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  1. My guess would be: the door generates visual stims that AI can notice the stim has "AIUse" spawnarg which specifies its type, which is 7 = "AIUSE_DOOR" the AI code casts the stim source entity to CFrobDoor, which it is not -> crash Here is the place with non-checking cast: else if (aiUseType == EAIuse_Door) { // grayman #2866 - in the interest of reducing stim processing for closed doors, // add a check here to see if the door is closed. Otherwise, a closed door will // ping every AI w/in its radius (500) but the AI won't shut it down until it // can see the door. A guard not patrolling will receive endless pings unless // we shut it down here. CFrobDoor* door = static_cast<CFrobDoor*>(stimSource); if ( !door->IsOpen() ) { door->DisableStim(ST_VISUAL); // it shouldn't be pinging anyone until it's opened return; } Supposedly, you changed the entity C++ class from door to static entity, but did not remove the "AIUse" spawnarg. Maybe we should add IsType check here and do Error if it is incorrect.
  2. 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?
  3. Yeah, I'm sure gpt-4 is much better, but I don't have access yet. Meanwhile, in related news, I often notice writing errors in the news. This morning there was a glaring grammatical error in a bbc report about closures at an Ocado warehouse. I asked chat-gpt to ananlyse it and it failed to spot the clear error. I then exctracted the sentence and said can't you see the errror in this sentence. It said yes and apologised saying it was possible its evaluation of the whole article obscured the error. I then asked it to give two ways to fix the error which it did perfectly. I then asked it to provide a prompt that would get it proof-read articles both as a whole, then sentence by sentence, then report the result. It gave this: "Read the given article thoroughly to identify any errors that you can find. Once you have completed your initial read-through, analyze each sentence of the article one by one to identify any errors in grammar, spelling, punctuation, or logic. Note down all the errors you find in each sentence. Finally, merge the results of both steps to create a list of all the errors you found in the article as a whole, along with the specific sentence where each error was located."
  4. That's because this mission overrides mainmenu_briefing.gui and it does exactly that: /*************************************************************************** * * The "Back" Button * **************************************************************************/ windowDef BriefingNewGameButton { rect POS_BRIEFING_MAIN_MENU_BUTTON matcolor 1, 1, 1, 1 background "guis/assets/mainmenu/buttons_start/back" visible 1 } windowDef BriefingNewGameButtonH onAction { set "cmd" "play sound/meta/menu/mnu_select;"; // Switch to the mod menu set "gui::targetmode" MM_STATE_MOD_SELECT; resetTime "MainMenuModeSelect" 0; } } This file was written before The Great Main Menu Refactoring, so it uses explicit state names. The correct modern approach would be to set "gui::targetmode" MM_STATE_BACKWARD, which would cause engine to look what is considered previous in builtin tables, and hopefully move to main menu. Also, this file was written before the change related to start mission / install mission. At that moment, current mission was started from mission selection screen, so this custom gui redirects to that screen instead of just main menu.
  5. The whole point of this thread is that ChatGPT and related generative AI technologies have the potential to "change the game" of game making. If the TDM community seems dead to you, remember that is only because there are very few people in the world with the skill set or resources to make fan mission, or even to contribute productively to discussing them. A lot more people like stealth games than have the time or talent to make them, much less learn how to make them. If new technology can lower the threshold for them to participate or even create an entirely new population of participants, that could be revolutionary for us. But the first step of that process is recognizing what this new technology is, what it's capable of, and where it fits within the pre-existing human social/economic/legal ecosystem. How else are FM creators and potential creators to know whether it is worth investing their precious time investigating this tech and integrating it into their processes? Hence the discussion so far. Something that I don't think has been brought up about this is that if anyone wishes to publish works while forbidding their use for creating any sort of derivative work, there are legal mechanisms right now that allow you to do that: You just need to keep your work under lock and key and make every person you allow to see it sign a legally binding confidentiality and non-compete agreement. This is extra effort and will generally require you to make proportionate concessions to the other party to make the agreement both legally valid and economically enticing, but it can be done. In fact it is done. Frequently. What you can't do is nail your work to the church door for all to freely see, or give it to every merchant to sell on the open market, and then retroactively decide you want to reserve additional rights for yourself! Can you imagine if the world actually worked like that? I cannot imagine a more fertile ground for corporate oppression. Imagine if Disney had the right to ban anyone who had ever seen Snow White from ever working in animation! Imagine if Activision could ban anyone who had ever played a Call of Duty from developing a competing modern military shooter. The only angle to this argument I think has a shred of validity is that maybe we can and should hold industrial actors to different ethical and legal standards from actual human beings. However I don't think that finger in the dike would hold back the storm surge for very long. Crowd sourcing is a thing, and there are plenty of people who would be happy to donate their C/GPU time and internet connections for AI research. In terms of legal strategies against generative AI, the copyright angle is the weakest of sauces. Even if the courts are taken in by the fallacious claims of the plaintiffs (which would not surprise me), their rulings will be just as unenforceable in practice as the music and film industries' fruitless wars against piracy. Worse in fact, because with generative AI there could be an actual arms race between uncovering and concealing evidence of illegal copying.
  6. Seems like most threads about this topic on the internet get filled by similar themes. ChatGPT is not AI. ChatGPT lied to me. ChatGPT/Stable Diffusion is just taking pieces of other people's work and mashing them together. ChatGPT/Stable Diffusion is trained against our consent and that's unethical. The last point is kind of valid but too deep for me to want to go into (personally I don't care if somebody uses my text/photos/renders for training), the rest seem like a real waste of time. AI has always been a label for a whole field that spans from simple decision trees through natural language processing and machine learning to an actual hypothetical artificial general intelligence. It doesn't really matter that GPT at its core is just a huge probability based text generator when many of its interesting qualities that people are talking about are emergent and largely unexpected. The interesting things start when you spend some time learning how to use it effectively and finding out what it's good at instead of trying to use it like a google or wikipedia substitute or even trying to "gotcha!" it by having it make up facts. It is bad at that job because neither it nor you can recognize whether it's recalling things or hallucinating nonsense (without spending some effort). I have found that it is remarkably good at: Coding. Especially GPT-4 is magnificent. It can only handle relatively simple and short code snippets, not whole programs, but for example when starting to work with a library I've never used before it can generate something comparable to tutorial example code, except finetuned for my exact use case. It can also work a little bit like pair programming. Saves a lot time. Text/information processing. I needed to write an article that dives relatively deep into a domain that I knew almost nothing about. After spending a few days reading books and articles and other sources and building a note base, instead of rewriting and restructuring the note base into text I generated the article paragraph by paragraph by pasting the notes bit by bit into ChatGPT. Had to do a lot of manual tweaking, but it saved me about 25% of time over the whole article, and that was GPT-3.5. GPT-4 can do much better: my friend had a page or two full of notes on a psychiatric diagnosis and found a long article about the same topic that he didn't have time to read. So he just pasted both into ChatGPT and asked whether the article contains information that's not present in his notes. ChatGPT answered basically "There's not much new information present, but you may focus on these topics if you want, that's where the article goes a bit deeper than your notes." Naturally he went to actually read the whole article and check the validity of the result, and it was 100% true. General advice on things that you have to fact check anyway. When I was writing the article mentioned above, I told it to give me an outline. Turns out I forgot to mention one pretty interesting point that ChatGPT thought of, and the rest were basically things that I was already planning to write about. Want to start a startup but know nothing about marketing or other related topics? ChatGPT will probably give you very reasonable advice about where to start and what to learn about, and since you have to really think about that advice in the context of your startup anyway, you don't lose any time by fact checking. Bing AI is just Bing search + GPT-4 set up in a specific way. It's better at getting facts because it searches for those facts on the internet instead of attempting to recall them. It's pretty bad at getting truly complicated search queries because it's limited by using a normal search in the background, but it can do really well at specific single searches. For example I was looking for a supplement that's supposed to help with chronic fatigue syndrome and I only knew that it contained a mixture of amino acids, it was based on some published study and it was made in Australia. Finding it on google through those things was surprisingly difficult, I'm sure I could do it eventually, but it would certainly take me longer than 10 minutes. Bing AI search had it immediately.
  7. 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.
  8. I had this discussion here, but it was about warp glass. Maybe somewhat related?
  9. 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)
  10. It doesn't matter if it's not commercialy realistic or not; this is a thought experiment. So, my thoughts... Main plot: Kind of generic revenge theme in many movies but the originality would have to be in the implentation. Garrett married, settled down, and mostly honest (but does the odd thieving on the side.) His teen son/daughter (also called Garrett since I've always assumed it's a surname?) learns from him. Because Garrett is a loose cannon, the Keepers send an assassin who kills Mr and Mrs Garrett (perhaps not knowing they have a child.) We now play the son/daughter called Garrett and (if male) with the same voice actor Stephen Russell or a good soundalike thus providing continuity. Our main purpose is to destroy the assassin and possible the entire Keepers organisation. Keep all the old classic tools/weapons/armour/features with new ones for added interest. Find a way for player to use that remote eyeball camera thing. Highly three-dimensional open-world with tons of rooftops, etc. and lots of optional sub-missions. Optional companion(s) to work with Garrett. The player chooses how long they stay with him (or not at all.) So you might want a specialist safecracker or rock-climber or even just someone who knows the way to wherever you're going. Optional third person pov that can be switched easily during the game (like Fallout 4). Note that I do not like 3rd person myself but many do. And even if playing 1st person, it's sometimes handy/fun to switch back and forth to check out your armour or location. Optional, in-game switchable difficulty level with always a super-easy level. I'm sick and tired of abandoning games that are just too hard even on so-called 'easy'. Failing that, some kind of in-game tiered hint/clue/spoiler so when you're totally stuck, you can refer to character's own notes for example. Or maybe somehow use looted gold to buy help or maybe looted magical objects that provide inspiration, guidance, whatever. Nobody should ever fail, just have different levels of success. I'd even accept a walkthrough option rather than abandon. Remember, this is all optional.
  11. 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
  12. Hey @esme Looks like this is just part of a lock entity that got mistakenly left behind and isn't anything of actual interest - just a bug! Thanks for catching it.
  13. yeah does not really have anything to do with new PC's or anything related interresting non the less.
  14. 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/
  15. 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/
  16. Maybe there is a sliver of hope that will change in the next 10-15 years. Tech disruptions suck for established interests, but they do have a way of making previously unprofitable products suddenly viable. The problems for an authentic Thief modernization are 3: Such a project needs high fidelity art and sound assets to secure an enthusiastic audience, but such assets are currently too expensive to produce at the optimal budget point for this property. (In fact it's too expensive for most properties, hence why AAA games are so damnably risk averse.) Generative AI stands poised to change this problem drastically, either for the better or the worse. If AI makes it trivial to churn out high quality custom assets for pennies, that would be revolutionary for the viability of niche hi-fi games. But if the AAAs use it to increase expectations again in their pointless graphics arms race that could conceivably leave us still treading water or worse off. The modern standards for rich game worlds requires an army of exploitable labor to build and populate. That again constrains the range of budgets and even the countries such a project can get built in. Procedural environment generation has the potential to solve this problem, but right now the tech is still premature. If generative AI leads to an explosion in coding productivity and creativity that would change, but that's a big if. The tech is almost certainly capable, but the will to train it could fail to materialize. Modern commercial game engines are not built to support deep stealth because of a chicken and egg problem. Anyone who wants to make a modern deep stealth game needs to sink a bunch of time into building or customizing an engine to do good stealth (with little surety of success). That again boosts the budget into a commercially non-viable range. But then because deep stealth games are not viewed as commercially viable, engines don't support it out of the box, shunting the responsibility to individual devs who will always struggle with the job far more than if the engine makers would do it. If we anticipate an explosion in general coding productivity, plus increased interest in classic immersive stealth mechanics arising from the popularity of ray tracing, maybe engine makers will start giving a damn. But I admit that one is a stretch. And, even in the best case where all these factors come together ideally, I suspect it's true that Thief is viewed as commercially toxic. The IP owners are unlikely to let it out of their dungeon unless some sort of ultra faithful indie spiritual successor makes a huge splash first.
  17. 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/
  18. Hi, I have a bug that is still from 2.10 (standard briefing menu related). I don't know if this is the correct place for this, but I post it anyway. If you start a mission with a standard text-based mission briefing, the clickable buttons on that screen make no hover sounds and don't glow when hovered. This was still the case in 2.09b. Affected buttons: Back Objectives Arrow up, arrow down - to go to previous, next text page On the Objectives screen the hover effect on buttons work normal again. Test case: Mission Deadeye I tested this on TDM 2.09b, 2.10, 2.11, 2.12 dev16789-10349
  19. 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.
  20. 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.
  21. 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
  22. Hmm, don't know if this is related to the dev build, but as I take damage, the screen slowly transitions to a green/blue psycodelic hue. Is this intentional?
  23. I got it working in TDM 2.0 !!! Maybe the menu change in 2.10 broke it? Well I guess I can make a bug report, since it did work in TDM 2.0 (standalone) and I can reproduce the functionality. I will try to check on which version it got broken. Edit: It still worked in tdm 2.09, but stopped working in 2.10, so it must be related to the changes @stgatilov made to the main menu in TDM 2.10 .
  24. @datiswous, just catching up on this thread. I've also not been able find a copy of grayman's modified main_briefing.gui HMart's concerns may be apt, but since this there is still related C++ code, it presumably was all working at one time, and may still be. In your proposed version, you might see if, for gui::startSelect, instead of specifying the names of info_player_start, you just specified more generic objects. It could be that info_player_start was introduced later than 1.08, and is incompatible with startSelect. EDIT: Ignore that last idea; clearly info_player_start was what grayman had in mind. I would think as the main menu state transitions from BRIEFING to DIFF that the value of that StartSelect string you specified would be picked up by the cpp code... unless that became broken into the main menu redo's between 1.08 and today. Probably needs someone with source set up in a debugger (not me) to resolve. If all else fails, some form of selection after map load is a workaround.
  25. It is related to Grayman's avatar (a Sword in a Stone) that I have put in this collage that I made, it is also in the mission of The Black Mage.
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