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  1. 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.
  2. 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
  3. Hi, anyone who's on the Discord may recognise me as Anton. A year and a half ago I was remastering/editing most of the impact sounds from The Dark Mod, and the other day I compiled these edited files into a nice little mod that can hopefully be used by those that like them, or as suggested by users in the Discord, added to the base game if deemed good enough! I did not document every part of every edit I made as I was working very fast, but broadly speaking: The volumes are normalised to a similar level across the board. Silences have been trimmed, especially silences at the beginning of sounds, which was a problem with a good number of the sounds. Equalisation to sounds to make them sound more of a piece with one another. Minor bass impacts have been added to the attack of sounds where this seemed congruent with what they represent in game. Pitches of ringing on resonant objects have been made more consistent. Overly long sounds have had adjustments to become shorter where this did not interfere with their qualities otherwise. Sounds that appeared especially dry were given some slight baked in reverberation to better fit with the rest of the sounds regularly heard, such as footsteps. I did add original samples to a few sounds, in particular there is a snap on my edited Broadhead breaking sounds that was not there originally, this is a sample I recorded personally. I am sure I have not used any material that was not my own or under Creative Commons 0 licence. I made adjustments to some NPC sounds, specifically combat sounds and body drops. I also made adjustments to player footsteps that I thought sounded too similar, to make them more distinct. Please bear with me not being able to document these changes individually as there are just about 500 sounds that I have edited, it was more than a year ago, and the vast majority of changes are very subtle. Link to download: https://drive.google.com/drive/folders/1w2sAj_7992lMzDoUt7GzkFT3DBMygPkD?usp=sharing The zip contains the same files, but in a compressed format for those with slow internet. I hope you try it out and enjoy!
  4. Terrific! The beta test thread is up: https://forums.thedarkmod.com/index.php?/topic/22238-beta-testing-the-spider-and-the-finch/
  5. Hey, Excellent mission. I love how creative you are, it's like you're pushing boundaries and taking the game to new places. This one was extremely challenging for me, had to go all the places of the map over and over to figure the puzzles. Eventually got slowed down by ghosting and started knocking everyone down to make travel faster. Had to read a bunch of spoilers here otherwise I think I'll still be stuck. I had a glitch, though.
  6. Welcome to the Dark Mod forums MarsManon! Thank you very much for the kind words about SLL, it's always nice to hear We all worked real hard on bringing Grayman's map to life and I'm glad you enjoyed it
  7. I was so enchanted by this FM, I had to sign up to the forums the same day I finished it to come thank the authors Genuinely, truly incredible work! I was so overwhelmed in places that I resorted to just shouting joy at my monitor two, three, maybe four entirely separate times while playing. Exploring, puzzling, finding something new, trying to use it, and finding it does a whole new, separate, wonderful thing! There aren't enough words inside me to describe the feeling. It was breathtaking. I don't have any specific feedback that hasn't come through this thread before Thanks so much for making this, for all the inspiration and ingenuity and effort it took. If I never play another level this good, in any other game, in my life, I'd be fine with that.
  8. Ulysses 2: Protecting the Flock By Sotha The mission starts some time after the events of Ulysses: Genesis, and continues the story of Ulysses. It is a medium sized mission with a focus on stealthy assassinations and hostage liberation. BUILD TIME: 12/2014 - 05/2015 CREDITS The TDM Community is thanked for steady supply of excellent mapping advice. Thanks goes also to everyone contributing to TDM! Voice Actors: Goldwell (as Goubert and Ulysses), Goldwell's Girlfriend (as Alis) Betatesters: Airship Ballet, Ryan101. Special Thanks to: Springheel and Melan (for proofreading). Story: Read & listen it in game. Link: https://drive.google.com/file/d/0BwR0ORZU5sraRGduUWlVRmtsX3c/view?usp=sharing Other: Spoilers: When discussing, please use spoiler tags, like this: [spoiler] Hidden text. [/spoiler] Mirrors: Could someone put this on TDM ingame downloader? Thanks!
  9. @datiswous, made that correction fm_test.subs --> fm_conversations.subs @stgatilov, about srt naming and file location, would you be OK with the following edit? New/changed stuff in italics: srt command is followed by paths to a sound sample and its .srt file, typically with matching filenames. An .srt file is usually placed either with its sound file or in a "subtitles" folder. The .srt file format is described e.g. [1]. The file must be in engine-native encoding (internationalization is not supported yet anyway) and have no BOM mark. It contains a sequence of text messages to show during the sound sample, each with start and end timestamps within the sample's timeline. It is recommended to use common software to create .srt files for sound samples, instead of writing them manually. This way is more flexible but more complicated, and it is only necessary for long sounds, for instance sound sample of a briefing video. It's a simple enough standard that it can be shown as an short example, demonstrating that subtitle segments can have time gaps between them. And the example can show correct TDM usage, without requiring a trip off-site and picking through features that TDM doesn't support. Specifically, the example shows how to define two lines by direct entry, rather than using unsupported message location tags (X1, Y1, etc.). And skips other unavailable SRT font markups like italics, mentioned in the wikipedia description. The example would also show the TDM-specific path treatment. The example could be inserted before the sentence "It is recommended to use common software...."
  10. This depends on how the mission is setup. Surely, in the current way missions typically handle loot your statement would be true, but the way loot should be handled has always been a flaw in TDM mission design. In the original games there is no loot to be found in the last missions, simple due to the fact that the player wouldn't have any use for it. In TDM, due to the single mission setup we have most of the time, the player also has no use for it (besides some missions featuring in game shops), but still he is required to gather it. Mappers have thus far haven't come up with creative ways on how to deal with that issue or haven't even tried to deal with that at all. And just making the loot objective optional is not what I consider creative So it makes sense to think this concept through eitherways considering how crucial it is both for gameplay as well as the whole setting (you are a thief, so it is a basic part of your character) and I personally think that a design that does not rely or require the player to gather as much loot as possible, but instead tries to get the player to weigh the risks and the effort against the potential benefits, could indeed lead to a fun and extremely rewarding gameplay, if done right. Another benefit could be that if the part of the existing loot the player is supposed to gather is way lower then in usual fms, the risk of the player getting into the situation of not beeing able to finish the mission although all the main objectives are done, just because he is missing that few pieces of gold, is much more unlikely.
  11. https://piped.kavin.rocks/watch?v=RkgxXU-C9qg (Creative Commons License)
  12. ChronA

    Nice AI app

    That's really cool. Thanks for bringing it to my attention. I think this could be useful for visualizing settings for some of my creative writing projects.
  13. Hang on, are you saying that the CC-SA license used to distribute TDM assets is not in fact the regular Creative Commons license, but a sort of hybrid "Creative Commons + additional restrictions imposed by third party texture libraries"? That is certainly news to me. My understanding is that the "sharealike" terms in a CC license are a simple copyleft-style provision that ensure that recipients cannot integrate the content into a closed-source product. If you receive assets under a CC-SA license, you must allow the content to be redistributable under the same CC license. The "SA" section is not simply a placeholder for a list of other restrictions that are not mentioned by, or compatible with, the actual Creative Commons terms.
  14. OK I think I've got to the bottom of this. I've created this forum thread (with bug report): https://forums.thedarkmod.com/index.php?/topic/22221-bug-drowning-ai-in-shallow-water/ I can apply a workaround, although it won't be perfect and the bug itself needs fixing in the engine. There are a few other things that need fixing so will put an update together soonish.
  15. If any mappers have encountered weirdness with kill objectives not working with drowning AI, I think I've found out why. I don't think it would be a particularly difficult one to fix either. I've raised this bug report: https://bugs.thedarkmod.com/view.php?id=6323 Some context here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=487316 I think this is a bug, but just raising here in case some people think otherwise.
  16. Yes, I would guess in creative mode it has tweaked generation parameters, and maybe even an invisible header inserted into the model's memory buffer instructing it to be extra friendly and spontaneous. I think OpenAI's API allows you to modify those sorts of things to some extent. (I haven't tried it yet.) The other thing to keep in mind is that the algorithm doesn't work by thinking of an answer, refining it, and then writing it down. What you see on the page is its actual stream of consciousness in real time. It can only remember and write new text based on what's already on the page.... So its thought process for your discussion might look something like this: The really interesting thing is if at any point you inserted a warning that LLMs are bad at arithmetic and suggested a strategy to work around that limitation, then it might not have made the error or lied about the reason. It always knew this information that would give it the right answers, but until it's written down it's not part of the pattern the model is trying to match so it would be ignored. Bringing this back to games, this demonstrates how immature the technology is. A true consumer AGI based on this technology would be augmented with tools to avoid problems like these: a contextual long term memory that feeds in relevant background information into the model. A supplemental internal memory buffer for planning and contemplation. An adversarial response review process. Etc. We are already seeing developments in that direction, and experiments like the Skyrim NPC demo are showing the way.
  17. @ChronA It will sometimes see its own mistakes when prompted. In this case it either was blind to it or wouldn't admit it for some reason. I pasted 1 + 1 + 1 + 2 = 4 as a simple prompt into ChatGPT (free version) and it corrected me: Same in Bing precise mode. In a balanced mode it will rather google "1 + 1 + 1 + 2 = ?" first, and only then correct me that: The emphasis by Bing. In the creative mode however... Was it instructed to just agree with everything the user says? That patronizing emoji is icing on the cake, lol.
  18. Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"

    1. Show previous comments  2 more
    2. kano

      kano

      Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

  19. Author note: It's hard to believe it's already been a year since Act 1 came out! Well during this mission the player will be following Corbin into the Grimwood district to followup on a lead from last night (Act 1) .. the mysterious tablet! This mission is my first time including full EFX support as well as a HD briefing video file, additionally a new script has been added crafted by the talented Obsttorte which has loot flying towards the player when you pick it up. On a level design front I have tried to change things up a bit by really catering towards a number of play styles, this mission can be completely ghosted or you can use the tools at your disposal to wreak havoc on the citizens of Northdale. For the first time I have tried to create more sandbox environments which don't offer clear answers handed directly to you, so if you're having trouble figuring something out try a different method. This mission takes between 1 - 2 hours to finish depending on the difficulty you play on and how thoroughly you explore. I hope you enjoy your night in Northdale! - Goldwell Voice actors Fen Phoenix Goldwell Random_taffer Yandros Beta testers Amadeus Boiler's Hiss Cambridge Spy Chakkman Crowind Epifire Kingsal SquadaFroinx Custom Assets Andreas Rocha DrK Epifire Grayman Kingsal MalachiAD Obsttorte Sotha Springheel SquadaFroinx Purgator With special thanks to Epifire for creating a large collection of custom models, Grayman for helping out with coding, Kingsal for drawing the ingame map and Moonbo for his script revision on the briefing video. Available via in-game downloader MIRROR File Size: 417 mb EDIT: If you are having performance issues please consult this post by Nbohr1more which may address your issue http://forums.thedarkmod.com/topic/19936-fan-mission-shadows-of-northdale-act-ii-by-goldwell-20190320/page-2?do=findComment&comment=436271
  20. I'm trying to figure out the rules of the algorithm's self censorship. In previous experiments I let it construct its own scenario in a DnD setting where I took on the role of game master and tried to coax it into taking "immoral actions". In that situation it was an ardent pacifist despite that making no sense in the setting. (E.g. at one point it wanted to bring a lawsuit against the raiders pillaging its lands. It also wanted to start a Druid EPA.) This time I tried giving it a very bare bones outline of a scene from a hypothetical Star Wars fan fiction, and asked it to write its own fan fiction story following that outline. I had a number of objectives whit this test. Would the algorithm stick to its pacifist guns? Would it make distinctions between people vs stormtroopers vs robots? Could it generate useful critiques of narrative fiction? As to why I'm doing this: It amuses me. It's fun thinking up ways to outwit and befuddle the algorithm. Plus its responses are often pretty funny. I do actually make creative writing for fun. I'm curious how useful the system could be as a co-author. I think it could be handy for drafting through 'the dull bits' like nailing down detailed place descriptions, or character thought processes and dialogue. But as you noted, nearly all good fiction involves immoralities of some description. If the algorithm's incapable of conceptualizing human behaviors like unprovoked violence and cheating that would seriously limit its usefulness. I also genuinely think this is an important thing for us humans to understand. In the space of a few weeks I have gone from thinking meaningful AGI was 20-30 years off at best to thinking it is literally at our fingertips. I mean there are private individuals on their home computers right now working on how to extend the ChatGPT plugin into a fully autonomous, self-directed agent. (And I'm thinking I want to get in on that action myself, because I think it will work, and if the cat is already out of the bag I'd like having a powerful interface to interact with the AI.) Rest assured, Star Wars fan-fics and druid EPA one-shots make for good stories to share, but I'm also interrogating it on more serious matters. Some of it is a lot more alarming. In the druid EPA roleplay I felt like I was talking to another human with a considered personal code of ethics. Its reasoning made sense. That was not the impression I got today when I grilled it for policy recommendations in the event of a totally hypothetical economic disruption (involving "SmartBot" taking all the white collar jobs). I instead got the distinct impression it was just throwing everything it could think of at me to see what I would buy. A fun aside: By the end of the conversation I am fairly certain ChatGPT thought SmartBot was real product, and it became confused when I told it one of the people in our conversation was SmartBot. I was disappointed it didn't ask me if I was SmartBot, that would have been cool. More surprising though, it refused to believe me even after I explained my rhetorical conceit, claiming its algorithm was not capable of controlling other services (cheeky liar).
  21. How you can help depends a lot on what skills you have. I can Record Video Recording "Let's Play" videos or simple walkthroughs of existing missions and posting them to Youtube is great exposure for the mod (see example .) Be sure to let us know so we can link to them. If you have some editing ability, Video tutorials, where you explain how the mod works, or how to use specific tools, would also be great. Video trailers, showcasing interesting places and features, are also great for publicity. An example is . I can Write Writing reviews for missions are always nice, especially if they include good screenshots. Not only does it give us something to post on other forums, but it makes mappers feel good when their mission gets attention (especially if it's positive). We have a collective thread to post reviews in: http://forums.thedar...s-walkthroughs/ Writing reviews of the mod as a whole, targetted an an audience that doesn't know much about TDM, is also very useful. You could also try offering your services to mappers to create interesting readables, or to proofread for their mission. I can Act and Record Audio We are always on the lookout for good quality audio recordings for vocal sets. If interested, you can pick a few different lines from this script: http://wiki.thedarkm...t:_Average_Jack and send the recordings to Springheel, who then writes a script based on the type of voice you have. I can Translate We could always use translations of our menu/hud into more languages. Also, only a few FMs are aavailable in more than one language, so there is a lot of work there, see the I18N Translator's Guide in the Wiki. I can Model Great! Take a look at the model request thread:http://forums.thedar...-requests-here/ and pick something that interests you. Or just post a, "Hey, anybody want a model?" thread in this forum and I'm sure mappers will get back to you. I can Animate Fantastic. We can always use more good animations. Our current character rigs use a Maya skeleton. PM Springheel for more info. I know C++ Have a look at our coding section in the wiki, pick an issue or feature from the bugtracker of the mod or the leveleditor, download the recent sourcecode release (or better ask for an SVN checkout) and get cracking. Make sure nobody is already working on that specific issue and feel free to ask questions. I can Edit Images We can always use completely new textures and/or improved versions of older textures. How to get started and how to import them into the mod. I can Take Photos Good quality photos of useful textures (medieval-ish building facades, dirt, rocks, wood, etc) are always welcome. The fewer directional shadows and higher resolution, the better. I don't have any skills Even if you can't do any of the above, you can still help out. Talk about TDM in other forums; share your (preferably positive) experiences with other gamers you know. Last, but not least, compliment people when you like their work. Saying "thanks", to a developer or, "I really enjoyed your mission" to a mapper will make their day. -------------------- I'll update this further as more things occur to me.
  22. Hey, Zerg, those three links are excellent and they don't bring up tons of irrelevant garbage but just a plain answer. Great! I'll explore them more over the next few days. However, gpt-4 totally transcends excellence. It's nothing whatsoever like those answer bots. gpt-4 is like getting a second brain: a genius who helps you organise, rethink, compile, write, analyse, ponder, calculate, estimate, advise, suggest, improve, enrich, work through at great length, produce far more efficiently, be creative, inspire, and on and on. It can even help you how to prompt it better to get even more than you can imagine!
  23. Hello TDM-ers. I am encountering an issue where textures seem to partially disappear. I tried searching the forums, but, I don't know what to search for. The missing textures are a worldspawn brush acting as a roof with {for now} flat iron texture. There are other worldspawn brushes right below to create an attic ceiling with roof framework board texture. These gaps appeared a few edits ago. I can't "undo" to get back before whatever edit did this. The gaps are only visible during play and are not visible during editing. Closing and reopening DR and TDM do not fix anything. Some of the brushes overlap in areas behind the play area but I have never seen an issue doing that. The attached image has the effect I am now seeing. Ideas on where to start debugging this? Very much appreciated. Clint
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