_loss_mult' attribute, so you could actually use that simulate muffling, right? The issue, if I understand it correctly, is that if the zone is bigger than the s_maxdistance of your noise generator, then the player's noise will get unjustly muffled even when far away from source of the noise. Or if it's smaller, than crossing a portal will remove the cloaking. Also not sure if 'sound_loss_mult' can be adjusted on the fly. If not, then it can't be used for dynamic distractions (like turning on/off a generator), only static noises. Could be optimal for heavy rain on the streets, maybe? Hmm yeah, this could be another approach. If you can change an AI's sensory stats on the fly then you could probably script dynamic muffling. Add some location based culling to it, so the distance is only calculated while the NPC is in relevant zones, lowering the impact of the calculations?! I do kinda want to do some cooking now and see if I can come up with something fun. Hmm, actually, just had another thought. I remember seeing a recent thread about how Noisemaker arrows are kind of redundant, since broadhead arrows or throwable items can also be used to lure guards over to specific spots. So maybe this could be a smallish buff to Noisemakers: temporarily lowering the aural alertness of guards in its vicinity a tinsy bit?
  23. Ooh! We should compare notes in a few weeks. I've been trying for a while now to find tricks for re-establishing continuity between conversations. I've had some success, but nothing yet I would call satisfactory. For instance with the Adventures of Thrumm RP game, I had to start a new session because the ChatGPT client was taking on the order of 20s per token to generate its responses at the end and was crashing every 2-3 minutes. I felt like I successfully got it back into the character and in story for the new session, but it took something like 2 pages of text and over 40 minutes of work on my part. Judge for yourself how well I did: https://chat.openai.com/share/f14f77f7-2b49-497a-990a-b8ee6f405fb1 I'm envisioning an ultimate solution in the form of AI "personas" with associated memories and biographical information in a searchable database, which the chatbot can interact with through an API based on some minimal leading-prompts. Unfortunately that is still a bit beyond my depth as a engineer and AI whisperer... but I am making slow progress. Thanks! You are correct that these were each one continuous conversation (minus a few false-start branches where I submitted incomplete prompts by mistake or tried things that didn't work). I probably would not recommend going that long again. I really only did it in those examples as an experiment to see what would happen. I'd say beyond about 8 rounds of lengthy prompt-response the model's amnesia problem completely erases any benefit it gets from the extra context of the longer conversation. Plus in long conversations it sometimes develops pathologies like linguistic ticks or personality quirks. Starting new conversations periodically is a pain, but probably still best practice. It's a new feature! This is actually the first time I've used it so I'm not 100% clear how it works when you send it to someone with their own account. The controls are on the left next to the chat session title in the chat list: the icons from left to right are to change the conversation title, share the conversation, and delete the conversation. If you'd like to try adding to another person's thread, here's a false start of mine you could try it on. I'll tell you if it works. (Turns out ChatGPT is chronically bad at anagrams, so vandalize away.) https://chat.openai.com/share/8d7227ab-3905-4bf1-82a3-12be4899d48f
  24. That is just about the method I've arrived at. I started a new test story where I told it a set of rules (British spelling, use n-dashes with spaces, etc.) then told it my rough idea for a scene (I write in scenes anyway then form chapters from related scenes, so that was fine.) I then told it to create the scene but don't display it, then check it against the rules and correct it, then display it. This worked well for several scenes but I just noticed my latest scene is back in American English with an m-dash in there with no spaces. So I asked it to display rule 15 (the one about dashes) It came back with corrupted nonsense about different number rules I hadn't even invented! And it said there was no rule 15! So clearly it only remembers back a few messages. So I've decided to continue by giving it the rules every scene. That's just a matter of copy/pasting in from my text editor so not too much trouble. I will also need to start a new conversation say every 3 or 4 scenes, post all the (relevant) scenes so far, then continue. Your shared chat looks really good and an amazing length! That's all one conversation? And what is that openAI shared service? How do I access that to post and read other stuff? I didn't know it existed. It's got a button to continue the conversation. Does that mean anyone could join in that thread?
  25. I was just reading a post over on TTLG about Thirith's experience playing Sable when he realized the game played significantly more smoothly, and the movement control was less wonky, at 30 fps than 60 fps, and then I see your post explaining just that. Edit: I should have double checked the date. I didn't realize when I clicked the thread that it didn't take me to the latest page but evidently to the last point I had read up to, which was more than 2 months ago. Sorry about that. Well it's still an interesting thing to point out anyway.
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