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  1. 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.
  2. 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.
  3. 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/
  4. 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/
  5. Right above you we have an example of AI-created/remastered textures. There's AI models being worked on for creating 3D models from text prompts, photographs, etc. That could be relevant to TDM since if it can be made in Blender, it can be imported into the game. Imagine using AI to create a gigantic cathedral, or even a city. Over a decade ago, Tels was working on Swift Mazes, a demo for procedurally generating TDM maps. I don't know how you would go about making an AI version of that concept, but anything's possible.
  6. The original 1993 SMB movie was worked on by the creators of Max Headroom. They wanted it to be a cyberpunk "allusion" to the general Mario concept. Why were these folks given the SMB project? Because Nintendo wanted to somehow "appeal to teens and adults" and expand the audience so they gave the directive to Hollywood to come up with a "mature" way to tell a Mario story. The movie was in development after Sonic and Sega were positioning themselves as the more teen oriented platform and 3DO along with other "mature CD game consoles" were on the horizon. Nintendo didn't want to be relegated to be a "kids only" console (even though that designation would later help them maintain a stronghold in family console sales). Apparently, the draft script was amazing enough to generate interest from A list actors but the studio got cold feet and started rewriting the movie to be more and more juvenile and closer to the source material of the games ( and turned it into a big mess ). I don't think it requires hindsight to understand that even leading up to the release there were lots of poor decisions around the project. 1) Other Nintendo franchises such as Zelda and Metroid were better suited to a mature story line 2) There is no cogent way to make a "mature" story that involves a Plumber entering an alternate dimension to battle an anthropomorphic Dino-Turtle that speaks English and wants marry a human woman who is native to this same dimension 3) Using allegories to Mario game features such as replacing Bowser with a malevolent Bowser-AI in a William Gibson style mind-jacked internet ( while cool ) would violate the expectations of people looking forward to a movie adaptation and lead to disappoint regardless of the resultant movie 4) Cyberpunk fiction fans would be scratching their heads about why the protagonist is a plumber and why the antagonist AI \ Cyborgs, etc are in the form of Turtles, Dinos, and Mushrooms rather than reflecting the full diversity of possible Avatars 5) You have an amazing Cyberpunk script and A list actors enthusiastic to participate in it and you decide to murder the script with rewrites rather than rebranding the project as a new science fiction film and deferring the Mario film to another team who wants to write a from scratch faithful adaptation? You can sorta see how things all added-up to the final results but it is still pretty baffling that nobody caught the problems earlier in the process.
  7. Long ago I started a thread about something I dream of doing in TDM at some point: A mod that introduces modern assets over the default steampunk setup... allowing for futuristic cities, scifi weapons, computers and keypads that can be hacked, security bots patrolling areas, etc. I ultimately aim to create a campaign in the spirit and atmosphere of the first DeusEx game. Needless to say the whole thing will require loads of new assets and special scripts, but in this thread I wanted to present the concept I've been putting together for the first part of my initiative: The weapon system. So obviously my plan is to first introduce a set of modern weapons, and replace the default ones with them. You can't have the hero sneaking around a futuristic city guarded by cyborgs while wielding a wooden bow The base idea is to have the generic types found in most games, such as a pistol / machine gun / shotgun / etc. When I initially put the concept together, I imagined them as plain weapons: Find models and sounds for each gun, make them shoot bullets, and we're done. But I later realized that this is wrong, because it would remove one of the most fun and emblematic features in TDM: The special arrow types. No more shooting water arrows at flames, no more moss arrows dampening noise, no more rope arrows to climb places, etc. The idea behind TDM is that weapons (namely the bow) don't exist only to shoot at enemies, but also to interact with the environment in various ways. So I next started wondering how futuristic guns could also take in the abilities of the special arrow types. Soon enough, the revelation came to mind: Why not turn the special arrows into special projectiles, and allow ammo type to be selected per weapon? The model I want to go with is basically this: There are various types of weapons, as well as various types of projectiles. The weapon determines the pattern and scale of the projectile(s), whereas the projectile type determines the actual effect. Various weapons can be used with various projectile types, like the shotgun shooting water shells or the grenade launcher shooting noise grenades. Ammo pickups themselves are weapon specific and per type, for example "mossy shotgun shells" or "water 9mm clip". A raw idea of the overall weapons, projectile types, and ammo types planned is this: Weapon - Pistol: Shoots a single projectile, with medium accuracy and medium refire rate.Weapon - Machine Gun: Continuous stream of projectiles with lower accuracy.Weapon - Shotgun: Throws multiple projectiles in bursts, low accuracy and low refire rate.Weapon - Sniper: Shoots a single projectile afar, high accuracy and low refire rate.Weapon - Thrower: Spews a continuous gas, covering large areas at close range.Weapon - Rocket Launcher: Shoots a large projectile that flies slowly through the air.Weapon - Grenade Launcher: Shoots a large projectile that bounces around a few times then explodes.Weapon - Mine Layer: Sticks a projectile to the wall, which explodes when someone gets close.Weapon - Crossbow: Shoots a small projectile that behaves as an arrow. Projectile - Normal: Simple projectile that deals damage on impact (normal arrow).Projectile - Water: Spews water on impact (water arrow).Projectile - Fire: Explodes into flames on impact (fire arrow).Projectile - Gas: Releases poisonous gas on impact (gas arrow).Projectile - Moss: Throws moss around on impact (moss arrow).Projectile - Noise: The projectile remains still and causes noise on impact (noise arrow).Projectile - Rope: Creates a rope which can be used to climb (rope arrow).Projectile - Light: Creates a bright flash that temporarily blinds enemies (flash grenade).Projectile - EMP: Disrupts electronic devices such as bots / turrets / cameras / computers (new concept). Ammo - Bullets: Used by: Pistol, Machine Gun, Shotgun, Sniper. Can be: Normal, Water, Fire.Ammo - Gas: Used by: Thrower. Can be: Water, Fire, Gas, Moss.Ammo - Explosive: Used by: Rocket Launcher, Grenade Launcher, Mine Layer. Can be: Water, Fire, Gas, Moss, Noise, Light, EMP.Ammo - Arrow: Used by: Crossbow. Can be: Normal, Water, Fire, Gas, Moss, Noise, Rope, Light, EMP.Hopefully you can see what I'm trying to do here: Each weapon can shoot projectile categories that make sense with its pattern. For example: Water bullets are a semi-realistic concept, although rope mines don't make any sense... and noise grenades fit well, whereas noise gas would be plain silly. The crossbow is a visual replacement of the current bow, shooting the existing arrows as they are. Difficulty wise, implementing this might not be as hard as it can seem: The projectile impact effects are are already there, such as spawning a water burst that puts candles out. Each weapon will also use a single model and base texture... the color of a light or a symbol on its ammo display will indicate the type of ammo loaded in. From here it's just defining the weapons and projectile patterns themselves. With maybe an extra new feature: The ability to change ammo for the same weapon definition, since (unlike the current arrows) we can't define an entire weapon for each combination! I'd first like to know what you think of this idea, if you see it working out, and if you'd be interested in using such a weapon mod... if not let me know what you think I could change to make it better! I'm also curious if anyone is interested in helping implement this, since considering I never scripted in TDM / idTech 4 before it might take a while for me to get things rolling on my own.
  8. 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.
  9. I totally agree, with the caveat that at that point in the story I don't think Garrett was ready to entertain a serious relationship with anyone. (Regardless of the major chemistry obviously going on between those characters.) In all the Thief games, but T2 most of all, G is in survival mode, which he does by trying to detach himself from all reactive emotion and external allegiance. Retreating completely into himself. A huge part of the brilliance of those 3 stories is that characterization, because in each game he tries to detach and there are always points where his detachment breaks down. Little climaxes where his true nobility or vulnerability shines through. It's only at the end of the third game that he, and he alone of all the Keepers, properly figures it out: the essence of balance is detachment... not from the world, but from oneself. If Victoria had survived, G definitely would have pursued a relationship with her during and after the third game. Probably it would be a rather untamed, chaotic affair, but fun to speculate about for sure, and I think they could eventually work out some sort of stable arrangement. Maybe a bridge-between-worlds sort of deal like Ashitaka and San at the end of the movie Princess Mononoke. As things happened instead, I think I agree with the contention that Garrett would have great difficulty ever kindling a similar connection to any mortal woman. I don't think its impossible though, particularly after G properly settles into his role as a sage of balance, post TDS. It would be a journey for him and not something I think could be handled well off-screen as it were. Might be fun fodder for some FMs though... Hell, back to topic, that in itself might be a fun spiritual/actual sequel concept. Play alternating missions as a cynical night blade pagan woman, and a saw-way-too-much-sh** and-totally-over-everything city thief turned yogi mystic. They reluctantly team up, rib each other, save each other from perils, stop an apocalypse, and finally discover to their surprise they are in love.
  10. That moment you log into TDM forums and suddenly feel nostalgic...

    1. Sotha

      Sotha

      Protip: if you never log off and stay for ever, there is no nostalgia when you visit.

    2. Melan

      Melan

      Welcome back!

    3. RPGista

      RPGista

      Haha yeah, I feel like that from time to time. Good to see you around.

  11. 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.
  12. Upon doing some more investigation duty, that one spider seem to be extremely sensitive to my presence, even on low difficulty settings. Here's video proof. I had to host it in GDrive due to YT compression downgrading the quality and resolution from 1440p to 1080p. Additionally, it's alert states act inconsistently as it will switch from suspicion to full attack, or from full search into settle mode in an instant and incorrectly registers such changes in the stats more often than not. The behaviour described where it prefers to roam or stick to my particular location regardless of alertness, seems difficulty invariant. Notarget fixes it for obvious reasons. My conclussion, spiders (or at least this particular one) are bugged, or maybe the do have super olfatory senses as @wesp5 mentioned . Let's just hope their AI gets fixed on the next release, maybe i'll try the latest dev release and see if it makes any difference at all . I guess this will be it, not getting that golden plate it seems.
  13. I just found this thread on ttlg listing Immersive Sims: https://www.ttlg.com/forums/showthread.php?t=151176
    1. demagogue
    2. jaxa

      jaxa

      I've found it difficult to find where TDM is listed as #1 on Greenlight. This page ( https://steamcommunity.com/greenlight/ ) has no ranked listing. This one ( https://steamcommunity.com/sharedfiles/filedetails/?id=858048394 ) has no visible rank or stats page. Is it my script blocker?

  14. Time for a new contest eh? This contest will almost be a speed build contest since we are shaving a few days off the typical 3 month span of a standard contest. TDM has no shortage of horror themed missions but since we missed the chance to have a Halloween contest this is a "gift" to the large contingent of TDM fans who enjoy some horror in their life. I wont go crazy with bonus points in this contest but there will be a few incentives... The overarching theme of this contest will be placing the player in dangerous locations. Having to climb down into elevator shafts, narrow caverns pits, etc to acquire loot or trigger objectives. This theme is meant to be paired with an incentive to use vine arrows to escape (etc). There is no hard requirement to adhere to this theme but players can judge your theme score using this concept as a baseline. Bonus incentives: 3 Perfect votes added for creative Vine Arrow usage 1 Perfect vote for creative Mine usage 1 Perfect vote for creative Flash-bomb usage 2 Perfect vote for EFX audio 1 Perfect vote for Subtitles 1 Perfect vote for adding Translation string support As with the previous contest, we may need to add a scaling factor if there is lower than expected participation from voters. Standard Contest Scoring: Total Points = (gameplay * 3) + (Appearance * 2) + (Story \ Theme * 1) Max Possible = Total Votes * 5 (Outstanding) Category Score (%) = Category Points /Max Possible * 100 Total Score (%) = Total Points /Total Max Possible * 100 The vote count was equal in all categories for everyone so: TotalMaxPointsPoss (TMP) = AllCategoryVotecount(ACV) * 30 Full Weighted Score (FWS) = (Gamescore*3 + Visualscore*2 + Storyscore) / TMP Pre-existing maps: The contest will be for newly created missions. Authors can use modular assets and prefabs and limited pre-made map sections. If you wish to use an existing WIP mission, you will need to declare this in your release thread and other participants will need to agree that your mission should be allowed to compete. Otherwise, if multiple authors with WIP missions decide to join we can create a separate scoring for those missions. The submission deadline will be Christmas Day ( but we can extend the deadline if all participants agree to the request. ) Please declare you intention to join in the fun!
  15. Filizitas

    Gloomwood

    I would love to be wrong you know... in this case. Give me ammunition. But i am not going to attack a developer for things that i cant proof. Evidence or it didnt happen.
  16. 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.
  17. A@datiswous Ah yeah, well sorry, I was quiet busy and only visiting discord. First time here on the forums since months now I think.. Thank you for the subtitles. I encourage everyone who is interested in using them to download it from here as I'm not sure when I'll be able to implement them myself into the mission. Again, thank you for your work.
  18. Is it just me, or is the concept of an anti-virus program that (due to a bug) classifies *itself* as a threat and then messes up the machine extremely funny?

    1. Xarg

      Xarg

      Depends who's computer it is, I guess.

    2. Sotha

      Sotha

      Absolutely hilarious, regardless of computer ownership.

    3. Morat

      Morat

      I believe MJ12 encountered the same problem...

  19. I think it is a good idea! Our ingame mission downloader and mission view has long been subject of multiple improvement suggestions. Due to the sheer mass of missions that have been released in the last 15 years, things got really cluttered and especially newcomers will have a hard time finding what they want. However, improving the ingame guis is quite a task, so a web-based application might really suit this scenario well. Maybe we could even add a linke to it from our ingame menus, so user can access it quicker. Some more things to think about Would users be able to add custom tags and downvote / upvote certain tags, much like the system of Steam? This would also allow to add tags like "beautiful", or "difficult". Actually, the more users can contribute to this system, the better, because it will be automatically maintained then. The browser should also contain a flag for whether the FM belongs to a connected series of FMs or not and have the capability to go to the previous or next FM in that series. There should also be a flag for fully fledges campaigns. Some might like a flag whether or not an FM is "ghostable".
  20. Nothing wrong with including it in the tips if it isn't already. But I would think the average player is likely to be familiar with the concept of "stealth damage" which is common in most games that have a stealth mechanic. You'd probably have a harder time coming up with a stealth game that doesn't include that concept.
  21. DarkRadiant 3.7.0 is ready for download. What's new: Feature: Skin Editor Improvement: Script Window usability improvements Fixed: Hitting escape while autosaving crashes to desktop Fixed: Def parsing problem in tdm_playertools_lockpicks.def Fixed: DR hangs if selecting a lot of entities with entity list open Fixed: Float Property Editor's entry box is sticking around after selecting a float key Fixed: Spline entities without model spawnarg are unselectable Fixed: Entity window resets interior sizing forcing resize each time it is opened Fixed: Spline curves should not be created with a model spawnarg Fixed: Newly appended curve control vertices aren't shown at first Fixed: Light entities are zoomed out in preview window Fixed: Entity inspector spawnarg fields not always updated by UI windows such as Model Chooser Feature: Skin Editor (see video) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.7.0 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!
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