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On a lighter note (and because my holiday started today, oh yeah!), let's have a new thread for music, that you just enjoy and probably is not so well known...or somehow obscure but does not sound as strange as the songs we report in @STiFU's progessive music thread. Here is one of my new favourites, a similar recording of this track by other artists has been used in an US show broadcasted last year ( @Amadeus: What is the name of the show? )
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I kind of miss our old status-bar on the right, where you could casually share what's on your mind or what is happening in your life right now. So, I figured, let's just start a thread for that. Let's get this started...
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After pausing to work on an Carleton 24pt font update, I'm back on Air Pocket. I've been testing inventory names... some translations are too long and the names are clipped. Related to that, I just added a short section to the wiki's "Inventory" page called "Length of Inventory Display Names".
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Back in the day, Tels managed a squad of volunteer translators for TDM. I am not Tels, and could never do that. Nowadays, language translation using AI, either traditional machine learning (ML) models or large language models (LLMs), is common and increasingly fluent. It is often used as an adjunct to speed the work of professional human translators. By itself, AI translation can be imperfect but usually sufficient. Can this "sufficient" approach be used for TDM, to expedite translations? Let's see. I gave some initial thought to a bulk-translation daemon that might range across FMs and fill in all missing translations, without necessarily involving mappers. In the future, possibly AI could tackle that whole enchilada. I was at first visualizing something more modest: a backbone in a standard programming language (I sketched out C++ and C# projects, but lots of other possibilities) that would make calls to an API (I looked at those of Google Translate and ChatGPT). However, I changed focus due to certain concerns... Different FMs, and subsets with each FM, would likely have far better translations if they were properly grouped, ordered, and translated separately, with an appropriate context (e.g., phrase engineering) added. The FM's mapper is best placed to provide this grouping and context. I'll detail what I mean in the next few posts. The mapper would not be expected to know any TDM-supported languages besides English. Instead, each translated phrase could be back-translated to English and examined. Is the "round-trip" meaning OK, even if the English words have changed? Problematic translations could have their context tweaked and rerun. Many AI systems, particularly for API access, require a billing commitment (e.g., credit card). For a professional translator, this is no problem, and subscriptions allow access to more (and putatively better) models and higher quotas. This seems less appealing for TDM. A few paid AI systems have a no-subscription, pay-as-you-go account tier. The cost per translate is typically pennies. But it does introduce quota- and expense-management, and may exclude API usage. Access via API requires an API key (or at the higher end more elaborate security regime), with attendant key-security headaches. Which AI model is thought "best" for translation? Doesn't matter too much, because we can't afford the best. Furthermore, there's endless churn among AI models, with antidotal reports that a given model fluctuates in quality over time, and successor models can be worse than their predecessors. So, with these concerns in mind, I looked for public web-based AI sites that require no billing and provide low-quota but adequate AI. The mapper would enter and retrieve data manually. I will focus on ChatGPT in this exploration, after a quick preliminary test confirmed some promise. Also, as this exploration proceeds, I hope to propose changes to TDM to make it more viable for "sufficient" quality machine translation. Problem areas are incomplete fonts, space-constraints, and layout issues for translated strings. My proposals will likely surface as separate forum threads. That's enough for now. I'll be trying for 1 or 2 substantive posts per week, as I tackle a particular FM.
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So in one of my maps I am "trying" play around with dynamic ambient light levels. The wiki article is missing some info and has some typo's but I cant get iot work like I have done in the past - https://wiki.thedarkmod.com/index.php?title=Dynamic_ambient_light#Dynamic_Ambient_Light_Spawnargs
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I think we should create a thread where you can put requests and suggestions for Orbweaver. This thread should be NOT a discussion thread. If you want to discuss a proposal, create a specific thread for it. I want it to be only for collecting proposals, so we have an overview of what people might want to have. I guess this might also help Orb to decide what he should focus on once he gets productive. BTW: I really appreciate your effort, because we can really use this. So my personal wishlist proposal is that I would like to see a group handler. Similar like in Blender, where you can select several objects and put it in a group. When you select one or more of these groups, the objects are visible. If the group is not selected, it's invisible. In Blender and other 3D apps this is called layers (forgot the name before so I had to look it up).
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If like me you scour the web looking for inspiration for your next TDM mission then look no further.. Now... talking of images have you guys seen the latest from the master that is DrK from his Rocksbourg4 campaign. We need more dirty texture in TDM me thinks...
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I continue the work on the animations with the new Blender rig. Walkcycle: http://www.youtube.com/watch?v=nozToZMIFR8&feature=youtu.be It's only 2 frames shorter than current animations, so it's rather similar to walk1.md5anim now.
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Cant say i have experienced many laptop speakers that actually sounded good so yah in those cases it can help quite a bit. Mostly a problem caused by the slim design of most laptops which does not allow for units to have the nessesary umph for good bass. Though equalizers can help in some cases you also run the risk of distortion caused by the need to push more air than what these units are actually capable of. In most cases it does work as long as you dont crank volumen to 11 though .
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Crouched Player Hands Mod (TDM 2.14) @jivo, the original creator of the Visible Player Hands Mod, is currently absent. A year ago Jivo announced plans to further improve the mod but we haven't heard from him since. TDM 2.14 was released and his mod hasn't been updated. One of the planned features was to have the option to show only the hands (no items). This is what I think works best, at least as the starting point, and this is what my fork is about: Show at least one hand when crouching Remove the crouch indicator from the HUD DOWNLOAD (Windows) https://www.mediafire.com/file/oboazn4ohfby7e4/Crouched_Player_Hands_2.14-Win.zip/file Please note the download includes a modded TDM 2.14 Windows executable. The executable has been compiled by me using official code sources and Microsoft Visual Studio Community 2022. The download also includes a copy of the changes made in the source code, which can be found inside the pk4. The zip includes: TheDarkModx64.exe z_crouched_player_hands_214.pk4 INSTALL Make a manual backup or rename your TheDarkModx64.exe (ie: TheDarkModx64.exe.original) Drop the modded TheDarkModx64.exe and the file z_crouched_player_hands_214.pk4 into your TDM root folder UNINSTALL Delete the modded TheDarkModx64.exe and the file z_crouched_player_hands_214.pk4 from your TDM root folder Restore the original TheDarkModx64.exe DOWNLOAD (Linux) I don't have the knowledge to provide a build for Linux. ---------------------------- Should Jivo be back and resume work on his mod I will ask Forum Moderators to delete this whole topic. In the meantime, I hope you have fun with this fork for TDM 2.14. THANKS JIVO FOR YOUR WONDERFUL WORK! PLEASE BE BACK SOON!
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This being opengl, RTX is out of the question due to too much work. But there are modern techniques to get some light bounces. Modern hardware can handle a lot more abuse.Â
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Broken Glass Studios logo concept (rough mockup)
Anderson replied to Petike the Taffer's topic in The Dark Mod
I felt my question didn't merit a new thread, but here it goes: - Does anyone feel that we should allow people to get recognition for their great contributions that went into The Dark Mod as part of the loose group that is Broken Glass Studios on LinkedIn? Example of a similar page for Wildfire Games behind the free open source strategy game 0 A.D. I just feel that we should take credit for what we do and not be needlessly be modest because people have real skills here. Thank you!- 36 replies
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Darkmod underutilizes, in my opinion, capabilities for procedural animation. We already do some, like the random head and torso turns that are added on top of existing animations. There's also possibility for separate animation for top and bottom of the character as well as head. There's a missing opportunity for varied facial expressions. I talked about animation blending in this thread. Here's something that for example Thief: Deadly Shadows did. It's swaying side to side while turning. I used Gemini to add code to the tdm_ai_base.script. I don't know if this is the most efficient way of doing it, probably not. Here are the parts added: Gemini came up with the term "banking" which is used in car racing. I don't know if that's what it's called in animation or games. There's a lot of variables that can be tweaked. You can rotate this way any bone you wish. I use 'Origin', 'Spine_Dummy' and 'Neck' bones: You can tweak amount of rotation for each bone. setJointAngle(m_bankingJointHandle, 1, jointRotation * 1); setJointAngle(m_bankingJointHandle1, 1, jointRotation * 0.6); setJointAngle(m_bankingJointHandle2, 1, jointRotation * -1.5); There's also global intensity: (targetBanking = deltaYaw * 1.4;) and attenuation: m_bankingCurrentValue = (m_bankingCurrentValue * 0.95) + (targetBanking * 0.05); modifiers. Gemini also proposed to add an LOD system, which I thought was a great idea. So currently at a distance of 1500 from player the swaying will be disabled. Here are examples, each with slightly different values: And here's comically exaggerated one:
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My issue was that when starting the computer, the first log in screen would be a 60hz, and on OLED that causes horrendous flicker due to PWM voltage control. Input latency also gets high on lower refresh rates (>60 ms on some monitors), so moving the mouse around on the log in screen felt awful. Even my non gamer wife immediately noticed how not nice the log in screen was compared to the Windows 11 log in. Once I logged in, and the monitor switched modes to 240 or 360 or 540 hz, I could log out and it would be at the high refresh. So I did some research first and all the guides for kubuntu/ubuntu basically said the same thing, modify SDDM and apply plasma settings to the SDDM. This did NOT work for refresh rate on first boot. So I did more research and edited some files, still didn't work. So I asked the question on the forums. 90% was Apply Plasma Settings... in the SDDM section, and the other 10% were, you don't need that, that's not important, you're dumb for asking this question.
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More Dynamic HUD for TDM - Ideas, feedback and advice needed
Fiver replied to STiFU's topic in The Dark Mod
I didn't read the entire thread, but one of the earlier posts indicate this was once a sensitive topic. I wonder why. I'm thinking one of the strengths of an open source project is the ever evolving, ever improving, always trying new ideas... Exactly! I like that and agree. Fully appreciating hard work completed and also wanting to further improve on it are not mutually exclusive. Also in the (short, sweet, and excellent) mission Eye on the Prize by @Amadeus, he did a pair of lock picks into one single object, so custom objects are possible to create. -
Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!
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Error no candidates to choose url from (version release214)
freyk replied to AL-Kyar's topic in TDM Tech Support
The installer didnot get/connect a download mirror. Restart the installer and retry. If that doesnt work, select another mirror by starting the installer > check "get custom version" > next > select another mirror from "prefer mirror" list and click "next". An alternative method is to download the full package yourself from other locations like moddb. https://www.moddb.com/mods/the-dark-mod/downloads/the-dark-mod-214-full -
Finally done with my vertical contest entry... Swing You'll get your sea legs ... or die trying ... Thanks to my beta testers: SiyahParsomen Diego Baddcog ---------------------- README: SWING a Dark Mod mission, by Komag for the Vertical Contest held summer 2010 find me on TheDarkMod.com forums, or via ShadowDarkKeep.com This mission is a "platformer" with slight puzzle elements (figuring out where to go next and how to get there). Be prepared to do a lot of falling, dying, and quickloading! Quicksave anytime you are sure-footed, about take a risk Getting off the swing for any reason is not recommended! And try not to get sick ;-) Have FUN!!! Komag - Ben Ramsey -------------------------- BRIEFING: The King's steward has seen you in action aboard His Majesty's Ship Vertigo, and he is pleased with your potential. You are hereby granted an opportunity to prove your quality by successfully navigating the King's Royal Navy training swing. You need only retrieve the high crown (a replica of course) from the top of the swing, and return it to the docking area. As a bonus, see how many of the ten hidden bottles you can find - the more you come back with the more impressed your superiors will be, and that can only be a good thing as you know." ------------------------ Known Issues: - It's possible to stop the motion of some of the moving things, and even the entire swing itself, if you mess with things enough ENJOY!!! http://www.shadowdarkkeep.com/missions/Swing_v1.2.pk4
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got an old phillips 52 " tv that works pretty well with linux as well (60 hz 1080p only) allmost 2 decades old now . has all the connections a tv enthusiast could drool over like s-video composite scart hdmi and vga . i dont use it anymore though as my LG 58 " 4k tv works fine with solus (may be because it can only handle 4k in 60hz ?). as for aholes on forums, i had my fair share just like trolls they seem to pop up from time to time and i found the most effective way of handling them is just to ignore them (dont feed trolls!). otherwise ping the site admin if they are doing they're job a warning about decorum can usually put them right but otherwise a ban might be needed. permanent if nessesary.
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Welcome! I hope you'll like it, or at least find it better than Windows. I have never received that answer myself, but I have seen it in various forums, not necessary associated with Linux. It is such a dumb and unproductive respone. Either it can be done or it can't. The purpose is not a factor. One silver lining though: it teaches us what kind of answers we don't want to provide ourselves when someone asks us a question.
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I'm on Linux now (Kubuntu 26.04 / kernel 7+) Still haven't changed my opinion on the help forums, there is STILL a lot of assholes gatekeeping / new user bashing. My favourite is "Linux is super power user friendly and you can do pretty much anything that you want!" Cool, how can I do this? "Why do you need that? You don't need that! Just leave it the way it is!"
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(For some reason I couldn't find any topic like this) I fired up Dark Mod with mild enthusiasm; it's a mod, afterall. But after having played through Tears of st Lucia, it left me almost shaking afterwards. This is Thief, pure and simple. Thief with Crysis-like graphics. It's an amazing piece of work you have done! It's what T3 should've been right from the start. Dark Mod feels just like Thief. This is Thief!
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This topic is intended to give each other tips on how to make TDM work well on DIII4a on Android. Githubpage: https://github.com/glKarin/com.n0n3m4.diii4a Android Package https://github.com/glKarin/com.n0n3m4.diii4a/releases https://f-droid.org/packages/com.karin.idTech4Amm/ Installation: download tdm 2.12 full package from moddb, extract the "darkmod"-folder, create a folder on the storage of your device, give it the name "diii4a" move the "darkmod" folder to that folder. Download the apk from the releases page, install the apk, accept the storage permissions. Running the game: open the app, select the profile for TDM and hit the start game button. After this you get a black screen and wait some seconds (8 or 10) until the tdm menu appears. Video: https://www.youtube.com/watch?v=ysLQTV8PZ-Q
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@XolvixFollowing on from the conversation in the share your status thread... Its recommended to fun most missions with LOD set to normal, and afaik most are built with said setting on normal. IN my current WIP for example, I have deliberately set two LOD levels normal and better. Normal for regular players and better higher end players Regarding the issue with the Training mission, which light/s were you observing with an issue..? as I was the last person to work on that.
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For the people eager to play with the latest state of development, two things are provided: regular dev builds source code SVN repository Development builds are created once per a few weeks from the current trunk. They can be obtained via tdm_installer. Just run the installer, check "Get Custom Version" on the first page, then select proper version in "dev" folder on the second page. Name of any dev version looks like devXXXXX-YYYY, where XXXXX and YYYY are SVN revision numbers from which the build was created. The topmost version in the list is usually the most recent one. Note: unless otherwise specified, savegames are incompatible between any two versions of TDM! Programmers can obtain source code from SVN repository. Trunk can be checked out from here: https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/ SVN root is: https://svn.thedarkmod.com/publicsvn/darkmod_src Build instructions are provided inside repository. Note that while you can build executable from the SVN repository, TDM installation of compatible version is required to run it. Official TDM releases are compatible with source code archives provided on the website, and also with corresponding release tags in SVN. A dev build is compatible with SVN trunk of revision YYYY, where YYYY is the second number in its version (as described above). If you only want to experiment with the latest trunk, using the latest dev build gives you the maximum chance of success. P.S. Needless to say, all of this comes with no support. Although we would be glad if you catch and report bugs before the next beta phase starts
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