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71
I enjoyed reading this.

To be fair the rest of us sounded like some grumpy elders right there (myself included) :D

Morally and legally I don't see it as fundamentally different from what we've already been doing.
[...]
I don't see why voice work is meaningfully different.  It's not like we're going to pay any of the original VAs to do it if we can't do it with AI, nor pay anyone else.  There's no material loss.

I think you are drawing a false equivalency here.

An actor's/talent's voice or likeness are not a comparable piece of intellectual property as they have an existence divorced from the fiction context they are embedded in. An actor/talent continues to be a person even if they stepped out of the recording booth/off the stage/leave the set. And that personhood is inseparably linked to their voice (both in the literal and metaphorical sense) and likeness as identifiable external characteristics.

While we are talking about professional actors/talents there is a case to be made about the commodification of this aspect of their personhood being consensual. However making that argument in full also means to acknowledge that said consent is conditional on remuneration. No payment, no consent, no commodity to be bought or sold.

Additionally, it would negligent not to consider that even with professional actors who take pay-check jobs as their livelihood, the pattern of payment = performance is not that simple.
There a good number of performances that only exist because circumstances align: the right director, the right script, the right moment in time, the right stage in their career etc. etc. pp. As a result some performances would not exist to be used as training data but for a house of cards of circumstance which made the actor/talent consent.



Furthermore, there is another point were your argument is lacking.
Your argument rests on the fact that the activity of this community, creating derivative works by reusing story concepts, 3D models, music etc. has been non-consensual from the start.

But it has not. Take a look at this section of the FS2 EULA (link to the wiki):
Quote
You [the owner of a copy of FS2] are granted a revocable, nonassignable limited license to create derivative works of this Software solely for your own personal noncommercial home entertainment use and may publicly display such derivative works to the extent specifically authorized by Interplay in writing. [Details on how to look up the specifics of that policy at the date of original printing follow]

By owning a copy of the game, each community member that owns the game, has been granted conditional consent to create derivate works and "display" them (i.e. share them). This is further reinforced by the fact that FRED exists in the retail versions of the games and its use is encouraged by providing a tutorial.

Said consent is conditional, but the condition is simply to that no money is being made from the derivative works as commodeties. Which is a condition easy enough to meet if you have desire for it.
72
Between the Ashes / Re: Teasers & Trailers
« Last post by Colonol Dekker on April 03, 2024, 04:14:31 pm »
Applause.gif

Very nice it is too.
73
Between the Ashes / Re: Between the Ashes Development Blog
« Last post by mjn.mixael on April 03, 2024, 10:50:39 am »
In case you missed it, our final trailer was posted here. BtA2 will release on May 24, 2024!
74
Between the Ashes / Re: Teasers & Trailers
« Last post by mjn.mixael on April 03, 2024, 10:49:44 am »
The final trailer for Between the Ashes 2: The Growing Silence was released last week. I failed to post it here!
75
Nightly Builds / Nightly: 03 April 2024 - Revision 052b4b29e
« Last post by SirKnightly on April 03, 2024, 01:29:41 am »
Here is the nightly for 03 April 2024 - Revision 052b4b29e



Group: Linux
nightly_20240403_052b4b29e-builds-Linux.tar.gz (Mirror)


Group: MacOSX-arm64
nightly_20240403_052b4b29e-builds-Mac-arm64.tar.gz (Mirror)


Group: MacOSX-x86_64
nightly_20240403_052b4b29e-builds-Mac-x86_64.tar.gz (Mirror)


Group: Win32-SSE2
nightly_20240403_052b4b29e-builds-Win32-SSE2.zip (Mirror)


Group: Win64-SSE2
nightly_20240403_052b4b29e-builds-x64-SSE2.zip (Mirror)

Code: [Select]
------------------------------------------------------------------------
commit 052b4b29e
Author: Mike Nelson
Commit: GitHub

    Multi sync API (#6077)
 code/network/multiui.cpp                  | 1527 +++++++++++++++--------------
 code/network/multiui.h                    |   30 +-
 code/scripting/api/libs/ui.cpp            |  287 ++++++
 code/scripting/api/objs/enums.cpp         |    8 +
 code/scripting/api/objs/enums.h           |    8 +
 code/scripting/api/objs/multi_objects.cpp | 1048 ++++++++++++++++++++
 code/scripting/api/objs/multi_objects.h   |   39 +-
 7 files changed, 2214 insertions(+), 733 deletions(-)

------------------------------------------------------------------------
commit ea8e356b6
Author: Mike Nelson
Commit: GitHub

    Multi Start Game UI API (#6068)
 code/network/multiui.cpp          | 203 +++++++++++++++++++++-----------------
 code/network/multiui.h            |   8 +-
 code/scripting/api/libs/ui.cpp    | 106 ++++++++++++++++++++
 code/scripting/api/objs/enums.cpp |   4 +
 code/scripting/api/objs/enums.h   |   4 +
 5 files changed, 229 insertions(+), 96 deletions(-)

------------------------------------------------------------------------
commit 9bba53c3e
Author: Mike Nelson
Commit: GitHub

    Multi Join API (#6059)
 code/network/multiui.cpp                  | 315 ++++++++++++++++--------------
 code/network/multiui.h                    |  26 ++-
 code/scripting/api/libs/ui.cpp            | 133 +++++++++++++
 code/scripting/api/objs/multi_objects.cpp | 234 ++++++++++++++++++++++
 code/scripting/api/objs/multi_objects.h   |  11 ++
 5 files changed, 572 insertions(+), 147 deletions(-)
76
Mission & Campaign Releases / Re: Blighted - An FSO Roguelike
« Last post by pepper_hill on April 02, 2024, 12:31:27 pm »
After posting it to the wrong forum page at first, here it is, once again, where it should belong to.
A detailed list of all Tempering and Amplifying Effects for weapons, every Upgrade and Equipment, and what they do.

Thanks to mongoose for giving us a heads-up.  :)

-Henrik
77
Wing Commander Saga / Re: Kilrathi Death Message bug
« Last post by CT27 on April 01, 2024, 07:47:36 pm »
I have some mostly good news to report.

I used Notepad to put in those three lines of text Sqpar posted in the messages tbl file.  I tested for several missions afterwards (I'm now in the Cairo section of the campaign) and I'm no longer getting that Terran death audio/ani when a Kilrathi craft is destroyed.

However (this is what I meant when I said 'mostly' good news), since I put in that fix a few days ago, I no longer get any generic Kilrathi death audio/anis at all when their ships are destroyed.  This isn't a huge deal and overall it's an acceptable tradeoff IMO, but I just thought I'd let you know.

FWIW, here's how I went about updating for these recent issues:
-After 0.9.63 was released, I manually downloaded and installed every file on the FSNebula WC Saga page except for Core and the two movie files.
-I used Notepad to manually edit in the fixes in for this issue and the Vega 5 issue from the other thread.

So it looks like I defacto have the 0.9.64 version of "Core" (that's the file the fixes were in from what I've been told), but the 0.9.63 version of all other files from the FSNebula WC Saga page.  Should I bother manually updating the other files to 0.9.64?
78
Wing Commander Saga / Re: Vega 5 mission error
« Last post by CT27 on April 01, 2024, 07:37:29 pm »
I used Notepad to manually put in the fix Sqpar posted and it worked.  The correct carrier was shown at the end.

Thank you.
79
FS2 Open Coding - The Source Code Project (SCP) / Release: 24.0.1-RC2
« Last post by SirKnightly on April 01, 2024, 11:13:01 am »
Change log: (chronologically ordered)
PLACEHOLDER

Deprecations:
PLACEHOLDER

Deprecations are a mechanism in FSO where a certain feature or aspect of the engine has changed or is no longer supported. Since this would normally break existing mods, we have the mod table feature "$Target Version:" with which a mod can specify what version of FSO it was developed with. Any features listed under Deprecations will be removed or changed when the target version of a mod is at least the version released in this post.

Previous 24.0.0 Release Thread

Launchers, if you don't have one already:
All platforms: For every day use, we recommend Knossos.NET, an integrated solution for downloading and launching mods.

Hidden Text: Alternative Launchers • Show
Cross-platform: wxLauncher 0.12.x Test Build (legacy project for a unified launcher)
Important: For best compatibility with FSO 3.8 and later you should use at least wxLauncher 0.12.

Windows:  Launcher 5.5g (Mirror) (Mirror) Not compatible with Windows 8+, use wxLauncher above
OS X:  Soulstorm's OS X Launcher 3.0
Linux:  YAL or by hand or whatever you can figure out.

Windows (32/64-bit)
Compiled using GitHub Actions on Windows Server 2019 (10.0.17763), Visual Studio Enterprise 2019

64-bit: fs2_open_24_0_1-RC2-builds-x64-SSE2.zip

32-bit: fs2_open_24_0_1-RC2-builds-Win32-SSE2.zip
This one is based on the SSE2 Optimizations from the MSVC Compiler.

Hidden Text: Alternative builds • Show

64-bit AVX: fs2_open_24_0_1-RC2-builds-x64-AVX.zip
This one is based on the AVX Optimizations from the MSVC Compiler (fastest build if your CPU supports AVX instructions).


32-bit AVX: fs2_open_24_0_1-RC2-builds-Win32-AVX.zip
This one is based on the AVX Optimizations from the MSVC Compiler.

What are those SSE, SSE2 and AVX builds I keep seeing everywhere?
Your answer is in this topic.
Don't want to deal with that? Use Knossos.NET and it will download the best build specifically for your PC!

Linux 64-bit
Compiled with Ubuntu 16.04 LTS 64-bit, GCC 5
fs2_open_24_0_1-RC2-builds-Linux.tar.gz

These builds use a mechanism called AppImage which should allow these builds to run on most Linux distributions. However, we recommend that you compile your own builds which will result in less issues.
Alternatively, if there is a package in your software repository then you should use that. If you are the maintainer of such a package for a distribution then let us know and we will include that here.


macOS
macOS 10.9+
Intel (64-bit): fs2_open_24_0_1-RC2-builds-Mac-x86_64.tar.gz
Apple Silicon: fs2_open_24_0_1-RC2-builds-Mac-arm64.tar.gz

These builds are not signed and so by default will fail to launch. To run them simply right-click on the app, click open, then click open again on the security confirmation dialog. You should only have to do this once for each app.
If running the game through Knossos or Knossos.NET this step should not be necessary.

NOTE: macOS builds currently have limited support and may exhibit issues not present on other platforms.


Hidden Text: TrackIR Users • Show
Important!!
An external DLL is required for FSO to use TrackIR functions.  The following DLL is simply unpacked in to your main FreeSpace2 root dir.
TrackIR is only supported on Windows.
TrackIR SCP DLL (Mirror) (Mirror)

Known issues:
80
Morally and legally I don't see it as fundamentally different from what we've already been doing.

For 25 years this community has been using the intellectual property of the writers and developers of FreeSpace.  The guys who came up with the FreeSpace story aren't getting paid when you play a new campaign that's heavily reliant on the story they wrote, the guys who did the modelling aren't getting paid when you have a new campaign with a Deimos in it, or a hi-poly version of their design.  I don't see why voice work is meaningfully different.  It's not like we're going to pay any of the original VAs to do it if we can't do it with AI, nor pay anyone else.  There's no material loss.

The main difficulty would be practical.  The vocals you hear on YouTube are self-selecting for those that are really good.  If you actually try to do it yourself it's much tougher than you might think, the tone is often off, it pronounces words weirdly.  Doing it for a full campaign and making it sound passable would be challenging.


Edit:  So I thought I'd have a go at this and see how good it was.  I had ChatGPT put together a command briefing for a new danger and put some retail Command Briefings into ElevenLabs on the cheap tier.  The attached is what it came out with.  I have to say it's a lot better than I thought it would be, especially on a first run.  It's not perfect, but it's firmly in the "good enough" tier.  If the pronunciation of "Nebula" sounds a bit weird it's because ChatGPT chose to say "Nebulae" for some reason"

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