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  1. Thanks for playing and the kind feedback re: the bugs: the brew tank is a new one - thanks for that. Will add it to the list for any future update. the bow: I think that's a TDM bug. I experienced it as well, but only the early days of developing the mission so I thought it had gone away, but I guess not: https://forums.thedarkmod.com/index.php?/topic/21345-210-crashes-may-be-bow-frontend-acceleration-related/ the keys on the guard: never did get to the bottom of that one as I could never reproduce it.
  2. Thanks! Hint for the safe code here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=485264 Actually, it's probably time I added these hints to the original post....
  3. I never realised Bill Gates was a member of these forums. Welcome to the community! I hope you enjoy The Dark Mod. Perhaps your Foundation could help pay for the server hosting or fund the development of some new features?
  4. OK this is a bit frustrating. I'm on version 2.11 (technically 2.11a) and not only is the inventory image for the "Map of Highborough" item black but the map itself is also black. Have I screwed up something here? EDIT: Did some debugging. I did a condump looking for issues and found this: ----- idImageManager::EndLevelLoad ----- WARNING:Couldn't load image: font [map entity: func_static_29] [model: models/map_specific/symbols/H.ase] [decl: font in <implicit file>] [image: font] WARNING:Couldn't load image: guis/assets/game_maps/map_of_icon [map entity: atdm_map_of_1] [decl: guis/assets/game_maps/map_of_icon in <implicit file>] [image: guis/assets/game_maps/map_of_icon] WARNING:Couldn't load image: guis/assets/game_maps/map_of [map entity: atdm_map_of_1] [decl: atdm:map_of in def/tdm_shopitems.def] [window: Desktop] [window: background_map] [decl: guis/assets/game_maps/map_of in <implicit file>] [image: guis/assets/game_maps/map_of] 0 purged from previous 194 kept from previous 2679 new loaded all images loaded in 6.8 seconds --------------------------------------- I opened the highex.pk4 file for examination. The game is trying to load the map images in guis/assets/game_maps, but it appears the PK4 has the actual location of guis\assets\game_maps\guis\assets\game_maps. There's a second level of directories added for some reason.
  5. Yes, I used control nets with a prompt describing the subject and style. There's also a seed number which by default is randomized, so each time you get slightly different results. When you get something that looks ok you can do some changes in editing program and then run it through img2img, again with a prompt. You can do inpainting where you mask the parts you want to alter. You can set weights that tell the program how strictly it should stick to the prompt or to the images that are used as the input. There are negative prompts too. Here are Cyberpunk concept art pieces that I converted using Stable Diffusion. It took quite a lot of work and manual editing. Original artwork by Marta Detlaff and Lea Leonowicz.
  6. I didn't want to spam this thread even more since I wasn't the one who was asked, but since you already replied: img2img does not work well for this use case as it only takes the colors of the original image as a starting point. Therefore it would either stay black & white and sketch-like or deviate significantly from the sketch in every way. Sometimes it's possible to find a balance, but it's time consuming and it doesn't always work. This probably used Control Nets, specialized addon neural nets that are trained to guide the diffusion process using specialized images like normal maps, depth maps, results of edge detection and others. And there's also a control net trained on scribbles which is what I assume Arcturus used. It still needs a text prompt, the control net functions as an added element to the standard image generation process, but it allows to extract the shapes and concepts from the sketch without also using its colors.
  7. I agree with what you're saying. My biggest problem with this ethics debate is that there seems to be a lot of insincerity and moving the goalposts by people whose argument is simply "I don't like this" hidden behind various rationalizations. Like people claiming that Stable Diffusion is a collage machine or something comparable to photobashing. Or admitting that it's not the case but claiming that it can still reproduce images that were in its training dataset (therefore violating copyright), ignoring that the one study that showed this effect was done on an old unreleased version of Stable Diffusion which suffered from overtraining because certain images were present in 100+ copies in its dataset, and even in this special situation it took about 1.7 million attempts to create one duplicity, never reproducing it on any of the versions released for public use. I also dislike how they're attacking Stable Diffusion the most - the one tool that's actually free for everyone to use and that effectively democratizes the technology. Luddites at least did not protest against the machines themselves, but against not having the ownership of the machines and the right to use it for their own gain. They're just picking an easy target. I don't believe there's any current legal reason to restrict training on public data. But there are undoubtedly going to be legal battles because some people believe that the process of training a neural network is sufficiently different from an artist learning to imitate an existing style that it warrants new legal frameworks to be created. I can see their point to some degree. While the learning process in principle is kind of similar to how a real person learns, the efficiency at which it works is so different that will undoubtedly create significant changes in society, and significant changes in society might warrant new legislature even it seems unfair. The issue is I don't see a way to do such legislature that could be realistically implemented. Accepting reality, moving forward and trying to deal with the individual consequences seems like the least bad solution at this moment.
  8. 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)
  9. 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
  10. You can try my alternative footstep sounds package which addressed the things you described together with a lot of other footstep sounds both for player and AI if you want to. https://forums.thedarkmod.com/index.php?/topic/17631-new-footstep-sounds/
  11. Mods can this moved again? @Acolytesix- can you make sure you post in the beta thread instead of this one please (this one is public, the beta thread is only for logged-in forum members): https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/
  12. sure - I would only ask that you follow the thread to make sure you don't report stuff that has already been mentioned: https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/
  13. It is correct that the portraits are AI generated, but I would stop short of saying I “made” them. While there is a method to guiding and getting results which are consistent using these ai art tools, it isn’t really an art or craft. That belongs to the artists the “training” algorithm has stolen from. Pictures of AI posed in game were used as a starting image for all of the portraits. From there it was a combination of text prompts and other images being blended together by the ai into each iteration. I am not exactly sure how many times it needed to run through, but it was a lot. I did not use images from other games to influence the result, just old oil painted portraits (such as those by Rembrandt Peele) and feeding the images back into themselves. Sometimes I would feed a siblings portrait into another result in effort to create some kind of sense familial resemblance and bring in more consistency between the portraits without completely losing their relationship with their in-game counterparts (where they had one). Hopefully this makes it feel like the individual portraits of the Leicester family members were all by the same artist. All post processing as well as the frame and canvas materials and height information were made in substance designer. It is very difficult to use technology like this and not feel conflicted about it. Were we not a very small team working on a non commercial project I would not have done it. We did obviously all really like the portraits, but probably did not expect them to be the seemingly standout thing in a mission rather crammed with new assets.
  14. heh i was thinking the same though it might just have been a glitch when writing the names are pretty similar. But for correctness it is called the dark engine and the newer version that allows us to run these beauties on win10/11 is called newdark. newdark is kinda interresting as it just suddenly popped up on a french forum some time ago by an anonymous developer with the alias le corbeau who allegedly got his hands on the original source code and started updating it for modern OS. this was the original thread i believe -> https://www.ttlg.com/forums/showthread.php?t=140085 bikerdude was on that forum to when the patch hit i noticed hehe.
  15. 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.
  16. Currently the fieldwidths are a fixed proportion of the screen width (e.g., 90%). In the example images, there is the suggestion that the fieldwidth would be adjusted for aspect ratio instead. So a fieldwidth of 90% for a 4:3 screen becomes, for a 16:9 screen (with a 0.75 reduction) a fieldwidth of 67.5%. That is, about 2/3rds of the screen.
  17. 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
  18. We will look at some of this stuff, but SPOILER tags, please!!!
  19. 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!
  20. Interesting, although I'm not sure what to make of that. One of my favorite games (The Chronicles of Riddick Assault on Dark Athena) was published by Atari, and, they don't even seem to care to keep the activation servers running much. Or remove/change the copy protection, which doesn't work at all on Windows 11. I really hope that Nightdive delivers at the end of May... I'm not one of the shit storm crowd (it's absolutely horrible on the Steam forums...), but, 7 years of development is a long time, and delaying the release obviously has become a bit of a habit, to say the least.
  21. (I apologize for the odd poll question layout. I wasn't able to add five yes-no questions, because polls are limited to three questions.) Hi everyone, I've recently been working on some patches for issues that I've read about from players on the TDM and TTLG forums — and Discord. My goal is to make it as easy as possible for players, especially new players and those who need usability/accessibility options, to find what they need in order to have a better TDM experience. I've already written the GUI and game engine code for these settings, which I've been using in my personal build. The reason for this poll and discussion is to both guide the finalization of my work and collect data to help inform the dev team. Which patches I submit depend on the outcome of this poll, discussion, and what the dev team agrees to accept. Once decided, I can coordinate with the dev team. I've attached screenshots of what the new settings menu would look like if all of the settings are accepted. Below, I have detailed each menu setting, so you can have an easier time understanding each one. Very important to keep in mind: None of these settings change TDM default behavior. They are all opt-in. If you are already happy with the behavior of 2.10, 2.11, etc. and these menu settings are accepted, nothing will change for you. Rename "Always Run" to "Run Mode" with options "None, Always, Toggle" After 2.11 was released, @i30817 requested that "toggle run" be added to the settings menu. Its cvar is already in TDM as "in_toggleRun" (same as Doom 3). I propose renaming the "Always Run" setting to "Run Mode" with options: "None", "Always", and "Toggle". None = in_alwaysRun 0; in_toggleRun 0 Always = in_alwaysRun 1; in_toggleRun 0 Toggle = in_alwaysRun 0; in_toggleRun 1 Show Blackjack Helper @Wellingtoncrab suggested that the new blackjack helper be added to the settings menu. Its cvar was added to 2.11 as "tdm_blackjack_indicate". More info: It's the new blackjack helper added to 2.11. When the game detects that the blackjack can be used for a successful hit or KO, the blackjack will rise slightly. I propose a "Yes/No" setting for this. Slider for "View: Head Bob" @ChronA requested a way to disable head bobbing, because a viewer watching him play was having severe motion sickness. Also, there was a bug in TDM that made setting the head bob in the console not stick after loading a saved game. (Even with 2.11, if a mission overrides the "tdm_player_thief.def" file and sets "pm_bobroll", "pm_bobpitch", "pm_bobup", and other cvars, it will override player preferences.) As far back as 2008, players have had trouble setting head bob. Another one from 2018. At the end of 2022, @Shadowex3 registered just to voice the need for a way to control head bob. I propose that a slider be added to adjust the amount of head bob. This would use a new "pm_headbob_mod" cvar with a value between 0.0 and 1.0 (default 1.0, no change). The "pm_headbob_mod" would be a multiplier for "pm_bobroll", "pm_bobpitch", and "pm_bobup". The advantage to this approach is that missions like Volta 2 and Hazard Pay would not need to adjust their "tdm_player_thief.def" files for head bob to work properly. And, the player can still adjust "pm_bobroll", "pm_bobpitch", and "pm_bobup" as they like. Slider for "View: Mantle Roll" This is similar to head bob for those who are sensitive to motion. Its cvar was added to 2.11 as "pm_mantle_roll_mod". A Thief player on Discord said, "2.11 will have a cvar to tune down the mantling animation at last." I propose that a slider be added for "pm_mantle_roll_mod". Auto-Search Bodies @Zaratul requested the "auto-search bodies" feature from Thief 1 & 2. Its cvar was added to 2.12 dev16783-10307 as "tdm_autosearch_bodies". I did a poll on the a Thief Discord server and roughly 20% of players there use the Thief auto-search bodies feature. I propose a menu setting for this, so that players coming from Thief 1 & 2 can easily find it.
  22. https://wiki.thedarkmod.com/index.php?title=Briefing#Controlling_Where_the_Player_Starts On the section about "Controlling Where the Player Starts" there is a download link, but it's a dead link. Does somebody have this altered mainmenu_briefing.gui ? Or otherwise, is there a mission where it's used? I thought maybe it could be added to core, to the same file, but have that section editted out by default, or make a renamed version? Same for Button Controlled Animated Briefing and Timed Flowing Briefing (although maybe without the example images), I think they should be things in core. Doesn't take up much space and then they never get lost. Edit: Testmap: https://drive.google.com/file/d/1YQQknGlVJE9TJyItE_H2KjggvrIAuhnf/view?usp=sharing (with working self-made test mainmenu_briefing.gui file) When you start normal startlocation is near sand-sack. When in last frame of briefing you klick on text, mission starts near bucket oposite of room instead. Currently only works up to TDM 2.09
  23. Above 3 items are released now, on the "Barks" thread: https://forums.thedarkmod.com/index.php?/topic/21740-english-subtitles-for-ai-barks/&do=findComment&comment=483331
  24. Instead of that, you could, in that time period, start learning your own missions and in doing so become more active on the forums, learning from others. It's also great to understand how things work in the engine, when you play. It might spoil some immersion though.. Or learn to build games with other engines, like Godot for example.
  25. Keep in mind also that mission size, and complexity have increased dramatically since the beginning. For a lot of veteran mappers, it can take over a year to get a map made and released. The last dozen missions have for the most part been pretty massive, with new textures, sounds, scripts, models etc. We seem to be long past the point of people loading up the tools, and banging out a mission in a few weeks that's very barebones. We still do see some of those, but I noticed in the beta mapper forums and on Discord, that mappers seem to make these maps, but don't release them, and instead use the knowledge gained to make something even better. Could just be bias on my part scrolling through the forums and discord server though.
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