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  1. I am going to sort-of reveal that this is loosely like the nature of my upcoming mission. I noted it here when JackFarmer asked about things that are coming along in this post: https://forums.thedarkmod.com/index.php?/profile/37993-jackfarmer/&status=3943&type=status It too is a builder church. The player is requested by a hopefully famous character in another mission to handle some business that is affecting the congregation. I am looking to invoke some info and history laid down in other missions as a hook story.
  2. I created the page: https://wiki.thedarkmod.com/index.php?title=Lightgem In the source I placed the following text: <!-- Page text made by forum user Fiver: https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/&do=findComment&comment=491145 --> Personally I think the page isn't really necessary because the info is already present under HUD.
  3. Doom Eternal / id Tech 7 Here's new footage of Doom Eternal in Nightmare mode Doom Eternal can do 1000 fps if you've got the hardware for it Blur Busters Law: The Amazing Journey To Future 1000Hz Displays
  4. In the first post of the other topic Geep proposed: Then Stgatilov's answer: But I think applying subtitles in different languages shouldn't be too hard I would think, but I don't know how the current translation system works. The engine should apply the correct subtitles based on the applied language setting, this doesn't need a whole new language system I think. Not sure who's going to write those subtitles though. I can only do Dutch and English and nobody needs Dutch I think. I suggest further discussion of this to take place in topic https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/
  5. Creating a new thread for this as it was being discussed in an old beta-testing thread starting here: https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/&do=findComment&comment=490751 I suppose the main questions are: when should this spawnarg be used, if at all? why was it introduced in the first place? Can we get it documented properly on the Wiki so misuse isn't propagated? @stgatilov @Dragofer
  6. Nort

    Play to Earn

    I've heard a lot of talk about this new concept of "Play to Earn" during the recent months, and I just don't get what it is. People have been selling in-game content for online games, for many, many years. People are saying that games must be played to have fun, but I'm in full disagreement with that. I largely play games for educational value and skill challenge, and I genuinely hate fun. Why can't we not have fun? If people want to treat something virtual like it's a dayjob, then why not? Are you afraid that every game will be like that, and that there won't be any fun alternatives to that? Come on. Even if all large game companies went Play to Earn today, there would still be countless indie developers who wouldn't. I hear that cryptocurrency is bad for the environment because of how much energy it takes to validate it, so why not just sell and buy for regular money instead, like it's always been done? The cryptocurrency market seems to be crashing now anyway, so it's obviously not a stable currency. It doesn't take some NFT tech, to keep a simple server-side transaction receipt, or a validation code. You don't need to validate game content like it's gold bars you've purchased. ...so I don't get the sudden resistance against this, and the treatment of virtual economies like it's a new concept. It doesn't need to involve NFT:s at all. Is it just some weird "fun" revolution, where gamers are trying to enforce "fun" in games? I feel like I'm missing an "outrage train" here, and maybe that's ultimately for the best.
  7. Ehm, it's not so easy. It is true that part of the script referring to the UI is proprietary licensed, but fully auditable and even modifiable by the user, they even teach how to do it (of course at your own risk). There were internal debates about this topic and why they don't release this 5% of the code. The reasons are very clear when looking at the current browser market, 80% monopolized by Chrome and Edge, apart from endless forks of all kinds based on Chromium. Vivaldi is a small cooperative with a small market share, but with absolutely unique features, based on this protected little part of the script that everyone tries to imitate, early Chrome and Edge, albeit with poor results. If Vivaldi releases this code, the result would be the end of Vivaldi, a Chrome that monopolizes these functions and ends up completely dominating the market, with no one to shadow it. FOSS is a good thing, allowing to share and collaborate in the development of new software, which is the main task of this system, but in the case of Browsers, where there are already more than 100 forks of all kinds of Blink mainly, Whether it is a FOSS product or not becomes secondary, all of them can create and share development with the base that is 100% FOSS, mainly in the way of removing the influence of Google and MS from this base, Provide Google with the possibility of making these modifications their own will be the end for others, handing over the market to Google. The ethics of the company has nothing to do with this, it is expressed in the ethics it has with the user and this has nothing to do with whether it is FOSS or not. See the example with Firefox, it's 100% FOSS and its poor user ethic with things Vivaldi would never do. In the 7 Jears I used this Browser Ive seen the Devs even working and releasing patches in Sundays to fix small bugs. They work on base of most voted feature requests of the user, offering, apart from the browser a free mail account and a blog for private use, apart a Mastodon instance included in the account and full user support with the team members active in the community forum, even with Jon von Tetzchner itself as often as he can, if he isn't occupied with conferences from EEUU to Japan because of Security and privacy themes, promoting EU tech in Belgium in collaboration with europena Tech centers.
  8. Thanks for the Vicuna link. I need to do more research on open source chatbot solutions. I have a couple of projects in the works that would benefit from a home grown language model, plus it would be good experience. Seeing what others have done with modest resources is good inspiration. Also I must admit I was wrong earlier in this thread about open source not being able to compete with big tech. It did not occur to me that big industrial model builders would be incentivized to gift their own models into the public domain in order to gain mind share with open source ecosystems that can out-innovate them on the application side. The upside for them is that they can effectively crowd source the R&D to turn their fancy tech demo into actually valuable products for the open market and for their own internal consumption. Google at least is taking that concept seriously. Lastly: The results of a couple of gpt-4s attempts are fascinating to me... I got some really interesting failure points, including a rare pattern hypnosis where it fell into a meaningless cycle of iterative modulus calculations. But I doubt you guys want to read 4 pages of that, so here's the beginning and the end. Note for anyone wondering what is going on, the root mistake is a heuristic error humans also make: assuming no one would ask a stupid question. Thus the pattern recognitions assumes we want the complex systematic solution for the closest hard problem... which is what it gives above. Moreover because the question is so minimal it actually half asses its answer here: ignoring the fact that it already knows next Easter falls on March 31, 2024 from reading online calendars! What's more, it has more than enough information in its memory to attempt the computus calculation (albeit unsuccessfully in every attempt I saw). Once again we see that context is king for LLMs. In fact we can even break it out of the faulty heuristic with a small change to the prompt:
  9. Hello! Tracking down information on software and plug-ins that work with D3 / TDM can be a tough. So I have created a thread here where people can post what software/ plug-ins/ tutorials or other references they've had success or failure with in TDM. 3DS MAX 2013 64bit .ase - Default .ASE model exporter works. However you have to open the .ase file in text edit and manual change the *BITMAP line on each material to read something like: "//base/textures/common/collision" which allows the engine to read the correct material path. md5.mesh / animation - Beserker's md5 exporter/importers for 3dsmax. http://www.katsbits.com/tools, Importing and exporting works. The model must be textured, UV'd, with a skin modifier attached to the bones to export. PM me (Kingsal) for help with this. Imported models using the script will not be weighted appropriately, so this is not recommended if you are simply trying to edit existing tdm content. (Use blender instead) MAYA 2011 32bit md5.mesh - So far I've not had any luck with Maya 2011. I am using Greebo's MayaImportx86 for Maya 2011. I've got the importer working however I get a "Unexpected Internal Failure(kFailure)" and the import fails. This could be due to something finicky in Maya that I am not doing correctly. Will keep trying.. Blender 2.7 about - Blender is commonly used and pretty well supported on the forums/ wiki. Various versions may work as well - https://www.blender.org/download/ md5.mesh / animation Blender MD5 importer/exporter (io_scene_md5.zip): https://sourceforge.net/projects/blenderbitsbobs/files/ Sotha's guide Blender Male/ Female rigs by Arcturus - Here Edit by Dragofer: more links found in this post.
  10. There's a group of players who have meticulously tested and adjusted ghosting rules for The Dark Mod. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Why alienate an established group of dedicated players?
  11. i used to strolling around the r/privacy subreddit from 2018 til 2021 and i still remember the recommendation on file sharing providers & techniques i received from many folks on that sub. Some folks on HN YCombinator forum shared the similar opinion as well . Someone on that sub suggested me to encrypt the file with cryptomator or boxcryptor beforehand and then upload it to google drive,onedrive, dropbox,etc(if you decided to use tech giant's file sharing provider) and the other suggested me to use cloud storage provider like private nextcloud, nextcloud disroot, wormhole app , onionshare, send(dot)tresorit(dot)com or go self host your cloud provider. I'd say that sub and forum is great for privacy minded person. I used to have extreme paranoia when it comes to privacy but i am quite lax now Bear in mind that those providers don't have official support/integration for shareX
  12. Ambient atmospheres are in my opinion one of the best parts of the Dark Mod experience, not just for getting a mission to have the right feel but also for inspiration and to have them playing in the background when creating maps. The more the merrier, so here's a thread to collect all the links to ambient music and environmental sounds that could have a spot in TDM's setting. Ambients from the TDM forums Gast's Eerie Lullabies Magnanimous Merry's Miscellanea Orbweaver's Dark Ambients Spadey's Ambients Radioteque's Ambients Kyyrma's Composing Ambient Tracks for Dummies - Kyyrma shows how ambient soundtracks can be made from a set of sounds. Also contains some of his finished ambients. Request for more interior sounds - this thread is a very productive community session where members came up with a large and good selection of new ambients. Uncle Peti's Sound Den Dragofer's Ambients - post #6 in this thread SeriousToni's Ambients - posts #8, 12, 15 and 19 in this thread Ambients from the TTLG forums Custom resources list Gigagooga's Ambients 1 - possibly the largest pack of ambient musics and nature sounds, all of them high quality. Gigagooga's Ambients 2 - this pack puts more weight on shorter swells/hits/pads to be layered on top of a subtle ambient. Gigagooga's Ambients 3 Yandros' ambient loop Sephy's Ambients - a large collection of ambient pieces, including many shorter ones which will be valuable for anyone wanting to try a layered ambience approach like in the Thief OMs and Full Moon Fever. Internet databases www.freesound.org - some of the better composers in my opinion are ERH and BrandonNyte. www.purple-planet.com - a large selection of all kinds of ambient and musical soundtracks to be used freely. www.darkwinter.com - an internet label that publishes a lot of dark ambient music under a Creative Commons license. www.endlessascent.com - sister website of Darkwinter for non-dark ambients. Youtube Asatru Dark - also has very nice reference images for outdoor stone memorials, statue arrangements etc. #4 Void by Raffaele du Marteau & #6 Dreaming of Nowhere by Raffaele du Marteau - possibly the most forlorn pieces I've found on the internet. Alacazam - a prolific Creative Commons ambients composer . Cryo Chamber - for-profit label for dark ambient music with a large selection on offer. Going by their Youtube comments they're fine with people using their soundtracks for games etc., although you'd probably need to buy the soundtracks first. Dark Ambient Mixed Session - as much ambient as something to have in the background while mapping.
  13. I've been using Stable Diffusion a lot recently. Something you have to note is the current way to use it, you should expect to make 20~30 versions. One of them is going to be awesome. The other thing is that you often have to re-do wonky parts, which most of these systems are starting to do. I mean maybe 60% of it will be right on, so you keep that and fix up the wonky bits until they fit. So you're not getting perfection on the first run. You're iterating the same image in bits in pieces, each block taking 20 iterations or so. Someone was saying it before .... hands, feet, legs, eyes, will look a little wonky. So you just drag a box over it and start iterating, and eventually it will get it right. By the end of that you're going to start getting close to perfection. We have the tech for that already now. It may take a little time, but you can get perfection with what we have now if you block iterate it enough. And the final thing is, look at what Dall-E was making just 1~2 years ago. It was trash, and what we have now is lightyears already beyond it. In another 3~5 years I think it'll meet the hype, and every thing churning out of it will be photo real or whatever you're looking for, and then some. I don't think it'll take that long to get there just looking at the differential slope of the progress we're seeing right where we are now. I think of it like chess engines. There was that period where people were wondering if it'd beat humans, and then it did, and then it just kept going without looking backwards until at this point the entire chess world looks like it's going to run into a crisis of conscience because the game is out of human hands now. There's every reason to expect imaging software is going to do the same thing in short order. For gaming, e.g., I'm making a card game, and this is helping me make the background and card images. Again it's taking like 20~30 iterations, and then I have to fix a few things by hand, but I can churn out a half dozen really good looking cards in a day where I wouldn't have been able to make a single one before. But like I said, I expect in 5 years I won't even need many iterations or the hand-fixing... I think the fixing will be automated well enough. Oh another thing is, because it's still diffusion over a data set, the big limits are users not understanding the ontology embedded in the set. If you figure out good search terms, you can get what you want much better. Another thing I think will improve in the future isn't only the tech, but the search terms and other UI elements will work much better to make the system give you quality work that you want, by improving the data set, but also you can have a second-order of AI that parses text inputs into a form that works with the data set. I think that's part of the next generation of AI that's going to make it start much better delivering to us on a human level. I mean I think the tech is already there now in principle. Now it's a matter of making the tech work for humans, and that'll be the next big revolution coming soon.
  14. Looking at the code, the originals were "pm_mantle_pull 750" and "pm_mantle_pullFast 450". The new "pm_mantle_pull" value is "400". A "pm_mantle_pullFast" value of "450" would be slower than regular pull, not faster. With both being set to "400", they are at least similar. Other than that, it's subjective and the feedback from playtesters was positive. Also, referenced internally here: https://forums.thedarkmod.com/index.php?/topic/22256-movementcontrols-settings-in-main-menu/&do=findComment&comment=489158
  15. DarkRadiant 3.8.0 is ready for download. What's new: Feature: Support new frob-related material keywords Improvement: Mission selection list in Game setup is not alphabetically sorted Improvement: Better distinction between inherited and regular spawnargs Improvement: Silence sound shader button Improvement: Add Reload Definitions button to Model Chooser Fixed: Model Selector widgets are cut off and flicker constantly on Linux Fixed: DarkRadiant will not start without Dark Mod plugins Fixed: GenericEntityNode not calculating the direction correctly with "editor_rotatable" Fixed: RenderableArrow not drawing the tip correctly for arbitrary rotations Fixed: Light Inspector crashes on Linux Fixed: Models glitch out when filtering then showing them Fixed: Skin Editor: models not centered well in preview Fixed: "Copy Resource Path" includes top level folders Fixed: Skin Editor: internal test skins are shown if Material Editor was open previously Fixed: Changing Game/Project doesn't update loaded assets correctly Fixed: Model Chooser: initially hidden materials aren't revealed when enabling them Fixed: Choosing AI entity class 'atdm:townsfolk_commoner_update' causes crash Fixed: Sporadic assertion failure on shutdown due to LocalBitmapArtProvider destruction Fixed: Prefab Selector spams infinite error dialogs on Linux Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.8.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
  16. That sort of tone doesn't fly in our forums.
  17. I would use this massive list for any fan missions, it includes campaigns too: https://www.ttlg.com/forums/showthread.php?t=148090 There are a lot of Fan Missions for the picking, I myself go for the lesser known ones and the short variety, because sometimes they hide a gem or two. Just like jaxa, I'm a bit outdated after the temporal retirement, but I do remember some amazing campaigns like "The Black Frog". If you intend to play The Black Frog, you should play the first two of the L'Arsene series missions, it's how I did it myself. Also, yes, L'Arsene are a fantastic series. The first mission of L'Arsene is a "rough draft", author was a bit new to Thief level making, but still great either way, after the 3rd you will see how his skill increased by a massive amount.
  18. Unfortunately, TDM forum deletes the separator between the numbers. So I have to guess where one number ends and the next starts Also, user can rename screenshot manually, or push it through something that would rename it automatically. Thenwe won't see coordinates on screenshot address on forums.
  19. tdm_show_viewpos cvar and screenshot_viewpos command: https://forums.thedarkmod.com/index.php?/topic/22310-212-viewpos-on-player-hud-and-screenshots/
  20. VA would be a great panel tech for dark games like The Dark Mod as well, if there wouldn't be the drawback of the slow pixel reaction times, especially in dark scenes (which leads to ugly smearing with moving objects). Unfortunately, it is not even guaranteed with more premium models, as far as I've always read. The only decent monitor in that regard that I've seen is the Samsung Odyssey G7. It's curved though, and that's another issue with VA monitors: They're mostly curved. Again, I think, for now, IPS is the best compromise, if you can get a panel with good contrast ratio, and happen to be lucky with a low amount of IPS glow in your specific model. I also think IPS is the most versatile, because, apart from being decent for gaming, it's also good for image or video editing, if you get one with good colour space coverage. For the future, OLED is surely the way to go, if they go for a cheaper price. That said, burn in still seems to be an issue with OLEDs. As @Xolvix wrote, all panel techs have their pros and cons.
  21. Relax @Näkki, it's great to hear you enjoyed the game. My personal expectations were just a bit different when I read the Steam page, although the various trailers should have been a warning that stealth maybe wasn't the biggest priority of the devs. From the Steam page: "Weird west legends meet eldritch horror in BLOOD WEST, an immersive stealth FPS." Also "Blood West is a stealth FPS inspired by the genre classics such as the Thief series (whose fans will be happy to hear the voice of Stephen Russell, the actor voicing the master-thief Garrett, returning here as the protagonist), S.T.A.L.K.E.R. games, or - from the contemporary catalog - Hunt: Showdown. The gameplay rewards the careful approach: scouting the area, stalking your enemies, and striking from the shadows. Can you figure out a way to clear a fort full of ghouls and monsters without raising an alarm?" From my personal experience I think the game is predominantly Hunt: Showdown, a bit of S.T.A.L.K.E.R. and a very small portion Thief. Stealth is very unforgiving and makes it almost impossible early game when there are various enemies around, but hey maybe I just suck at it. I don't see Deus Ex in it, unless the skill leveling is the Deus Ex part for you and then I have to disagree with you, as that seems like the trait system in Hunt: Showdown. Edit: What I also understood from the Steam forums is that the original VA was dropped close before the release of the full version and replaced by Russell with no real explanation from the devs why this was done.
  22. Bit late because I've already bought the display, but yeah I'm aware of those OLED monitors as well. Unfortunately I'm not willing to pay for the expense and from what I've seen, almost all display tech have some sort of drawbacks. It's all in comparison to a 2010 TN panel though - everything is better at this point.
  23. What I would want from a new Thief game: Appropriate the Darks Souls (and Metroid Prime etc) free-roaming world design formula. I.e. make the entire game a single interconnected environment, with many diversely themed areas that densely link up to each other in interesting ways. This should not be a stretch for Thief because its already the gold standard for how we design individual mansion and city missions. (It doesn't need to be gigantic though. Think how awesome Iris was.) A new city with new cultural inspirations. This is one reason I think Dishonored feels like a worthy spiritual successor despite dropping the ball somewhat on gameplay. An Arabian knights tinged Bagdad/Cairo like setting would be interesting to skulk in, or a city with shades of 19th century Hong Kong/Shanghai. A new main character who is not a Garrett reboot. If anything our new MC should be a thematic foil to good old Garrett: someone in a similar situation but for different reasons, with a different outlook and character arc. Thief 2X did this well. For instance I would be fine with the MC being a young acolyte of a new Keeper order started by Garrett after Thief 3, but don't have him/her leave to become a thief out of hubristic pride. Have them turn thief out of desperation, post some disaster or failure. Make it something they are distressed over, then over time grow to appreciate the monomythic import of being "The Thief" in the Thief-verse. New factions for a new story and MC. While Hammers, Pagans, Keepers, town guards, and crime lords, were cool and thematic for Garrett's story. Our MC should have their own friends and foes. Maybe the city ruling families are a bunch of ancient mage clans. Some are austere isolationists with ties to organized crime, others internationally minded reformers who are embracing the City's steam punk tech. Maybe instead of pagans the new city has a cults of ancestor worshiping necromancers. Maybe the new Keepers are a dysfunctional confederation of ego driven lunatics and schemers, suffering from the neglect of an absentee leader who only seems to care about balance. It's still a detective story at heart. All the good Thief games are about slowly and sometimes incidentally figuring out who is the big bad and how your sneaky skills can stop them. That should not change. Maybe incorporate some light immersive survival elements, perhaps in the mold of Pathologic, but probably less oppressive. E.g. have the MC need to steal so s/he actually has money to buy food and pay rent on someplace to sleep during the day. Otherwise hit them with penalties. I would be fine with MC getting some supernatural movement tech like the Thief 4 Swoop or Dishonored Blink, but it should be late game only (unless the player sequence breaks, which would be a super cool option).
  24. 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
  25. It's a new tool that makes it possible to rapidly produce high quality new assets that would not have been practical to acquire any other way until now. Of course it's exciting in the same way any tech demonstrator FM is exciting. I think you guys should be really proud for being our trail blazers. (Warning: topic-tangential tech rant below) That aside, the mission sounds fantastic. I'm looking forward to playing it soon.
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