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  1. "When the leaves change and the air is still, there is a quiet." -Lady Blackbriar -=| DISPLACEMENT |=- BY AMADEUS & WELLINGTONCRAB = DOWNLOAD = <( | )> -PLAYS BEST ON 2.14- -JOIN THE BETA NOW- "Seek not the prideful sin that is perfection The Builder's light shines through all flaws. It is His wisdom to recognize a thing is done Before it is ever truly finished." -St. Edgar's Sermon of Rust LAMPFIRE HILLS... They say the woods around here give the tourists bad dreams, but I don't mind. I like it here. I feel like a piece of me belongs here. ... That it fits. DISPLACEMENT is a medium-sized traditional manor mission with a highly variable playtime. *2.14 provides a number of improvements to gameplay, performance, and stability. It is strongly encouraged to play on the latest 2.14 beta release. Join in testing now!* *Mods such as the “Unofficial Patch” and “TDM Modpack” are not supported by this mission and should be used at your own risk* https://www.thiefguild.com/fanmissions/97429/displacement CREDITS: ADDITIONAL MUSIC: -AIRSHIP BALLET -GIGAGOOGA ADDITIONAL SCRIPTING: -DRAGOFER -OBSTORTTE -FROST SALAMANDER -KINGSAL ADDITIONAL ASSETS: -KINGSAL -TDASH -SKACKY -BIKERDUDE -GOLDWELL -EPIFIRE -STRUNK -SHANNEN ART -POLYHAVEN -TEXTURES.COM -SKETCHFAB CULTURAL HERITAGE CC0 COMMUNITY -LOISTE INTERACTIVE -COLINFIZGIG -CDMIR BETA TESTERS: -KINGSAL -GOLDWELL -MAT99 -FROST SALAMANDER -MIKE A -STGATILOV -STIFU -MARBLEMAN -DETEEFF -THEBIGH FURTHER ACKNOWLEDGMENTS: -STIFU FOR HIS EFFORT IN FIXING THE NOTORIOUS STUCK AI AND ARROW CRASH BUGS. -STGATILOV WHO MADE A NUMBER OF 2.14 OPTIMIZATIONS AND BUG FIXES. -KINGSAL FOR PROVIDING SOME OF THE MAIN MENU GUI ASSETS -PURAH FOR ORIGINATING THE SETTING OF LAMPFIRE HILLS, REIMAGINED HERE, IN HIS THIEF FMS. -GUY-ON THE COUCH AND JAM61 FOR THEIR SILENT HILL COMMUNITY MAPS WHICH HEAVILY INSPIRED THE LAMPFIRE HILLS REGION MAP. -SPECIAL THANKS TO LOISTE INTERACTIVE FOR ALLOWING US TO USE ASSETS FROM THEIR GAME "INFRA." SOME ADDIITONAL DETAILED LICENSING INFORMATION: SOME NOTES ON PERFORMANCE: NOTE TO MAPPERS: MOST OF THE NEW ASSETS IN THE MISSION ARE INCLUDED IN THE 2.14 BETA RELEASE.
  2. This has been a recurring issue for me over the past year or so and I'm finally fed up enough with it to make a forum post about it. I've not been able to find anything else with either a forum or discord search, so I'm hoping I can get some troubleshooting assistance here. Sometimes, on larger maps with lots of custom assets and/or scripting, when I'm attempting to load a save file the game just... hangs. At like 1% loaded, in the loading screen. This happens to me a lot with Seeking Lady Leicester, but also has started happening to my most recent playthrough of The Lieutenant 2. Some relevant notes: - I am on the latest beta branch, but this has been happening to me since at least 2.13, so I don't think its a beta-specific bug. - I'm on Windows 10. - Starting a fresh run of the map does not ever reproduce this problem (I can reliably fresh-load a map even when I can't save-load it), and it doesn't happen until I close the game and reopen it (so, if I start a new mission and play a bit, I can reliably load save files if I get caught or whatever. Its not until I save after a long gaming session and try to pick up where I left off later that I occasionally hit this bug). - Usually I get around this issue with a complete reinstall of TDM? But my most recent reinstall didn't do it for my playthrough of Lieutenant 2. - Once this happens to me, there's no way for me to close the game or go back to the main menu. I have to alt+F4 or Task Manager kill TDM. - When I'm loading a save or a new map and things are working correctly, I am unable to open the dev console during the load. However, when I get stuck in this bad state, the dev console is openable. I've attached a screenshot of the contents of the dev console just in case its illuminating, although there are no scary looking errors or warning text that I can see. If we want me to try any commands when I get into this state I'd be happy to poke around. Let me know if this explanation makes sense, or if there's anything I should try or any debug info I should poke around the game's folder for.
  3. From personal experience (and I have a lot of experience on that topic), casting calls on the TDM forums do not have much effect. You could try VAC (if you are on Discord). I could also provide you the contact details of a very reliable guy who has been doing tons of voice work for TDM/Thief missions, if you want to.
  4. I have noticed that especially our gui textures (like the mainmenu / inventory grid parchment), but also some video assets like that "The Dark Mod" short-intro, are really low-res for this day and age. I was wondering whether we should explore offline AI texture upsampling? While I am not a fan of purely AI-generated content, upsampling is something that usually works really well and maintains the look and feel of the materials. Does anybody have any experience in this regard? Do you know of any tools for this? RTX Remix comes with AI texture tools, but I don't know in what capacity those can be used outside of the RTX Remix framework.
  5. Besides the usual (legitimate) excuses about this being an open source project run by volunteers who have other commitments, etc., I think one of the main things missing is a proper triage process and prioritized backlog for bug reports and feature requests. At least that's how a 'real' software project would work. But someone trusted by the dev team would need to volunteer for that role (if it's even agreed it's needed). Loads of issues get reported, but in different places (the bug tracker, or various forum posts, Discord, etc.). The forum is a nightmare to search, so things get lost as soon as they are posted. Some devs don't really read all of the forums unless they are tagged (again, I don't blame them not everyone has time to read every single post or hang around Discord 24/7). I make sure to log bug reports and feature requests in the bug tracker, so at least I can easily find them later. I think there is a better chance of someone seeing it there as well. Then you could maybe raise awareness of it by posting in the forums with a link to it. Unfortunately with respect to features and suggestions, nobody is really in a position to make any promises at any given time whether something can or will be implemented. It seems to need to reach some critical mass of internal discussion first, which sometimes only happens after some pestering occurs. If you look at the stuff that @Daft Mugi and @STiFU have implemented recently, they do a great job of making a case for their feature requests, complete with screen shots, videos, evidence from users from discord and forums, rationale with pros and cons. This helps a lot when trying to convince a group of people that your idea is worth considering. EDIT: I meant to say the non-responses can definitely give the impression of apathy and that's frustrating, but I think that would be a harsh assumption. IMO this forum or Discord are not suited to feature discussion. The rest of the world has moved onto things like Github issues which are way easier to have targeted, scoped discussions about particular bugs or features. And also to find them later.
  6. This pinned thread's purpose is to collect links to all the discussion threads for new features to be added in 2.14: https://forums.thedarkmod.com/index.php?/topic/23080-214-new-and-updated-assets/ https://forums.thedarkmod.com/index.php?/topic/23072-214-mirrors-and-remotes-resolution-and-optimizations/ https://forums.thedarkmod.com/index.php?/topic/23070-214-tdm-version-macros-and-x-ray-breaking-change/ https://forums.thedarkmod.com/index.php?/topic/23071-214-in-game-screenshot-as-menu-background/ https://forums.thedarkmod.com/index.php?/topic/23073-214-interactible-projected-decals/ https://forums.thedarkmod.com/index.php?/topic/23074-214-new-smoke-generation-system/ https://forums.thedarkmod.com/index.php?/topic/23088-214-beta-ko-non-elite-ai-after-flash/ https://forums.thedarkmod.com/index.php?/topic/23087-214-beta-frob-changes-additions/ https://forums.thedarkmod.com/index.php?/topic/22736-font-localization/page/2/#findComment-503417 Maybe: https://forums.thedarkmod.com/index.php?/topic/23104-script-debugger/ As well as older Feature Collection Threads: [2.13] Feature Discussion Threads [2.12] Feature discussion threads [2.11] Feature discussion threads [2.10] Feature discussion threads
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  7. Miscellaneous asset fixes done: * More fixes in fonts and better support for Cyrillic and Romanian (post, 6642, 6661). * Added all missing mipmaps in DDS textures (post). * Fixed shop description of slow match (6629). * wood/panels/trim_wood_grunge_moulding_desat: fixed parallax confusion. * models/md5/chars/builders/guard/builder_armor material: brought back specularmap. * textures/darkmod/stone/brick/blocks_light_stained_trimmed material: fixed specularmap. * prefabs/doors/trapdoor_w-padlock prefab: fixed wrong particle (6662). * prefabs/mechanical/switches/wall_lever01 prefab: fixed frobbox of the lever (6060). * models/darkmod/architecture/doors/door*hinge models: fixed gaps in almost all versions (6671) [02]. * models/darkmod/furniture/wardrobe_open model and prefab: fixed clipping through frame (6272) [02]. * models/md5/chars/heads/female03_head_local and dds/models/md5/chars/heads/face_freckle textures: replaced (5545) [03]. * models/darkmod/readables/book_* model: fixed UV maps in sp1 and red1 versions, texture fix (6672) [03]. * prefabs/doors/curvedtop_door_96x48_3hinge_w-frame prefab: fixed hinge material (3212) [03]. * models/darkmod/readables/book_tome model: minor fixes [03]. * models/darkmod/containers/bucket model: gap fixes (6675) [04]. * models/darkmod/containers/barrel_wine model: fixed shadowmesh (6685) [04]. * New assets added: * atdm:ai_undressed_old_man_01: added new character model, including LODs, ragdoll, swappable head. * textures/darkmod/wood/panels/trim_wood_* material: added red variants. * textures/darkmod/wood/panels/panel_decorative_redder_grated material. * textures/darkmod/paint_paper/gold_pedals_* material: added RGB versions. * textures/darkmod/paint_paper/fleur_* material: added RGB versions. * textures/darkmod/stone/brick/red_worn_dirty_trim_wet material. * textures/darkmod/stone/brick/old_bricks_darkgrey_wet material. * models/darkmod/lights/non-extinguishable/painting_downlight model. * models/darkmod/containers/openable/safe_door_003_* and safe_wheel_003: added wall-in-safe door model and prefabs (6590). And there is a big set of assets added by @Wellingtoncrab and @Amadeus from the upcoming mission "Displacement". New models by TDash: * models/darkmod/furniture/beds/rustickingbed with skins DRustBed* * models/darkmod/furniture/seating/darmch1 with skins ArmCh* * models/darkmod/furniture/desk_pagan with skin JPagDesk2 * models/darkmod/furniture/steps_library with skin LibStepup1 * models/darkmod/mechanical/typewriter * models/darkmod/kitchen/wine_bottles_shelved*: versions A, B, C, D * models/darkmod/kitchen/whiskeyglass_silver * models/darkmod/kitchen/bottle_simple_* * models/darkmod/containers/crate_long_* * models/darkmod/containers/crate_simple* * trunk/models/darkmod/containers/wine_crate_03 * models/darkmod/furniture/cabinets/cupboard_* More models: * prefabs/mechanical/switches/red_button prefab along with models/darkmod/mechanical/switches/switch_redbutton* and switch_toggle* models and redbutton_glow* skins * models/darkmod/decorative/statues/bust_emperor_* model (and bust_emperess) * models/darkmod/kitchen/food/bread_loaf*: new versions 02, 03, 04, 05, 06 * models/darkmod/kitchen/food/croissant * models/darkmod/lights/non-extinguishable/streetlamps/streetlamp_iron_01 with skins streetlamp_iron_01_lit, streetlamp_iron_01_unlit * models/darkmod/decorative/trophy_plaque_* * models/darkmod/decorative/stuffed_hart* * models/darkmod/decorative/statues/statue_face_cover* * models/darkmod/loot/loot_golden_goblet* * models/darkmod/loot/loot_golden_vase_* * models/darkmod/decorative/ashtray * models/darkmod/decorative/cigar* with skins cigar and cigar_unlit * models/darkmod/loot/loot_crystalore* (and loot_rareore) New skins: * cabinet1_* for furniture: versions A, B, C * book_sp1_gold_crest for various books Stone, cobblestone, brick materials: * textures/darkmod/stone/brick/bricks_old_light* * textures/darkmod/stone/brick/blocks_sandstone_grime_trimmed * textures/darkmod/stone/brick/blocks_concrete_small_trimmed2 * textures/darkmod/stone/cobblestones/flagstones_bricks_multicolored* * textures/darkmod/stone/flat/tile_dirty_terracotta * textures/darkmod/stone/flat/tile_herringbone_grime* * textures/darkmod/stone/flat/tile_checkered_grime_tricolor* * textures/darkmod/stone/flat/tile_checkered_grime_small* * textures/darkmod/stone/natural/gravel_multi_color Other materials materials: * textures/darkmod/paint_paper/wallpaper_grunge_* * textures/darkmod/plaster/plaster_worn_painted_peeling_autumnal* * textures/darkmod/roof/rooftiles_clay_red_decorative* * textures/darkmod/wood/boards/planks_floor_* * textures/darkmod/glass/glass_brick_clear [03] * lights/watercaustics01 Note: [03] at the end of line means that this change appeared only in beta214-03.
  8. Easy outdoors recipe. If you are lazy and want to make an outdoor area, you could use this strategy: It doesn't look even bad from high up: The setup is really simple: You have 1) the play area (selected and red.) 2) area with skybox texture (blue) 3) skybox (you need to add some kind of ground terrain there) 4) hide the seam between play area and the skybox texture area with a pile of big bushes. These bushes I made with simple bunch of patches with the wood model leave textures. I made it into an ase model and cloned the 32 decal bunch around to generate thich bushes. I also placed some trees floating into the skybox texture area. 5) You must make the bushes closed area so that the player cannot move into them. Otherwise the end-of-world is nasty looking and visible: Enjoy! Previously in the Easy Recipe series: Easy Vault recipe: http://forums.thedar...y-vault-recipe/ Easy caverns recipe: http://forums.thedar...caverns-recipe/
  9. Thanks guys, the mission looks great and kept me on the edge throughout. Perfect use of new assets and the various M.K. references were nicely done. Just to report that I too had consistent crashes on Linux with 2.14b5, most (but not all) of them when trying to frob something. Trying to frob/extinguish the blue lantern consistently led to crash.
  10. Lately I have started to play some of the more recent missions and some of these have lots of "own"/unique textures. Is it okay to use these assets (from released FMs) in one's own FMs? I'm referring to models/textures and sound etc, of course not chunks of the mission geometry or blatant plagiarism of readables etc. I guess some people have designed or bought assets for themselves but is it okay to use these textures/models as long as there is no explicit note in a readme etc, that opposes such "borrowing"?
  11. Here I'll post prefabs, models and stuff that mappers can use if they like.
  12. https://forums.thedarkmod.com/index.php?/topic/23105-sad-news-we-lost-another-one-of-our-own-mircea-kitsune/
  13. Speaking of savegame compatibility. I hate it too Every time I decide to play some mission during beta, something happens and I have to switch to the most up-to-date version, and then can't even remember which revision I was playing on! I don't think we can realistically support savegame compatibility across versions. But we can probably do some lifetime improvements, maybe add various filters: only show compatible saves, or sort them by engine revision, showing engine revision at least, etc. Speaking of bugtracker. Perhaps somewhere on the forums there are messages from 10-15 years ago like "you can help us by posting a bug on bugtracker, we promise we'll look at it". If there are, I think we should delete them as those are false promises. It's not like we have a project manager who tracks all newly created issues 24/7 and decides what to do with them. It is safe to say that almost nobody looks at what's added to bugtracker. If some TDM issue is really annoying to you, the most likely way to get it fixed is to talk to some developers or team members, or at least mappers. It does not mean bugtracker is useless though: it is more like a knowledge database of everything that bothers people, with more focused comments, not a well-tuned pipeline to get it fixed.
  14. Author Note: Shadows of Northdale is a new campaign that takes place in a city called Northdale that is situated up in the mountains of the western empire. Across the campaign the player will traverse through the varying districts of the city with each mission featuring it's own unique location as well as different locations in the city hub to access. ACT I is the first mission which is designed to introduce the player to the city hub area and the new mechanics available to them. During the first night in the city hub section there are a couple of places to explore however this will expand and open up further as you progress through the campaign's missions. This mission features some aspects which are different to the usual dark mod FM experience which are: - Food is an item that is picked up and stored in your inventory, pressing the use key with the food item highlighted will cause the player to eat it and gain 5hp - There is an ingame fence where you can purchase gear using any loot you may have found during the mission, you can visit him as many times as you wish but do be mindful of your loot goals - Also inside the fence's shop are contracts, these are readables which detail tasks that a client wishes you to complete for an agreed sum of gold. Upon completing them you will be rewarded with the designated sum immediately - Because you are not a wanted criminal (yet) the citywatch will only attack you if they catch you breaking the law or find you near the scene of a crime - Candles are pinchable in this mission, frobbing them causes Corbin to pinch them to put them out rather than pick them up The mission was designed and tested on 2.05, if you are playing on any other version there may be bugs present. If you enjoyed the mission please feel free to leave a review, I enjoy reading them and it gives me inspiration for my next projects. Tell me what you felt worked and what you felt could be improved for next time. Have fun taffers! - Goldwell. 2.06 UPDATE INFO: If you are experiencing any path finding issues (AI walking around in circles or getting stuck) on 2.06 then please enter the following console command to resolve these issues cm_backFaceCull 0. Thanks goes to Nbohr1more for solving that! Testers Crowind Epifire Kingsal Random_Taffer Skacky SquadaFroinx Voice Actors AndrosTheOxen Goldwell SlyFoxx Custom assets Andreas Rocha Bentraxx Bob Necro Dragofer Epifire Freesound Kingsal MalachiAD Tannar And a very special thank you to the following people without whom the mission would not exist: Epifire for creating some amazing detailed custom models that help bring a unique layer that wouldn't be possible without it. Seriously go check out his modeling page! Dude is very talented https://sketchfab.com/Epifire Grayman for helping to debug a lot of critical bugs in the mission, without him there wouldnt be a mission Kingsal and Skacky for helping out with excellent tips on level design, flow and lighting Moonbo for lending his writing talents to help optimize the briefing video script Obsttorte for making the majority of the scripts featured in this mission, and for dealing with my constant nagging about issues and bugs, you are awesome! SlyFoxx for lending his vocal talents and making the fence character come to life and sound great SquadaFroinx for providing thorough beta reports (that are equally hilarious as they are useful) And finally a huge thank you to Tannar for drawing the fantastic looking ingame map Available via in-game downloader MIRROR File Size: 295 mb
  15. @Bikerdudeto start have Skacky and Daraan both consented to their assets being included and licensed CC-BY-NC-SA? https://creativecommons.org/licenses/by-nc-sa/4.0/deed.en I ask as Skacky's project does not include any license information, though I know he took these photos himself so we would just need consent from him. Daraan's pack includes a readme file which lists a few sources, one of which is CC0 but it also includes a free texture website and the unity asset store which would require carve outs in license.txt which I am not sure we would go for. Either way Daraan has clearly licensed some of the assets themselves. Do you know which assets are which and where they individually came from? I would suggest you update the material definitions to include the information or compile it in some other way. Looking at the assets themselves the mostly look quite nice. IMO in the skacky pack most of the flat stone textures read as a bit desaturated and lacking contrast compared to things like the wooden doors which look great.
  16. Should there be some cutscene at the end? I found all the relics and Curio´s items, then went to sit in the chair in the red room, and that was it (still played and finished v1 on 2.13, because I was pretty far along). Anyways, time to say huge thank you to both of the creators and all the lovely people who were helping to test this mission - this has to be the most unique mission I have played so far on Dark mod - the (New) weird combination of aesthetically pleasing leveldesign and unclear story, sooo many options of entering and finding out unique "quests" and safe opening combinations is unheard/seen/played of. People in forums say its combination of Dishonored and Bioshock, I would add a hint of Dark Souls in the story area, mixed with Twin Peaks, and you start to get an idea. Although I am playing fanmissions from the very beginning of the mod´s existence, I felt completely lost here and I enjoyed that. I also didn´t know how to solve many of the combinations until I got a hint - overwhelmed by all the entry options and connectedness of the space(s) to the beauty of individual set pieces (I felt like a tourist, taking screenshots of almost everything). And the music! My goodness, that beautiful non-cacophonic chill music just begged me to stay and listen. I immediately recommended this mission in another forums where I am active, so hopefully people will get to play it. Well done, everyone, this is a threat. PS: Can I politely ask you to get together with Bikerdude, Kingsal, Sotha, Melan, Goldwell and anybody else who´s willing and put together an official campaign, please? Pretty please?
  17. I cannot reconcile the links in Daraan’s readme with your claim they are “CC0 compliance verified”. Some of them clearly are not. That does not preclude their inclusion, but license.txt must contain explicit reference to assets under a given license. Unless the asset is explicitly compatible with the default (Which is CC-BY-NC-SA, not necessarily CC0) It is not enough to know the sources where the assets generally came from - you must know the the provenance of each asset. Can you compile that information in some way? As I mentioned you would likely only need consent from skacky - since he owns the assets. If you have that I would document it.
  18. Ah, I thought so, about it not being among the core assets. Bikerdude's old Business as Usual FM and Bienie's The Night of Reluctant Benefaction FM both had it, so I'll probably poke around those FM files. I'm not really making a holiday FM - yet - but I'd like to put those assets aside for when I do make a somewhat holiday-themed mission in the near future. Thanks for confirming I won't find it in the core game assets.
  19. Agree with @thebigh Actually His keypad and telephone game assets are what motivated me to try 3d modeling (I commented that thread month if I'm not mistaken) OTOH, I regret leaving 3dsMax after I tried it for 2 months around 2013 or 2014. During that time, I had no desire to do 3D modeling. A regret not knoeing / mastering this any sooner. Yes his first attempt was in '19 . I thought it was on his livejournal blog but I was wrong. It's on his Deviantart https://www.deviantart.com/mirceakitsune/journal/It-s-time-for-everyone-to-know-this-Suicide-814028318 The first time I looked up his username on search engine, I actually found his livejournal first.
  20. Where can I find the assets svn? I looked for it here but couldn't find it: https://svn.thedarkmod.com/publicsvn/darkmod_src/
  21. Mandrasola is a small sized map in which aspiring thief Thomas Porter steals some herbal products from a smuggler. The mission was created by me, Sotha and I wish to thank Bikerdude, BrokenArts and Ocn for playtesting and voice acting. Thanks goes naturally to everyone contributing and making TDM possible. This mission occurs chronologically before the Knighton's Manor, making it the first mission in the Thomas Porter series. Events in chronological order are: Mandrasola, The Knighton's Manor, The Beleaguered Fence, The Glenham Tower and The Transaction. The winter came early and suddenly this year. Weeks of strong blizzards and extremely harsh cold weather hit Bridgeport hard. With the seas completely frozen, a rare occurence indeed, most of the City harbor commerce has stopped completely. Vessels are stuck in the ice and no ship can leave or enter the City, resulting in the availability imported goods declining and their prices skyrocketing. One of these imported items is Mandrasola, a rare herbal product, which is imported overseas from the far southern continents. Mandrasola has its uses in alchemical cures and poisons, but mostly this substance is used for its narcotic qualities by commoners and even the nobility. The problem with Mandrasola is that excessive use is extremely addicting and the withdrawal effects are most grievious. Many are utterly incapable of stopping using Mandrasola and are transformed into quivering human ruins if they do no get their daily dose. And now this expensive and rare substance is running out from the whole City. Me and my fence, Lark Butternose, would love to grab this monopoly to ourselves: selling the last few doses in the City would probably be worth a fortune. According to Lark's sources, there remains only one smuggling lord who still has Mandrasola in stock. The problem is that this individual maintains an exclusive clandestine operation and only supplies a few nobles. Despite our best information gathering efforts we couldn't learn who the smuggler is and where he or she operates. Luckily we have an alternate plan. While searching for Mandrasola related information, we learned that a noblewoman called Lady Ludmilla is addicted to the substance and has paid high prices for small amounts of it. We also know that she has visited frequently someone in the Tanner's Ward waterfront, and since she goes to the area personally we believe she is visiting the smuggler. The plan is simple: I must monitor Ludmilla's most likely entryway to the Waterfront and then follow her to the smugglers hideout. I'd better be very careful around Ludmilla. She must not realise I'm following her or she probably won't lead me to her dealer. Hurting her is also out of the question. After she leads me to the smuggler's hideout, I can take my time to break in carefully and steal all the Mandrasola I can find. While I'm there it wouldn't be a bad idea to grab some loose valuables as well. I've now waited in the blistering cold for a few hours already. Looks like there are a few city watch patrols in the area to complicate matters... I think I heard a womans voice beyond the north gate. That must be lady Ludmilla, I haven't seen many ladies in these parts. I'd better get ready.. Links: Use the ingame downloader to get it. WARNING! Someone always fails to use spoiler tags. I do not recommend reading any further until you've played the mission.
  22. Edit: Given the challenge from Wellington Crab below and looking at the license, I'm going to change this post. I'm putting my original post, which I'm now deleting, on a Google Doc here for reference, so you know what he's talking about. But I'll disown it now under scrutiny. I think some of the same points will come through, but they have to be put in the correct context with the TDM license as the baseline. The main question is what to do as a default when the potential re-user doesn't know the status of an asset. But to talk about that, you first have to talk about the baseline of the license. So here's the relevant TDM license text. So clearly if the author makes a different license explicit in their FM, then that other explicit license will apply. That's the baseline. It also adds this extra clause which goes beyond CC, "Without explicit permission from the mission authors, you may not redistribute, modify or reuse (parts of) these missions or the assets contained within them." This means FM assets are under a stricter license than the CC license mentioned above, with this extra clause. That also creates the default, if you have no information or unclear information, don't use the assets. This may add some practical complications in some cases when, e.g., if the author is using assets from a 3rd source and they mistakenly misrepresent the license (they think it's redistributable when it's really not), or if the author has made statements where it's a little ambiguous about when it can be redistributed, it's a partial statement (the default should probably be assume it's no unless very explicit though). I would say practically speaking, a lot of these issues can be addressed by asking the author directly for permission and getting explicit permission, or if they've made some explicit statement in their readme or a post or somewhere giving explicit permission, and if you can't find that explicit statement, it's all around best to not use the asset and just use some replacement that you know 100% is in the clear. The catch still hanging is when the asset is represented as redistributable when it really isn't. (The original mapper thought it was, but they made a mistake.) In that case, I think it's worth the mapper that wants to use it to do a little of their own due diligence to confirm that it's really redistributable, and again if it's not 100% clear, if there's any hints it might not be, it's best to not use it and use one you know is 100% clear to redistribute. Edit: Okay I guess there are a few more little technicalities. Because of the new clause, one could argue if the CC additions also still attach, especially Share Alike and Attribution (SA: you shouldn't change the license when you redistribute it, and A: you should give attribution in your readme). I think these may be implied, but even if it's unclear, it's common courtesy to do that anyway, and Share Alike probably includes that you have to get permission from the original author, not the redistributor, or if they modify it, both. Just try to be in good faith & respect everyone involved. Another possible little technicality is one might try to distinguish old FMs before the new clause and new ones after (do the old FMs also get the new clause), but anyway aside from the license, it's also probably fair to say it's TDM policy, so it's good to apply it to all FMs no matter what.
  23. @Mike__ could you please put this in spoiler tags?
  24. Yes, I still use it every year to check that missions are bootable. Also I sometimes try to use it to reproduce problematic bugs, although it rarely helps. But I never extended it to anything like a full-fledged testing framework. There is a major feeling that such kind of tests will drain a lot of time to maintain and won't catch more issues than what any player can do in one play session. The most up-to-date Python automation framework is in the assets SVN. Also, hot reload feature in DarkRadiant uses the same code & protocol on the side of TDM engine (but not the Python part).
  25. Hello everyone, The subject is quite clear I guess. If you want to beta test the mission the forum is here : https://forums.thedarkmod.com/index.php?/topic/23100-early-beta-lord-scrogianis-ledger
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