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  1. jaxa

    2016+ CPU/GPU News

    It should be around $400-600, a price bracket that was once not considered mid-range, delivering raster performance similar to the 7900 XT but likely with better raytracing performance. We can only assume RDNA4 tops out at 16 GB, but 32 GB would be a funny option if they go for it. I think you can create scenarios where games could use as much or more than 24 GB in 4K, but it's obviously rare and largely unneeded. It would be a good amount of VRAM for AI stuff, though the sky's the limit there and 32 GB isn't going to be enough for some LLMs. HBM memory is expensive to make and in huge demand for AI accelerators, enterprise GPUs, and other enterprise products (such as Intel Sapphire Rapids CPUs aka Xeon Max with HBM). I think it's as much as 5x more expensive per gigabyte than GDDR6X/7. So while it would be great for consumer gaming GPUs, with major bandwidth and efficiency benefits, AMD and Nvidia are going to put it in $10,000 to $40,000 products instead. Years ago there was talk of making cheaper, less capable versions of HBM for the mass market, but it never materialized: https://www.tweaktown.com/news/53536/low-cost-hbm-way-hit-mass-market-soon/index.html If the AI bubble pops, we might see some efforts to pivot back to consumer products. Aside from GPUs, probably every CPU should eventually be packing a big L4 cache utilizing HBM, DRAM, or bespoke 3D layers by the late 2030s.
  2. biggest gripe with my 2080 ti is that it only has hdmi 2.0b so it cant do 4k above 60hz luckily the displayport can and since i bought a monitor with displayport it happily chugs along in 4k 145 hz its an asus ultrawide 32" so matches my board which is also from asus and gfx card also from asus as a bonus, just stay the f... away from asus software the hardware is quite good though. the ultrawide screen has its own problems with some games though (letterboxing) but most of those can be worked around. in hzd the cutscenes are allways letterboxed which is annoying since it has a load of those but the game itself runs fine in ultra widescreen. my 3070 runs on an older phillips tv i had "1080p" eww. but i tried it on my 4k screen just for comparison. sometime in the near future ill ditch the old phillips for a 4k TV since i use my second PC as a streaming device mainly (i dont have cable TV) .
  3. @Petike the Taffer Well that was challenging, but I managed to get it to work with a dummy AI (but with a warning message). Using hide doesn't work on the dummy, as each time it moves it un-hides. You need to use an invisible model. I used the atdm:ai_base, which surprisingly worked with these spawn args so it doesn't interfere with the player position and is inert as possible. Then you just need to trigger a follow script, e.g.: void follow_dummy() { $dummy.setOrigin($player1.getOrigin()); $dummy.hide(); //not sure why this is needed, but it stopped working when I deleted it sys.wait(0.2); //needed to prevent game from hanging thread follow_dummy(); } Alternatively, I tried to just bind the dummy to the player instead, but then the follower ai wouldn't follow me.
  4. jaxa

    2016+ CPU/GPU News

    This was a great purchase for me, covers all my needs, and brings me up to immunity to any massive chip shortage as a result of geopolitics. It appears to be running a core at 4.2 GHz basically forever even with low usage, but is quiet most of the time. Clearly faster than the i5-6600T despite the years of quad-core stagnation. The higher TDP and hyperthreading really helps. I doubt there's any noticeable improvement going from HD 530 to UHD 630 iGPU, but it does gain the better H.265/VP9 HW decode that came immediately after Skylake.
  5. Having trouble sleeping? Is the moon too bright? The music too loud ? This FM is for you. Kingsal presents: Moongate Ruckus Finally, a fan mission about some taffin' peace and quiet. DOWNLOAD HERE (v2) ------------------------------------------------------- Testers: - Welly, Goldy, and Amady Vocals: The very talented Goldwell as grumpy Corbin. ------------------------------------------------------- This map, gatehouse_final.map, was based on the very first mission I ever put together back in 2014. It was originally suppose to be part of Volta 1, but didn't make the cut. Here it is now, refurbished, re-worked, graphics set to HIGH, and.... Wait... What is that... It's the music again... ohhh the music!
  6. Thanks for playing! Yeah, I was real lucky to find that track on freesounds. It was super fitting and definitely helped tie the whole thing together
  7. My new mission, A Night in Altham, is available. We are already up to version 2! @Dave the Tafferfound an problem that deserves a fix, so here is version 2: https://www.dropbox.com/scl/fi/y4r1dmziuq6clh2im3qz1/altham2.pk4?rlkey=m3cv5v6v70lxbc9xha61nuxoj&dl=1. I will ask @nbohr1more to update the databases. Thanks to JackFarmer (alpha testing and custom ambient music) and the many beta testers (jaxa, Shadow, wesp5, Cambridge Spy, thebigh, datiswous, Mezla, MirceaKitsune, Melchior, Acolytesix, TheUnbeholden, prjames, Bergante). Thanks to @peter_spy for his beautiful Builder Compound assets. This is a large mission, so be ready to take some time. I recommend that you do named saves occasionally (I actually implemented auto-saves for this mission, but it was causing crashes on Linux, so I removed it). This mission has a lot of keys, so it implements a key management mechanism. Keys are removed from the game when no longer needed. This includes when you use a key to open a door, or if you pick a door/lock that also uses a key. Most keys are automatically removed, but there are a couple that aren't (for example, if they open up more than one door). In a certain area, this mission uses the Keyhole Peek feature of TDM. Typically, this is when you lean forward (F key) into a door keyhole and you can see into the next room. But in this case you don't lean into a keyhole. It's a hole of another kind. It's an unconventional use of something that isn't used a lot in TDM; hopefully the mission context will make it clear when to use it. The mission does not use Keyhole Peek for regular doors. Be aware, there is a known problem on Linux, where the peek feature can cause a crash. Peeking is not required for mission completion. This has been tested on TDM 2.11a and the current dev build of 2.12 (dev16854-10518). Scary things warning: Difficulty settings make a difference. Things that are affected by the difficulty level: Enjoy!
  8. This last month, I've been exploring TDM's font situation, and improving the documentation as I go. In the wiki, "Font Conversion & Repair" was rewritten, with parts broken out and expanded as: Font Files Font Metrics & DAT File Format Font Bitmaps in DDS Files ExportFontToDoom3 Q3Font Refont As announced earlier, that last item is a new C++ console utility for revising font metrics in DAT files; essentially another alternative to Q3Font and Font Patcher. It now has additional functionality that provides font-coverage analysis. A summary of current results across all TDM fonts is reported in the forum thread "Analysis of 2.12 TDM Fonts". Also, refont allows its human-readable outputs to be decorated with an annotation for each character (out of 256 codepoints). Associated with that, I've just created and released 4 annotation files: 1 Cyrillic version for TDM's russian map 3 variants for TDM's custom english/european char map. One of the variants was derived from another new mapping file that is now available from existing wiki article "I18N - Charset". Within that file is a list, in a standard format, of the 256 TDM bitmap codepoints mapped to the corresponding Unicode U+NNNN value and name. This may be useful in defining TDM's mapping to TTF font editing programs. For all these wiki pages mentioned, I imagine there will be additional cross-links and tweaks. But pretty much done.
  9. I can reproduce all of those. For (1), I propose that the Skin Name field should be non-editable, and have a separate button (usually the "pencil" icon) to show a popup entry dialog for editing the name. I doubt renaming skins is all that common, and it certainly doesn't need to happen on every keypress. But if people object to additional popups, the field could be editable but only commit the changes on ENTER or if a "tick" button was clicked. For (3), single-click to edit in a list is rather non-standard (double-click might be more expected). I propose to have two named entry fields below the list for "From" and "To", rather like the key/value fields in the Entity Inspector, with the fields reflecting the currently-selected list item and allowing changes (committed on ENTER or button click). Not specific to the skin editor, but I think we need an application preference for monospace font size. Reading the declarations is really difficult on my 1440p monitor.
  10. If you can do this, I don't know how. But it's something I want as well and was actually going to raise it as a feature request. I think speakers are spherical so they model real sound which radiates from a source outwards. I find this doesn't work so well with some scenarios though: water. For example you want to hear the sound of waves lapping a shoreline or a running water sound for a stream, river or canal. If the shoreline or stream is on the longer side, you have to have a speaker with a huge radius to cover it and the sounds extends too far along perpendicular to the body of water. Or alternatively multiple speakers but then you have to manage overlap and it becomes a pain. wind. Same idea but vertical - if you have a long edge or balcony then you need a large radius speaker to cover it and it might extend too low so you hear wind noises on the ground. @Petike the Taffer If all you want is for a sound to fill a room, just use the location system ambients instead. But you can only have one sound I think, so you couldn't have say your ambient music and also a weather sound at the same time without using a speaker for one of them.
  11. Finally got my PC back from the shop after my SSD got corrupted a week ago and damaged my motherboard. Scary stuff, but thank goodness it happened right after two months of FM development instead of wiping all my work before I could release it. New SSD, repaired Motherboard and BIOS, and we're ready to start working on my second FM with some added version control in the cloud just to be safe!

    1. Show previous comments  1 more
    2. The Black Arrow

      The Black Arrow

      Wait, how can a SSD corrupt and damage a motherboard? I gotta know so I can avoid it.

    3. Ansome

      Ansome

      @The Black ArrowWish I could tell ya, but unless I decide to ship it off to a data recovery company to interrogate it further, I'm not going to be able to figure out how it got corrupted or why it was as catastrophic as it was for the rest of the system. All I know is that even when I removed my old SSD to boot from my backup HDD, parts of my bios, partitions, and even some parts of the built-in recovery options weren't functional. It wouldn't even let me boot from my trusty USB repair media! I don't think it was a virus or anything, the repair shop I went to has apparently seen something similar four times in the last two years with Samsung's 970 series, but whether that's a genuine issue or a coincidence is anyone's guess.

    4. The Black Arrow

      The Black Arrow

      Okay, that's very scary now...I really hope it was a coincidence because I also have one Samsung 970 and I don't ever want anything bad to happen to it, I think I've had it since 3 years now as well.

  12. I've seen fun workarounds like that in other game modding as well. Years ago, maybe even a decade, some fella who was making a mod for Mount & Blade over at the Taleworlds forums revealed that he put invisible human NPCs on the backs of regular horse NPCs, then put the horse NPCs inside a horse corral he built for one of his mod's locations/scenes and then did some minor scripting, so the horses with invisible riders would wander around the corral. The end result was that it looked they're doing this of their own will, rather than an NPC rider being scripted to ride around the corral slowly. Necessity is the mother of invention. I don't know about the newest Mount & Blade game, but the first generation ones (2008-2022) apparently had some sort of hardcoded issue back in the earlier years, where if you left a horse NPC without a rider in its saddle, the horses would just stand around and wait and you couldn't get them to move around. Placing an invisible rider in their saddles suddenly made it viable again, at least for background scenes, of riderless horses wandering around, for added atmosphere. First generation M&B presumed you'd mostly be seeing horses in movement with riders, and the only horses-wandering-loosely animations and scripting were done for situations when the rider was knocked off their horse or dismounted in the middle of a battle. Hence the really odd workarounds. So, an invisible NPC trick might not be out of the question in TDM, even though you could probably still bump into it, despite its invisibility.
  13. aye the rtx 3060 was another weird one, it only has a 128 bit bus which is to low to effectively handle 12 gb so it did not really help with the extra vram in higher resolutions. sadly they decided to continue with the same eh "mistake" with the rtx 4060 16 gb model . id call that deception to make users pay more for a card which is not even rated for 4K... sadly. the 16 gb 3070 model was scrapped by nvidia because it would be a contender for the much higher priced 3080 non ti i guess as it has a 256 bit bus and hence would be a capable 4k card. the 3060 ti 8 gb was a much better card sadly. https://www.techradar.com/reviews/evga-geforce-rtx-3060-black-xc
  14. Looking at the backtrace and the code, I think the culprit is here: https://github.com/codereader/DarkRadiant/blob/fa4c266a6776516b59740f78f57b849097d97618/radiant/ui/skin/SkinEditorTreeView.cpp#L44 The ThreadedDeclarationTreePopulator is created on the stack and thus deallocated at the end of the function. The EnsureStopped() function is called on deletion (https://github.com/codereader/DarkRadiant/blob/master/libs/wxutil/dataview/ThreadedResourceTreePopulator.cpp#L108) but this doesn't appear to actually wait for the deletion to finish. By the time the deletion request is processed, the object itself is no longer valid. Other usages I see put the object in a shared pointer instead of on the stack. I'll have a chance to look at this properly on Sunday and figure out the best way to fix it.
  15. Hey I just wanted to create a Thread where everybody can post his improvement wishes. I Personally love this mod. There are so many features in it, and because it is a mod created by a community, why not write what could be improved. My wishes are: Some special weapons. I loved T2X and the variety of weapons. Some really hard to find special weapons, like the confusion arrow or a special bomb would be cool. But they have to be very special, for example as a result of a side quest - or maybe a usable torch for easier killing the undead More enemies, I think there will be an improvement, we just got spiders and zombies, but a higher variety is always good. More (custom) conversation. Thats one of the main parts I'm missing - so much flair and atmosphere is getting lost without them. Also some comments from he main charakter would be nice. For example when a guard gets knocked out "hah, now who's the taffer" ... better AI when the hear a voice. They start looking for you, but most of the time I just sneak into another room or a higher area and just have to wait, they should at least get someone with a torch or call other guards for help These are only small parts of the game which could be improved and are only my points of view, maybe it's either not possible to create or it fits not in the design of TDM.
  16. allmost sounds like the haswell turbo core feature ?, my 6950x also has one core who runs at a higher speed than the rest (3.8 ghz) but otherwise it behaves temperature wise. if i link the cores temperatures rise somewhat but it does OC up to 4.5 ghz which is not to bad for the 6950x but then temps rise to 55" idle and damn near 80" when it has to do something .
  17. To the "Path Nodes" wiki article, I've added a few sentences about path_follow_actor. It mentions that it currently doesn't support the actor being the player, and has pointers to the new bug report and the workaround given in this thread. The entry for path_follow_actor in the Entity Database now reads "... actor (= other AI, not player)...
  18. It took awhile to get used to the size of this mission. The long loading times didn't help, but after passing a certain point, I get it now. However, I will say this - the AI is crazy on this map. I started, right? And the first thing I see - all guards going ape because some thug cut loose. I sat in the dark corner, for like ten minutes, waiting for them to calm down, because I figured I should look around for loot (I only found some of it much later when I was returning here after finishing the mission) The same thing happened later, when I needed to pass an abandoned mansion. I waited for the epic battle, instead it was a massacre, but like an idiot I saved AFTER I left the tunnel, not before. So I couldn't reload and see if next time the battle will go differently. (Am I crazy or do leather thugs spawn after a moment?) I had to use up all gas arrows to pass that part because they kept trimming the bushes. The evidence part got me confused because I dropped a piece of evidence, but it didn't count, so I dropped everything that said evidence. Only then it counted, but later, as I was still hunting for loot, I finally remembered that I had a vent key and came looking and found yet another piece of evidence?! Finding Smythe was funny, because he kept saying "Show yourself" and the moment I did... I gathered skulls before I was prompted to, but Edgar... I don't get it. edit: Those glasses, tho. Holy crap, I did not expect to see "actual glass" in this game. The hidden room took me ages to find, despite TWO blatant hints. But I was sleep-deprived at the time. There was one snag, and one confusion that I had. The snag was that, when I finally reached the alchemist, the note told me to use the vent, right? But... I couldn't open the second vent in his lab. I don't know which key I was missing for that. So I figured - I could just go back the same way... and game CTD. I walked there again - CTD. I noclipped through that locked vent, killed the spiders, and tried to open the doors to my left (got spooked by friendly guards) - CTD. Only when I walked right and up the stairs did I finally progressed. Not sure what that was about. The confusion, however, came from Builders. I knocked out most of them in the Builder's outpost, but when I dealt with the Mr. Nom-nom-zom, they vanished. I guess they needed that many people to dig him out of the spider outhouse? (Never found the second news flash either) I still somehow missed 3.5k, and noticed that lights kept poking through walls (there is a piece of light pointed at doors leading into the inner garden of Builder's outpost that nearly got me killed a few times) Overall, however, this was an impressive piece of work.
  19. Since due to the nature of this forum, file/image sharing is used quite frequently, I thought to present some alternatives to the widely used Gdrive, which I don't like so much, especially since the last TOS change. File Sharing To share large files there are several options that also do not require registration. The first is File Hosting Online, which supports files up to 25 Gb, encrypted and also includes a Virus Scan that ensures safe use Another good option is Gofile, free to use, privacy focused and unlimited Bandwith. No refistry needed. While the files are accesed or downloaded at least one time a week, they are never deleted, otherwise inactive files are deleted after 10 days. If you prefer to use P2P, that means to share files directly from PC to other, without a hoster in the middle, there are also very good options, which permits to share files and folders without limites of type and size. The most easy to use is O&O File Direct, a small Desktop app (sadly only Windows), very easy to use 1 Open the app and drag the files/folders you like to share in its window 2 Optional adjust the days and amount of permited downloads and if you want a password 3 Share the link which apears in the app Done The only limits are, that the receptor only can download your files, when your PC is online, on the other hand this permits that you can stop the download in any moment, going offline or shutting down the PC. The other limit is, that the files to share can't be in a protected folder. Her are an Example with a list of Search Enines (Html file 423,56 Kb). While I am online, you can download it https://file.direct/f/pmjVFnjfkjFTKTt5 Videos One of the best options is Streamable (need a free account, inactive videos are deleted after 90 days in the free version) Alternatively you can use Streamja, a simple Video sharer with good privacy, free account optional (nick, mail) Images Ok, there are a lot of Image sharer, most used the known Imgur, because of this I add only one which offers some advantages over Imgur. ImgBox (free account) is a reliable platform to share and host images like Imgur, but it make it very easy to upload and post dozend of images simultaneous, selecting all the images you want and drag them on the window, offering coresponding bulk codes from the selected images to post them with one click for forums (BBcode), Html and others, fullsize or thumbnails. More since Imgur used since some time the hated webm formats for gif images, hardly accepted in most forums.
  20. jaxa

    2016+ CPU/GPU News

    Well, the 7600 XT is considered sus for putting 16 GB on 128-bit, but it clearly works in some scenarios. Also IIRC GDDR7 will have about +30% bandwidth over GDDR6X right out of the gate, rising to about +100% as the generation progresses. Big caches (Infinity Cache L3 for AMD, lots of L2 for Nvidia) have made smaller bus widths more viable, and I think they have improved compression techniques and other factors over time to help alleviate bandwidth demands. There's already a little bit of analysis of what we can expect to see in RDNA3+ and RDNA4, very technical though: https://chipsandcheese.com/2024/02/04/amd-rdna-3-5s-llvm-changes/ I am eager to see if AMD is bold enough to do (or allow AIBs to put) 32 GB on the top RDNA4 card, which has long been rumored to be slower than the 7900 XTX in raster, but will hopefully beat it in raytracing and other areas such as AI/ML perf. And I think that card will have a 256-bit bus and 16 GB memory normally.
  21. Because DDS is a lossy format, every direct edit of a DDS file may reduce its quality slightly. So that means either: hunt down the corresponding TGA file with the same timestamp otherwise, edit the DDS as few times as possible. In the case of Stone, if the TGA can't be found and editing DDS is needed, I'd want to think about batching up all the bitmap edits needed for i18n... but that's a lot of work. I might add, there a third possibility in the case of the readable fonts that are currently ASCII only. If they were sourced from TTF, and you find the TTF (easy in a few cases), then see if it covers Latin-1 or more. You can (with some complications RE the conversion software) regenerate an improved TDM font from that.
  22. yeah its a jungle out there but a 12 gb card on a 128 bit bus would only be viable with dlss and then only just . but there will probably be plenty of options as you mention though id still go for something that would atleast be able to drag the ammount of vram without workarounds. strangely the old amd R9 390 had a 512 bit bus and could probably have accepted 32 gb vram but the card is to slow to do 4k in modern titles. even so the 8 gb model actually ran quite nicely in games such as the first horizon in 4K but would probably choke and die on forbidden west . minor wtf moment is crysis remastered it runs it at 4k in can it run crysis with a gazillion fps looks quite purty to but i suspect this is a bug.
  23. heh yeah i wonder if trumph has stock in nvidia ? all those lawsuits... , not even so sure it will just blow over tbh, here in denmark we allready use AI heavily. one example of all things it now governs are taxes well in the worlds most tax heavy country who just loves tech i'd say thats a no brainer but c'mon... not really feeling the need for more upgrading for a good time either, my machines now run the latest stuff no problem and i recently aquired a motorized table for my aching back (well it really started to ache after i had to lift it to the first floor... damn that hing is heavy 65 kg) and me nearing 57 years with a back who was broken in two places which required operation with two artificial discusses and a lot of screws and with heavy nerve damage because it took them 10 years to dicover it was broken i can only say ouch.
  24. When I was a teen I used to play a game called Hitman: It was also a 3rd person stealth game focused on assassinations and disguises. Its main gimmick was the player stealing an enemy's clothing and dressing up as them to infiltrate, while disguised you avoid acting suspicious or your enemies would realize you're not one of them and your cover is blown. I've thought about attempting something similar in TDM in the past. Since it's impossible to customize the player model 1st person hands, I realized custom outfits are out of the question. Then it dawned on me that I could go for a simplified version, by implying the player only wears a helmet or large hat to disguise theirself, enough so it makes sense and throws the AI off. So I got to work and after 3 days of tweaking I'm ready to share my latest mod: Working disguises How it works: The player can pick up headwear and equip by using the item, making you a member of the target team when active. While worn a bar appears at the top of the screen indicating the status of your disguise: This bar slowly fills up over time... it will drain when a member or ally of the team you're disguised as sees you the closer you get, further draining if the AI is alert. When the strength reaches 0 the disguise deactivates, you must wait for it to reach 1 again for it to be active again. When the disguise is inactive the bar will be gray and the icon black, when active it's colored and the full icon shown to make that clear. By default only helmets for the Citywatch were included thus far, with the normal Citywatch helmet offering less cover whereas the Elite Citywatch disguise gives you a greater distance and time at the expense of a cumbersome overlay. It even changes the player's person type / gender / rank so AI salute you as one of them... unfortunately this doesn't seem to have an effect in practice, maybe it can be investigated why. Further more the item sets a custom head model and skin, so when the player sees theirself in a mirror the hat accurately reflects the associated head... sadly this functionality had to be disabled due to a crash that occurs if you try to modify the model of the player's head causing a -1 model index, I filed a bug report about it and hopefully it can be resolved soon. If enough people like this to motivate me to continue, my plan for the next release is to allow stealing the helmets off guards. This might be tricky as I need to make the head frobable and have it execute my script action, which must change the model of the AI's head to their non-helmet version: Unless the same crash as the player head risks occurring, this should be doable in theory... this would also allow it to be used as an universal mod (with any FM) as you no longer rely on the items being placed by the mapper. Below is the latest version: If you're a mapper maybe add this to your FM and let me know what you think! I'm eager to hear your thoughts and see a field use case, this was only tested in a simple box map not in a practical scenario. As usual copy everything in your FM except tdm_custom_scripts.script you'll need to mix the include line with your existing one. disguises_1.0.pk4
  25. BTW, the Perl script I18N.pl expects only an integer value after "#str_". Could be modified (or deprecated).
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