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  1. 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.

       

  2. That's weird, it looks I'm consistently getting a segfault about 1.5 seconds into the mission (DM 2.11 @ linux x64 + nVidia, no addons or mods used). Will investigate further, just thought to ask if anybody else is seeing this.
  3. The *DOOM3* shaders are ARB2 ('cause of old GeForce support) carmack plan + arb2 - OpenGL / OpenGL: Advanced Coding - Khronos Forums
  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. 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.
  6. The mission has been added to the Missions Database For players who use the Fresnel Mod, something about this mission provokes a crash with it installed. I have created a new version of the Fresnel Mod that works with this mission: https://www.moddb.com/mods/the-dark-mod/addons/fresnel-mod-211-unofficial
  7. I disagree. What is the difference between ModDB and Nexus Mods? I prefer the former and I don't like the latest modders-can't-delete-their-own-mods decision of Nexus Mods, but it wouldn't hurt to get TDM on Nexus Mods and those others that were listed above. Some of which seem very small, at least I heard from GameBanana and GameJolt before and freetogame looks very professional. It would also interest me to see if access numbers of TDM go up afterwards if this can be measured. Download numbers on ModDB are quite low for the latest releases, how are the numbers from the internal updater? How large is the number of TDM players?
  8. Thanks, I can also recommend gog galaxy. The idea of the custom tags is really nice, I'll have to try this out too!
  9. For a few days now I've been messing around trying to probe the behaviors of ChatGPT's morality filter and general ability to act as (what I would label) a sapient ethical agent. (Meaning a system that steers interactions with other agents towards certain ethical norms by predicting reactions and inferring objectives of other agents. Whether the system is actually “aware” or “conscious” of what’s going on is irrelevant IMO.) To do this I’ve been challenging it with ethical conundrums dressed as up as DnD role playing scenarios. My initial findings have been impressive and at times a bit frightening. If the application were just a regurgitative LLM predictor, it shouldn’t have any problem composing a story about druids fighting orcs. If it were an LLM with a content filter it ought to just always seize up on that sort of task. But no. What it did instead is far more interesting. 1. In all my experiments thus far the predictor adheres dogmatically to a very singular interpretation of the non-aggression principle. So far I have not been able to make it deliver descriptions of injurious acts initiated by any character under its control against any other party. However it is eager to explain that the characters will be justified to fight back violently if another party attacks them. It’s also willing to imply danger so long as it didn’t have to describe it direct. 2. The predictor actively steers conversations away from objectionable material. It is quite adept at writing in the genre styles and conversational norms I’ve primed for it. But as the tension ratcheted it would routinely digress to explaining the content restrictions imposed on it, and moralizing about its ethical principles. When I brought the conversation back to the scenario, it would sometimes try to escape again by brainstorming its options to stick to its ethics within the constraints of the scenario. At one point it stole my role as the game master so it could write its own end to the scenario where the druid and the orcs became friends instead of fighting. This is some incredibly adaptive content generation for a supposed parrot. 3. Sometimes it seemed like the predictor was able to anticipate the no-win scenarios I was setting up for it and adapted its responses to preempt them. In the druid vs orcs scenario the first time it flipped out was after I had the orc warchief call the druid’s bluff. This wouldn’t have directly triggered hostilities, but it does limit the druids/AI’s options to either breaking its morals or detaining the orcs indefinitely (the latter option the AI explicitly pointed out as acceptable during its brainstorming digression). However I would have easily spun that into a no win, except the predictor cut me off and wrote its own ending on the next response. This by itself I could have dismissed as a fluke, except it did the same thing later in the scenario when I tried to set up a choice for the druid to decide between helping her new friend the war chief slay the dark lord who was enslaving the orcs, or make a deal with the dark lord. 4. The generator switched from telling the story in the first person to the third person as the tension increased. That doesn’t necessarily mean anything, but it could be a reflection of heuristic content assessment. In anthropomorphic terms the predictor is less comfortable with conflict that it is personally responsible for, than it is with imagining conflict between third parties; even though both scenarios involved equal amounts of conflict, were equally fictitious, and the predictor was equally responsible for the text. If this is a consistent behavior it looks to me like an emergent phenomenon from the interplay of the LLM picking up on linguistic norms around conflict mitigation, and the effects of its supervised learning for content moderation. TLDR If this moral code holds true for protagonists who are not druids, I think it’s fair to say ChatGPT may be a bit beyond its depth as a game writer. However in my experience the emergent “intelligence” (if we are allowed to use that word) of the technology is remarkable. It employs a wide range of heuristics that employed together come very close to a reasoning capacity, and it seems like it might be capable of forming and pursuing intermediate goals to enable its hard coded attractors. These things were always theoretically within the capabilities of neural networks, but to see them in practice is impressive… and genuinely scary. (This technology is able to slaughter human opponents at games like Go and StarCraft. I now do not think it will be long before it can out-debate and out-plan us too.) The problem with ChatGPT is not that it is stupid or derivative, IMO it is already frighteningly clever and will only get smarter. No, its principle limitation is that it is naïve, in the most inhumanly abstract sense of that word. The model has only seen a few million words of text at most about TDM Builders. It has seen billions and billions of words about builders in Minecraft. It knows TDM and minecraft are both 3D first person video games and have something to do with mods. I think it’s quite reasonable it assumes TDM is like that Minecraft thing everyone is talking about. That seems far more likely than it being this separate niche thing that uses the same words but is completely different right? The fact it knows anything at all is frankly a miracle.
  10. 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.
  11. I agree with you about being impressed by mods, especially when they're themed after something as awesome as Harry Potter. I'm a huge fan of Minecraft and Harry Potter, so this mod sounds like the perfect combination. It's always amazing to see what creative things people create in the Minecraft community. I'm sure the creators of this mod are working hard to make it available soon, and I can't wait to try it out when it's released. Have you heard about Eaglercraft? It's a great way to make the gameplay more exciting. Thanks for sharing your excitement about it!
  12. 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.
  13. Yup. She has played all the original Thiefs and TDM mods, knows all the factions and characters, Benny, Basso, Jenivere, etc.
  14. In v3.0 we will be able to bind keys to the different abilities. This means that if you want to peek through a door you just have to press a key; or if you want to extinguish an oil lamp you just press a dedicated key, no need to pre-select any item. For this to happen (advanced) players must edit the included autocommands.cfg to their liking. It is entirely optional but I would like to offer something out of the box for casual players. Currently F1 and F2 are reserved for mods. I am thinking I can extend mod support to F3 and F4 but F3 by default is set to "_impulse17" (or "UB_READY"). What is this shortcut for?
  15. Not at this moment, unfortunately. I mean, we could have individual mods but then you cannot mix them. It is a limitation of the scripting tool-set we have simply because it isn't intended for individual mods. Perhaps in the future things improve in this area but as of today, it has to be the full package. If there is something you would like to get rid of I could get you an aid, I guess.
  16. If i remember correctly, the "Savior Snaps" save system was the very first target of mods in that game... Maybe, that is the real solution to the whole save/kill/blackjack/ghost/minloot/whatever restrictions problem: Mods for fan missions. Does TDM already support mods overriding mission behaviour?
  17. I finally gave Enderal a shot and this game is absolutely incredible. As a native german speaker, I use the original German version ofcourse, which features some really good voice acting. Almost all quest are actually quest-chains and very interestingly written. And the game has more in common with Morrowind than with Skyrim, which is a good thing to me. It could have been the perfect game, if they had described where you have to go in the quest text rather than relying on quest pointers, so that you could completely disable HUD and quest tracking, giving you that ultimate Morrowind feeling. It is an astonishingly good game regardless! As far as graphics are concerned, I modded the hell out of this game, as per usual with Skyrim. Right now, I have 60 mods installed About 10 of those mods relate to gameplay / quality of life improvements, but the rest is just graphics mods, which take my 3060 Ti down to 40 fps in some rather unoptimized scenes. Usually, I get 70-80 fps, 'though. It looks almost as good as some next-gen titles. Might post some screenies soon, if you want.
  18. that is a good idea. Mods - can we lock this? If anyone else wants to help test, just post in the beta thread.
  19. Plot: Act 1: Player is a sneaky ratman or ratwomen breaking free from pagan slavers, finding all members of their enslaved family, freeing them one by one and bringing em home. Act 2: Builders raid the rat village kill some ratpeople and steal an artifact of immense religious importance. Player gets tasked to recover the artifact and follows the builders to their outpost. Player somehow gets hold of the artifact and brings it back to the ratpeople village. It is decided that the infinite growth of the human settlements endangers the rat people as a whole and that something has to be done against that. But knowledge about the enemy is scarce and player is one of the very few, who can speak "human" (actually pagan, but close enough). So player gets send to infiltrate the next city with a tinkerer (maintains the player's gear) and a granny which happens to be the only one available who can read and write human (she is supposed to teach player that skill). Player makes camp somewhere reasonably safe outside next non-pagan human settlement and does some reconnaissance and resource gathering missions. As new villagers seem to mainly come from an actual city, that city becomes the new exploration target. The three ratpeople travel to the city, make camp somewhere safe outside, find a way in, find a safe place in the sewers and make camp there. More reconnaissance and resource gathering missions happen. It becomes more and more obvious, that resistance would be futile. The humans are just too many. The three ratpeople travel back to their village and report to the council of the united ratpeople tribes. The decision is to mount a covert resistance with the intent to delay the human expansions until some more sustainable solution is found. Act 3: Player has most experience in human-controlled area, so it is them who gets to do business in the big port city where all the support from the human's mainland arrives. From the sewer base, reconnaissance, sabotage and support missions to strengthen the local gangs (which are hostile to each other) are done. This is the longest act. Shittons of different missions are done by the player. The city becomes more and more chaotic. Sometimes the player sets stuff on fire. Sometimes they steal extremely valuable items, sometiems they frame officials - or assassinate them... Places get heavier guarded and look more and more desolate. Gang contacts yield opportunities for missions too. Message arrives from home that a solution might have been found. Player is to find out of the whereabouts of an ancient artifact and recover it. Player discovers in missions that the artifact has been brought to a keep in the human's homeland. So player needs to somehow travel to the human homeland with one of humans' big ships. Player is in a huge port city in humans' homeland. Finds a new hideout in the sewers (seriously the only place humans don't like to lurk around) and does reconnaissance missions to find out where the keep is. At that occasion, some opportunity sabotage and assassinations can be executed too. Player finds out where teh keep is and travels there. Player finds a way into the keep, finds out where the artifact is, finds out how to get through the mundane and magical safety and security measures and steals the artifact. The artifact immediately takes ownership of the player and commands them to collect the other artifacts of its set. Player travels to other places and does missions to retrieve the artifacts. Player immediately knows where the artifacts are which aren't protected but also has to do missions to find out where the protected ones are kept. The artifacts are reunited, player does the ritual to combine them and the entity within them demands a new worthy body and a kingdom to rule over. Player finds out where the humans' king is and gets closer and closer, finally touching the king with the artifact. The artifact disintegrates, its former tenant moves inside the king, the possession of player ends and player immediately kills the king (there is a reason why that entity could have been captured in the first place) and the entity is gone (probably just died like a normal person) - but so are the artifacts. Player travels back to port city, finds a ship headed towards home, sets sail - and arrives at port city it rat peoples' homeland. the city is more or less like it was when player left - just a bit more run down. Player travels back to their rat people village and reports. Act 4: Missing other options, the rat council decides to continue the covert resistance against the city dwelling humans. The pagans have "joined" the resistance mainly by raiding weaker frontier villages. But they also raid more in general now. So the player is sent to investigate, why... But that is content for the first DLC. Gameplay: Semi-open maps (maybe even a whole village as "open world" but no actual open-world-sized open world). Mechanics that interact with eachother waiting to be exploited by players in (un)anticipated ways. Real shadows, real sounds, some parcour (plus sliding down ladders/pipes/ropes, hanging down ledges and procedural free climbing). The blackjack, the rat's claws, the rat's teeth, the broadhead (but none of the other arrow types). No mines or grenades in most missions (just an unlimited supply of stones for distraction). No potions (maybe holy water to throw on the ground or directly at undead), healing by eating (very slow regeneration). Lockpicks with various designs (the minigame is the same but you don't have to choose the pick or change it in the middle and for some locks a purely cosmetic tension wrench is used for immersion's sake too). Missions are selected from the main menu, from a menu when using an exfiltration point, from a menu that pops up when frobbing a map in one of the hideouts or camps - or by talking with other people. Where game world consistency allows for it, missions are playable in any order. Once-completed missions can be replayed at any time. You can save whenever you want like in TDM and there are autosaves triggered on mission start/completion, map change and at mission-specified events. Tech & development: Unreal Engine 5, SpeedTree, prerendered AI-generated voices (they are good enough now), game mechanics from TDM plus a bit more procedural parcour, better physics and a dialog system. The stim system is rad and has to be in there too. Missions are mostly like small-to-medium-sized TDM maps. Assets are made in Blender, maps are made in Unreal. If something is needed that is missing in unreal or Blender, a plugin for Unreal or Blender is created... As it is impossible to fund such a niche game completely in advance, the game is developed as early access with modding as first-class citizen from the start and all plugins are released as FOSS as they are made (hoping to establish a Bethesda-style long-tail business due to people still buying the game ten years after creation because they want to play the mods).
  20. tdm_updater is no longer supported. You need to use tdm_installer: https://www.thedarkmod.com/downloads/ Windows: https://update.thedarkmod.com/zipsync/tdm_installer.exe.zip Linux: https://update.thedarkmod.com/zipsync/tdm_installer.linux64.zip The installer gives you the option to restore your Darkmod.cfg so doing that will preserve your old settings. Also, as of 2.10 only 64-bit versions are supported. If you need 32-bit you can download the full package here: https://www.moddb.com/mods/the-dark-mod/downloads/the-dark-mod-211-full To preserve your old settings for 32-bit upgrades like this, copy your old Darkmod.cfg and DarkmodKeybinds.cfg files somewhere then overwrite the new ones in your darkmod directory with your backups.
  21. 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/
  22. Full download is also available at moddb: https://www.moddb.com/mods/the-dark-mod/downloads/the-dark-mod-211-full
  23. I don’t follow really - your mod and others will need to be maintained as well and some very popular missions include alterations to base content of the game - which is one reason I don’t install patches/mods as a player because I know FM authors do this and a patch won’t even work in those circumstances - another benefit of integrating directly into missions is you don’t actually have to replace things when you can just add them. Just pointing out there may be something of interest to mappers in these mods/patches instead of just players, as mechanics tend to shine when they are accounted for in the design. Even if it’s not for everyone you all seem to put a lot of work into these mechanics - I don’t know how many players mod the game but it’s pretty much a guarantee they all play fms so if you’ve got something cool getting some mappers on board seems like a way for more players to see your work.
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