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  1. I just read@motorsep Discovered that you are able to create a brush, then select it and right click "create light". Now you have a light that ha the radius of the former brush. Just read it on discord and thought it may be of use for some people in the forums here too.
  2. I just found this thread on ttlg listing Immersive Sims: https://www.ttlg.com/forums/showthread.php?t=151176
  3. I think it will be the same as with ready made assets and textures, the only diference is that are you which create it with the help of AI, describe the texture or asset you need and the AI creates it. Anyway you can take a look to other tools you may need among over 3000 existing AI tools. There is life outside of GPT 4 https://www.futurepedia.io/?pricing=Free
  4. I think there are also some nice AI apps which maybe usefull for TDM, like these to create 3D game assets and textures for free. https://www.meshy.ai https://pixela.ai https://www.polyhive.ai among others
  5. 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.
  6. 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.
  7. As other users have pointed out it's at least as much if not more an art "problem" as it is a technology one. While I could definitely see mipmaps helping, as I have mentioned I am not aware of any normal maps in core assets which are compressed and leverage mipmaps. I think it comes down to the overall intensity and then the frequency of detail in the normal map relative to the scale of the texture and lighting in the scene. The art of the game was made to suit the technology of the game. This means the intensity of the normal maps in many stock assets are tuned to present detail from small often transient dynamic lights and they do not hold up as well under these kinds of lighting conditions or when used outside of their intended texture scale. This one is probably intended to be a large stone floor which is probably lit by a torch instead of small platforms lit by giant spotlights. This was within our power to "fix", but we didn't consider it a priority admittedly in the context of all the work to be done to finish and release the mission.
  8. Mostly volumetric lighting, other updated assets are not in this screenshot.
  9. 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
  10. 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.
  11. First of all, ChatGPT , independent of the version, is a language model to be able to interact with the user, imitating being intelligent. It has a knowledge base that dates back to 2021 and adds what users contribute in their chats. This means, first of all, that it is not valid if you are looking for correct answers, since if it does not find the answer in its base, it has a tendency to invent it with approximations or directly with false or obsolete answers. With this, the future will not change, it will occur with AI of a different nature, on the one hand with search engines with AI, since they have access to information in real time, without needing such complex language models and for this reason, they will gradually search engines are going to add AI, not only Bing or Google, but before these there was Andisearch, like the first of all, Perplexity.ai, Phind.com and You.com. Soon there will also be DuckDuckGoAI. On the other hand, generative AI to create images videos and even aplications, music and other, like game assets or 3D models., The risk with AI came up with Auto GPT, initially a tool that seemed useful, but it can be highly dangerous, since on the one hand it has full access to the network and on the other hand it is capable of learning on its own initiative to carry out tasks that are introduced as if it were a Text2Image app out there, what was demonstrated with ChaosGPT, the result of an order introduced in Auto GPT to destroy humanity, which it immediately began to develop with extraordinary efficiency, first trying to access the missile silos nuclear weapons and to fail, luckily, trying to get followers on Twitter with a fake account that he created and where he got more than 6000 followers, hiding later, realizing the danger that can be blocked or deactivated on the network. Currently nothing is known about it, but it is still a danger not exactly to be ruled out, it can really become Skynet. AI is going to change the future, but not ChatGPT which isnt more than a nice toy.
  12. TDM Modpack v3.3 (Maintenance Update) While trying to improve the Loot / Stealth combo I made a mistake and introduced a bug in the last release: Loot count does not update in real time when the loot inventory item is selected. Since this is an annoying bug it has been fixed in Maintenance Update v3.3. Apologies for the inconvenience. ---------------------------------- I take the opportunity to include some minor, experimental additions. If these additions are well received they will stay, otherwise they will be removed in the next major version of the Modpack. 1) A revamped and extended "Mission Complete" theme. I decreased the pitch of the original audio not to sound too loud and triumphant and then I extended the length to include an accompanying drum beat during the aftermath. I want players to get the feel that "the adventure continues" rather than a peaceful "game over" so I opted for an uneasy beat. You can listen to it by going inside the pk4 to sound/meta/game/mission_complete.ogg 2) Semi-transparent backgrounds for the in-game Inventory grid and Objectives screen. I am not sure what the best solution is but I always wanted these screen to have some depth. I applied a 30% transparency to: dds/guis/assets/mainmenu/invgrid_parchment_backdrop.dds dds/guis/assets/objectives/parchment_ingame.dds The download can be found in the opening post. Let us know your thoughts. Cheers!
  13. I don't recall a system for noise masking. It sounds like it'd be a good idea, but when you get into the details you realize it'd be complicated to implement. It's not only noise that that goes into it, I think. E.g., a high register can cut through even a loud but low register rumble. And it's not like the .wav file even has data on the register of what it's playing. So either you have to add meta-data (which is insane), or you have to have a system to literally check pitch on the .wav data and paramaterize it in time to know when it's going to cut through what other parameters from other sounds. For that matter, it doesn't even have the data on the loudness either, so you'd have to get that off the file too and time the peaks with the "simultaneous" moment at arbitrary places in every other sound file correctly. And then position is going to matter independently for each AI. So it's not like you can have one computation that works the same for all AI. You'd have to compute the masking level for each one, and then you get into the expense you're mentioning. I know there was a long discussion about it in the internal forums, and probably on the public subforums too, but it's been so long ago now I can't even remember the gist of them. Anyway the main issue is I don't know if you'll find a champion that wants to work on it. But if you're really curious to see how it might work, you could always try your hand at coding & implementing it. Nothing beats a good demo to test an idea in action. And there's no better way to learn how to code than a little project like that. I always encourage people to try to implement an idea they have, whether or not it may be a good idea, just because it shows the power of an open source game. We fans can try anything we want and see if it works!
  14. If my ears don't deceive me, the narrator's voice. By the way, I don't have a horse in this race, and don't want to hold a discussion about it, but, how do you keep it? Let's say there is a mission planned and multiple parties are involved. The mission is on hold for years, due to people formerly involved in the mission don't work on it anymore, have gone inactive, or else. Someone chooses to pick up on it, and continues to work on it. Will he be free to do what he wants with the mission, granted the people originally onvolved are OK with it? Do you expect to be credited when the mission is done? Do you see your work or art as closed source, unless someone asks for permission to use it? I always thought, with the mod being open source, and so many openly available contributions to the assets, it would more or less mean that people are also allowed to work and pick up on old, discontinued missions, and don't have to ask for everything. Maybe I'm naive in thinking that.
  15. I'm using the version from kcghost. I just tested and I can't see any difference inside the inventory. On the stats itself it doesn't show the different loot types (still seen in the inventory), but instead gives more info on stealth score. Edit: I see Dragofer made an updated version of his script. I have to check that out. Edit2: That version works: https://forums.thedarkmod.com/applications/core/interface/file/attachment.php?id=21272&key=02755164a3bed10498683771fe9a0453
  16. I looked but didn't see this video posted in these forums. It's pretty cool.
  17. It wasn't a "sacrifice", it was a deliberate decision. People wanted the game to be as close as possible to the original, including pixelated graphics. If you ask me, the former version based on the Unity engine looked and felt better. But, hey... I guess I'm not the right person to judge that, as I never played the original, and always found that the art style of System Shock 2 is much better anyway. This also illustrates the issue with community funded games: Too many cooks spoil the broth. In game design, you need freedom, not thousands of people who want you to do this and this and that. Just take a look at the Steam forums and see how all those wimps complain again about everything. Hopeless.
  18. 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.
  19. What I understood is that the idea of TDM was born from that it was unclear if T3 would get a level editor at the time. Source: https://web.archive.org/web/20050218173856/http://evilavatar.com/forums/showthread.php?t=268
  20. There is an asset rip hosted on the contest page for people to pull TDS assets like textures and sounds into TDP/T2 specifically that we are not eligible to use. Honestly the same “thorny copyright issues” apply when you’re taking any copyrighted assets from a game and repurposing them - there is no exception I am aware that applies simply because TDS and TDP are part of the same series of games. I am not so sure this makes them more “ok” to use in a T2 vs a TDM mission in the strictest sense of the word - neither of these would have been permitted by the copyright holder. Practice is pretty common in thief to reuse assets from older games, redistribute assets acquired under licenses which don't technically permit this, etc where as yeah I don't think anything is going to get hosted on the TDM mission database that knowingly uses these types of assets without permission. This isn't a criticism of the broader fm community btw - it is just different in this regard.
  21. IIUC it is for the original trilogy. It might be technically possible to convert the assets for TDM use but, because TDM does not take place in the Thief universe, there'd be thorny copyright issues in doing that.
  22. Almost can't believe that's TDM, only recognized a few of the assets. So amazing, can't wait for this to be out!
  23. This one is really essential: https://www.ttlg.com/forums/showthread.php?t=138607 Should work fine with the GOG version.
  24. Perplexity.ai say Based on the search results, it seems that .kkrieger is a first-person shooter game created by a German demogroup called .theprodukkt. The game won first place in the 96k game competition at Breakpoint in April 2004. The game's size is only 97,280 bytes, which is much smaller compared to most popular first-person shooters that fill one or more CDs or DVDs, which may be over 7000 times .kkrieger's size [2]. The developer team achieved this small size by exploiting the Direct3D API and DLLs of the Windows operating system. As a result, .kkrieger can only run on Windows. It is essentially a demo showing how far the capabilities of Direct3D can be pushed with an absolute minimum amount of code [8]. Here are some technical details about how .kkrieger is created based on [13]: .kkrieger makes extensive use of procedural generation methods. Textures are stored via their creation history instead of a per-pixel basis, thus only requiring the history data and the generator code to be compiled into the executable, producing a relatively small file size. Meshes are created from basic solids such as boxes and cylinders, which are then deformed to achieve the desired shape - essentially a special way of box modeling. These two generation processes explain the extensive loading time of the game - all assets of the gameplay are reproduced during the loading phase. The game music and sounds are produced by a multifunctional synthesizer called V2, which is fed a continuous stream of MIDI data. The synthesizer then produces the music in real time. If you are interested in downloading and playing .kkrieger, you can find it on GitHub [0]. If you want to install it using Chocolatey, you can use the following command: $packageArgs = @{ packageName = "$env:chocolateyPackageName" url = 'https://files.scene.org/get/parties/2004/breakpoint04/96kgame/kkrieger-beta.zip' UnzipLocation = "$(Split-Path -Parent $MyInvocation.MyCommand.Definition)" checksum = '0de0b9abafd78cf7f57fb264c7136ace52b2653f5c675574d0f10eda0a654c9f' checksumType = 'sha256' } Install-ChocolateyZipPackage @packageArgs https://github.com/ZlayerHunter/kkrieger-script/blob/master/kkrieger.py
  25. https://www.ttlg.com/forums/showthread.php?t=152224 There is a new mapping contest over on TTLG for the Thief: Deadly Shadows 20th Anniversary and the organizers were kind enough to include The Dark Mod along with all of the Thief games as an options for making a mission to submit as an entry. The deadline is a year from yesterday and the rules are pretty open. I recommend going to the original thread for the details but I will summarize here: Rules: - The mission(s) can be for Thief 1, Thief 2, Deadly Shadows or The Dark Mod. - Collaborations are allowed. - Contestants can use any custom resource they want, though TDM cannot use the Deadly Shadows resource pack. - Contestants can submit more than one mission. - Contestants can enter anonymously. - The mission(s) can be of any size. Using prefabs is allowed but the idea is this is a new mission and starting from an abandoned map or importing large areas from other maps is not allowed. Naturally this is on the honor system as we have no way of validating. Mission themes and contents: There is no requirement from a theme or story viewpoint, however contestants might consider that many players may expect or prefer missions to be celebratory of Thief: Deadly Shadows in this respect: castles, manors, museums, ruins inhabited by Pagans and the like, with a balance of magic versus technology. This is entirely up to the authors, though, to follow or not - it is just mentioned here as an FYI and, while individual voters may of course choose to vote higher or lower based on this on their own, it will not be a criteria used explicitly in voting or scoring. Deadline: May 25th, 2024 at 23:59 Pacific Time. See the TTLG thread for details on submissions and the voting process. Provided I can make the deadline I hope to participate. It would be nice to see the entire community do something together, and expressing our complicated relationship with this divisive game seems as good a pretext as any.
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