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  1. Hi guys, through the "cheats" topic I got the idea, that it would be quite useful, if there were tags for missions (the post was about removing the killing restriction in some missions to suit the prefered play style). I don't know how easy or difficult this is, but with them, it would be quite convenient to pick missions with playstyles, environment, etc one does want to use. This could also be expanded to other mission properties. I remember a discussion about climbable drains, handles on doors, that cannot be picked and other things the map author chooses for himself. That way these things would be clearer and as I said before, it is easier to choose missions with playstyles that suit oneself. What do think?
  2. id Studio did a poor job in defining its categorization of variable nomenclature, so in subsequent documentation and discussions there are divergent views (or just slop). In my series, I had to choose something, and went with what I thought would be clearest for the GUI programmer: Properties, which are either Registers (like true variables) Non-registers (like tags) User Variables (also true variables) I see that your view is more along these lines (which perhaps reflects C++ internals?): Flags (like my non-registers) Properties, which are either Built-in (like my registers) Custom (like user Variables) Also, elsewhere, you refer to "registers" as temporaries. I am willing to consider that there could be temporary registers during expression evaluation, but by my interpretation those would be in addition to named property registers. I'm not sure where to go next with this particular aspect, but at least can state it.
  3. can somebody fix the mainpage of our site? http://forums.thedarkmod.com/topic/19469-new-layout-error/

    1. nbohr1more
    2. Springheel

      Springheel

      It's under construction at the moment.

       

  4. Experimenting with TDM on Steam Link on Android. see topic http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/

    1. freyk

      freyk

      Did the TDM team removed D3's internal Joypad feature? (tdm works only with systemkey binders for joysicks)

    2. freyk

      freyk

      Thanks to shadrach, i got my joypad working in TDM on steam link!

  5. 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.
  6. Thanks, I can also recommend gog galaxy. The idea of the custom tags is really nice, I'll have to try this out too!
  7. YOU TAFFERS! Happy new year! Deadeye is a small/tiny assassination mission recommended for TDM newcomers and veterans alike. Briefing: Download link: https://drive.google.com/file/d/1JWslTAC3Ai9kkl1VCvJb14ZlVxWMmkUj/view?usp=sharing Enjoy! EDIT: I promised to someone to write something about the design of the map. This is in spoiler tags below. Possibly useful to new mappers or players interested in developer commentary.
  8. Seems to confirm: https://bugs.thedarkmod.com/view.php?id=5718 does it happen in the latest dev build: https://forums.thedarkmod.com/index.php?/topic/20824-public-access-to-development-versions/
  9. If you know how to script and make skin files for models then all entities should accept the following script function. Then is just a matter of setting the desired skin, depending on the state you set the light switch. If you don't know how to script, this can still be done, even if not imo the ideal method, done using the special editor entity, target_setModel, if it still exists in TDM, if it does then this can be done directly inside DR , by just using the targeting and triggering functionality. More or less like so: light switch -> triggerOnce ->target_setModel-> new light switch model If I'm not mistaken target_setModel ONLY accepts model names and not skins as input, so this will require you to have two almost identical models, one with light on another with light off. Hope this at lest gives you some pointers.
  10. Is there any news on this please? @greebo what do you think it might be? I wouldn't poke too much about an issue, but since I switched to Wayland I'm struggling to run DarkRadiant properly due to this one problem even with the X11 mode override to mitigate it: As Frost Salamander confirmed the exact same behavior also happens on Windows, albeit more rarely and triggered by different circumstances... something must be breaking DR's interpretation of mouse input in a special circumstance.
  11. I used Excel as well, but I did: I don't understand why this is an issue. This is not used by real players, only by subtitle testers. Putting it in the objects field is easiest and you can acces it easilly by pressing O (or the key set for it). But you can also add a note file to the inventory, but I thought this is more work. I think @stgatilovsaid that possibly more input was needed for the correct gui. Maybe the current gui is designed from the briefings and ai barks experience. In briefings there is no player interface with icons left and right and health bar and the short ai barks will perfectly fit in the central, so at first it seems it looks ok. So in my opininion the in-game gui has to change so that the subtitles are not able to overlap any interface elements, instead of working around the limitation.
  12. 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.
  13. Mission Name: Full Moon Fever Author: Spoonman Build time: 5 months. Version: 1.10 Released: 14/05/2016 Type: Manor Size: Medium-large Completion time: About an hour. Difficulty settings: Higher difficulties require you to find more loot and also place restrictions on killing enemies. Known issues: Some areas of the mission can get noticeable drops in framerate. Download links: http://www.mediafire.com/file/ub2vf0t4wwd4ks1/fever.pk4/file Special thanks to: Melan and Xarg for beta testing this mission and providing input on how to improve it. Grayman for his minecart and tracks models from "Somewhere Above the City" Bikerdude for his map from "Alberic's Curse" Gigagooga for his custom ambient sounds (thanks to Melan for recommending them to me)
  14. TTLG? That's Through the Looking Glass Forums. A looking glass fan community. Has been around for a long, long time. https://www.ttlg.com/forums/
  15. I've been interested in getting into Photogrammetry myself but the equipment right now has been a bit cost prohibitive. I'd be keen on hearing more about the process if you care to write about it sometime! I more so pointed it out, as just straight image conversion tends to be a bit iffy on results. Is your capture method able to convert the input images to create a height map? Heightmap is king but If you're not creating the data from the ground up, that's easier said than done.
  16. Humans use semantic information to modulate pacing and pitch over sentences and even entire paragraphs. Having a language model like ChatGPT detect the semantic "features" of the text and feeding them as additional input into the speech synthesis model might reduce the amount of markup significantly or even eliminate the need for the common case where the speaker's emotional state is rather neutral and the meaning of the message matches the actual text. That might be a pretty intuitive way to provide additional emotional context that can't be derived from the text alone - like the state of the speaker (exhausted, happy...) or subtext (sarcastic, ironic, bragging, threatening). But just slapping an emoticon in front of some parts of the text might also work good enough when combined with a language model trained to detect them. I'm excited to see, which path speech synthesis will go. Pretty sure, results will become indistinguishable from professional voice-acting in the next few years.
  17. IMO, the ElevenLabs AI is attempting sentence pacing and emotion, just getting it wrong often and it sounds uncanny when wrong. To fix it probably requires adding other tools like markup to give more manual control over the model. Similar to how Stable Diffusion has tools like inpainting and negative prompts that can give a skilled user incredible flexibility. Another idea would be to allow users to record the lines so they can get the pacing and emphasis just right, and use that as input. So you read the script exactly the way you want, and then the transformation happens and you have Barack Obama talking instead. This would be the equivalent of Stable Diffusion's image-to-image generation. That method would actually give existing voice actors a competitive advantage when using the software, because they know how to speak with precision. Just like Stable Diffusion, the user who puts in 5 hours of work is going to get a better result than someone typing prompts for 5 minutes. If you are sufficiently motivated to make a very convincing deepfake, you'll put in the hours.
  18. I think the reason the dev forums exist is to provide a place where the implementation of features can be discussed without getting mixed up with other debates when someone believes what the devs are doing is wrong. We often post public discussion threads for features with subjective elements like the frob outline, because community feedback is very important. But there will always be vocal defenders with strong views for or against certain features, or how exactly it should be implemented in their opinion. At some point a decision has to be made and be carried through, which is what the dev forums are for. Almost all of the threads are very technical, basically explaining and discussing recent or potential code changes with other devs. Its hard to say. Its a hobby the devs do in their spare time, so people come and go when they're in the mood and when they have the time. The team page is mostly accurate except for some relatively newer additions like myself.
  19. I just found this thread on ttlg listing Immersive Sims: https://www.ttlg.com/forums/showthread.php?t=151176
  20. To my knowledge, the legality and ethics of AI generated derivative works has yet to be determined. Until then we should be cautious about assuming an IP maximalist perspective will prevail. In almost all creative fields, copyright terms already extend far beyond what is natural or healthy for maximizing creative output, and it is frequently overextended to monopolize ideas when it is meant to only cover expressions. IP holders don't need the help. It's important to remember, despite what some irresponsible commentators have asserted, that generative AI does not store or reproduce copies of the original (training) works OR even their constituent components. Rather it works by modulating a random input seed into a completely novel product that imitates its inspiration by sharing as many salient features of the relevant training works as the AI can recognize and match. This is no different from a human voice actor doing an imitation of Stephen Russell, and if the law you are proposing were to be applied consistently, both would be equally illegal. Of course, courts and legislatures may decide that applying the rules consistently between humans and computers is not what's best for society, but until then let's not jump the gun. Stephen Russell's vocal performances in the Thief games don't belong to Stephen Russell. He sold them to Looking Glass Studios, who then gifted them to the public by publishing the games onto the open marketplace, retaining only the copy-right over the artistic expressions distributed in the game--for a limited time, as codified in the law. As the law currently stands, we as the public retain the absolute right to produce derivative imitations with the qualities that shaped those artistic expressions, even if we use generative AI models to do so. So long as we don't 1:1 copy the actual expression or its separable expressive components, which generative AI does not, it is all fair use. (And IMO it should remain so, even if that hurts the revenue stream of a few performers.)
  21. https://github.com/HansKristian-Work/vkd3d-proton/tags <- directx 12 wrapper for dxvk https://github.com/doitsujin/dxvk/tags <- directx to vulkan wrappers D3D 9 to 11 eg. dxvk if you want to try it with horizon zero dawn you need to copy out dxcompiler.dll from Tools\ShaderCompiler\PC\1.0.2595\x64 and bink2w64.dll from Tools\bin and place them next to HorizonZeroDawn.exe. then copy over dxgi.dll from dxvk and d3d12.dll from vkd3d and place them next to it to. now fire up the game and let the shaders recompile -> profit.
  22. Did a great find today: Quake 4 mods for dummies. Now online readable. http://forums.thedarkmod.com/topic/5576-book-quake-4-mods-for-dummies/?p=412644

  23. 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.
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