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  1. 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
  2. Thought it would be a good idea to collate a useful list for new and old mappers alike and this post will update as we go. Abandoned works: Any WIP projects that were abandoned by the original author - http://forums.thedarkmod.com/topic/12713-abandoned-works/ Darkradiant & Darkmod shortcut settings: Some example settings for new mappers - http://forums.thedarkmod.com/topic/15152-darkradiant-and-darkmod-shortcut-folder-settings/ Darkradiant howto, must knows, tips and faqs - http://forums.thedarkmod.com/topic/12558-usefull-important-editing-links/?do=findComment&comment=272581 Info for Beginners: Newbie DarkRadiant Questions - http://forums.thedar...iant-questions/ Dark Radient Must Know Basic Intro - http://wiki.thedarkm...now_Basic_Intro Editing Tips for Beginners - http://wiki.thedarkm...s_for_Beginners Editing FAQ (Troubleshooting & How-To) - http://wiki.thedarkmod.com/index.php?title=Editing_FAQ_-_Troubleshooting_%26_How-To Sotha's excellent Mapping Tutorial series: http://forums.thedarkmod.com/topic/18680-lets-map-tdm-with-sotha-the-bakery-job/ Springheel's New Mapper's Workshop: http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/ Inspiration: Collection of screenshots and images people have found online - http://forums.thedarkmod.com/topic/11610-darkmod-inspiration-thread/ Mapping Resources: List of Voice actors available for voice recording - http://modetwo.net/d...6-voice-actors/ Lengthy collection of city reference pictures - http://modetwo.net/d...rence-pictures/ Collection of texture resource sites - http://modetwo.net/d...ture-resources/ Free Ambient Tracks - http://skeksisnetlabel.wordpress.com/2009/12/30/10-songs-for-free-download-vol-10-full-moon-over-noricum/ Mapping Tools: 3 useful tools for texture creation - http://forums.thedarkmod.com/topic/18581-must-have-tools-for-the-descerning-mapper/ Modular Building: What is Modular building - http://forums.thedarkmod.com/topic/14832-modular-building-techniques/ Working example tutorial on modular building - http://forums.thedarkmod.com/topic/18680-lets-map-tdm-with-sotha-the-bakery-job/ Springheels new modular models - http://forums.thedarkmod.com/topic/18683-using-springheels-205-modules/ Some related mapper recipies - Easy Vaults - http://forums.thedarkmod.com/topic/14859-easy-vault-recipe/?hl=%2Beasy+%2Brecipe Easy Outdoors - http://forums.thedarkmod.com/topic/16159-easy-outdoors-recipe/?hl=%2Beasy+%2Brecipe Easy Caverns - http://forums.thedarkmod.com/topic/14469-quick-caverns-recipe/?hl=recipe Easy Alert Ai - http://forums.thedarkmod.com/topic/17157-easy-alert-ai-recipe/?hl=%2Beasy+%2Brecipe Easy Alert Ai Custom Behavour - http://forums.thedarkmod.com/topic/17160-easy-alert-ai-custom-behavior-recipe/?hl=recipe Tutorials: Collection of video tutorials for DR - http://modetwo.net/d...in-darkradiant/ Using Lighting and detail effectively: - http://forums.thedar...l-and-lighting/ Voice Actors list: List of available voice actors - http://forums.thedarkmod.com/topic/12556-list-of-available-voice-actors/ Usefull Console commands: A list of console commands for testing in-game - http://wiki.thedarkm...Useful_Controls
  3. Flakebridge Monastery In this mission you will visit a Builder outpost to steal some valuable books. It is the first in what I hope will be a series about Selis Woderose. I would like to take the opportunity to thank my beta testers: Aprilsister, Bikerdude, Chiron, lost_soul, and prjames. As well as Fidcal for his starting map, and Melan for his texture pack. Known bugs: A small number may appear at the bottom left corner of your screen when the mission loads. Press sheath weapon to make it disappear. As already mentioned this is the first mission in a series. When you have completed it you may know what you'll be going after in the next mission. You may even know where! Enjoy! And please use spoiler tags where appropriate. A couple of screens: (thanks lowenz) http://2.bp.blogspot...0/shot00001.jpg http://3.bp.blogspot...0/shot00003.jpg
  4. Ah, pity I wasn't reading the forums back in February. I'm fond of that game, along with Bugbear's other early title, Rally Trophy. I was never too good at FlatOut, but it was always a hoot to play.
  5. This post differentiates between "gratis" ("at no monetary cost") and "libre" ("with little or no restriction") per https://en.wikipedia.org/wiki/Gratis_versus_libre * A libre version of TDM could: ** Qualify TDM for an article on the LibreGameWiki *** TDM is currently listed as rejected https://libregamewiki.org/Libregamewiki:Rejected_games_list because "Media is non-commercial (under CC-BY-NC-SA 3.0). The engine is free though (modified Doom 3) (2013-10-19)" ** Qualify for software repositories like Debian *** TDM is currently listed as unsuitable https://wiki.debian.org/Games/Unsuitable#The_Dark_Mod because 1) "The gamedata is very large (2.3 GB)", and 2) "The license of the gamedata (otherwise it must go into non-free with the engine into contrib)" and links to https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/LICENSE.txt Questions: 1) tdm_installer.linux64 is 4.2 MB (unzipped), which is far from the 2.3 GB which is said to be too large. Yes, the user can use it to download data that is non-libre, but so can any web browser too. If the installer itself is completely libre, does anyone know the reason why it cannot be accepted into the Debian repository? 2) If adding the installer to the repository is not a viable solution, would it be possible to package the engine with a small and beginner friendly mission built only from libre media/gamedata into a "TDM-libre" release, and add user friendly functionality to download the 2.3 GB media/gamedata using "TDM-libre" (similar to mission downloading)? 3) Would such a "TDM-libre" release be acceptable for the Debian repository? 4) Would such a "TDM-libre" release be acceptable for LibreGameWiki? 5) Would the work be worth it? * Pros: Exposure in channels covering libre software (e.g. the LibreGameWiki). Distribution in channels allowing only libre software (e.g. the Debian repository). * Cons: The work required for the modifictions and release of "TDM-libre". Possible maintenance of "TDM-libre". I'm thinking that the wider reach may attract more volunteers to work on TDM, which may eventually make up for this work and hopefully be net positive. 6) Are there any TDM missions that are libre already today? If not, would anyone be willing to work on one to fulfill this? I'll contribute in any way I can. 7) I found the following related topics on the forum: * https://forums.thedarkmod.com/index.php?/topic/16226-graphical-installers-for-tdm/ (installing only the updater) * https://forums.thedarkmod.com/index.php?/topic/16640-problems-i-had-with-tdm-installation-on-linux-w-solutions/ (problems with installation on Linux) * https://forums.thedarkmod.com/index.php?/topic/17743-building-tdm-on-debian-8-steamos-tdm-203/ (Building TDM on Debian 8 / SteamOS) * https://forums.thedarkmod.com/index.php?/topic/18592-debian-packaging/ (Dark Radiant) ... but if there are other related previous discussions, I'd appreciate any links to them. Any thoughts or comments?
  6. Great little mission , what sets it apart from my point of view was the atmosphere, city design and the nice touch at the start of the mission. The only thing I miss (which I realize is a personal preference) is a bit of fog/mist in the city / garden, but other than that it was for me a near perfect mission albeit a bit limited. Played on 64bit Debian 'Trixie' with the 'darkmod' directory on NFS. (For some reason the first time i tried this mission darkmod failed to load the savegame. Only happened once, but still worth mentioning I think). Perhaps a bit off topic, but I wish the amazing city is being reused and made larger in another mission. Roaming the city (and it's roof tops) in another mission with a werewolf lurking around somewhere in the city would be a great second mission. Perhaps a second mission could be inspired by H.P. Lovecraft's 'the lurking fear' or 'the hound' if I may be so bold (and bald) as to say so.
  7. Is there something wrong with the forums lately, or is it my browser? I've been having trouble formatting posts, and just now I couldn't format anything at all.

    I'm using Vivaldi.

    Usually I have to: select text, click bold, nothing happens, select again, click bold, then it works. 

    Same for other stuff, like creating spoilers, bullet points, links. Nothing works the first time. 

    1. datiswous

      datiswous

      I have no problem. I use Firefox. @Zerg Rush also uses Vivaldi. Have you tried without extensions, or in another browser?

      (btw. bold, italic and underline have shortcut keys: Ctrl B, Ctrl I and Ctrl U, you could try that)

       

  8. Here's my first FM. A small and easy mission, inspired by Thief's Den and The Bakery Job, where you must find and steal a cook's recipe book in order to save a friend from going out of business. Download: Mediafire (sk_cooks.pk4) TDM Website's Mission Page The in-game mission downloader Thanks to: The people who helped me get this far, both in the forums and on Discord. The beta testers: MirceaKitsune, Mat99, Baal, wesp5, Cambridge Spy, jaxa, grodenglaive, Acolytesix ( Per the author in the beta testing thread. ) Skaruts has given permission to the TDM Team to add Subtitles or Localization Strings to this mission. (No EFX Reverb.) If anyone from the Community or TDM team wishes to create these we will gladly test them and update the mission database.
  9. To cater to both audiences. I mentioned LibreGameWiki as one example. nbohr1more mentioned other uses. Explicitly allowing reuse and spread will help TDM reach a wider audience and would hopefully attract more volunteers. More volunteers which can help improve both TDM versions. There are several benefits for a project of being in the Debian repo. One is that TDM Debian-users can report defects on any package directly to Debian (no need to register on separate forums). Debian may then fix the issue themselves (in their "TDM-libre" package) and will offer the patch upstream to TDM, who can then choose to accept or reject the patch. I envision "TDM-libre" to have the same capability of downloading any mission as regular TDM. The only difference is that "TDM-libre" would come packaged with the regular engine (which is GPL+BSD) and an included mission that has libre media/gamedata. When I play TDM by myself, I want the unlimited-play and can accept commercial restrictions. But if I were to promote it somewhere, or charge for a stream when playing online, or make a video, I would want a version without commercial restrictions (and can temporarily accept limited-play) to make sure I don't violate anyone's copyright. Perhaps. That's what I'm trying to find out.
  10. In that case, separating libre components from non-libre components does not seem possible, and like you say we may then have to assume it is CC-BY-NC-SA. That is something we may want to address, but I'll start a new topic for that. According to the TDM license (https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/LICENSE.txt), both GPL and BSD "3-clause license" apply for the source code: * The portions base on Doom 3 (1999-2011) is GPL * The portions by Broken Glass Studios / The Dark Mod Team (2005-2011) "were"(?) distributed under "revised BSD license". According to the Debian Free Software Guidelines (https://www.debian.org/legal/licenses/): * Both GPL and "modified BSD License" are accepted into the Debian "main" repository * "Non-Commercial License" (it sounds likely CC-BY-NC-SA falls into this category) is accepted into the Debian "non-free" repository ("revised BSD license" and "modified BSD License" are different names for the BSD "3-clause license", see https://en.wikipedia.org/wiki/BSD_licenses)
  11. I'm not a Debian developer so I can only guess why, but I'm pretty sure the Debian packaging rules do not allow a package to include just an installer which downloads content, because it bypasses the whole packaging system. Debian (and RPM) packages are supposed to contain the software, so that they can correctly track its installed files, clean it up after removal, etc. Having the software managed by an installer makes any tracking by the packaging system impossible, and defeats the point of using a package in the first place (you might as well just download and run the installer yourself). That's not even a remotely valid comparison. A browser does not require downloaded non-free content in order to perform its function as a web browser. TDM will not work without the 2.3 GB of non-free (according to Debian free software guidelines) content. That content is an integral and necessary part of TDM, it's not just some remote web page that you are "viewing" with the TDM installer. Whether the DEB package contains the entire content or just a downloader which installs the content doesn't make any difference to the licensing aspects.
  12. TDM has tons of textures from "free" texture resources that do not allow redistribution and cannot be incorporated into a commercial project. Someone would need to create a huge replacement pack of textures that do not break the look of existing missions and do not infringe on the copyrighted textures. Also, many artists who contributed to this project do not want 3rd party entities to use their work in commercial projects. They intended the models, textures, sounds, animations to be exclusively used for Darkmod content. You would either have to replace ALL assets or contact every contributor and ask them to re-license their assets. Many contributors are no longer active with the project and haven't visited the forums in years so it would be no easy feat. I cannot speak to Debian policy but I think that they treat installers that add non-free content the same as non-free content itself. One could argue that Steam is such an installer but I guess Debian would counter that there are a few fully Libre games on Steam. I think Debian, Ubuntu, or Linux Mint need to consider a repo that allows for games (etc) that include non-libre content but intentionally offer this content for free to the community with no stipulations other than "don't try to sell it as a product".
  13. It's much simpler than that: TDM includes numerous 3rd-party assets which forbid commercial usage. Even if every single team member approved of a license change, it would still not be possible without identifying and removing all of those 3rd-party assets (and any derived assets based on them) and replacing them with free alternatives. They do. There are numerous easy ways to obtain and install non-FOSS projects on Debian. You can download and extract a tarball, run a dedicated installer, add a custom PPA from Ubuntu or some other source, install an AppImage, or install a FlatPak. You can even install non-FOSS projects directly from Debian using the non-free repository. At no point do they "force" anyone to do anything. What they don't allow is adding non-FOSS or otherwise restricted content into the main Debian repository, which is their right as a free software project.
  14. Host OS: Debian 11 Bullseye Graphics: Mesa Intel UHD Graphics 620 (KBL GT2) According to lshw, the driver is i915.
  15. This is actually a rather old request that we encountered often shortly after going standalone in 2013. Hardcore GNU\Linux folks, especially those who use Debian, think that all open projects should use GPL v3 licenses with full "Libre" licensed content ( Creative Commons ). The goal is that open projects should be a shared resource that no single person or group regulates and can be used for ANY purpose without fear of prosecution or litigation. The primary motivation is "extreme paranoia". Any license restriction is seen as a potential trap that could unintentionally jeopardize contributors or users. For example: Imagine that I create a blog where I review darkmod missions and earn advertising revenue by visits. Through a very convoluted legal premise, the owner of non-free assets used in TDM could claim I owe them revenue since their license doesn't allow "any" commercial exploit of their work. Likewise, the owner of an internet cafe where the game is played might owe the asset owner their revenue. The ISP that made the asset available to it's subscribers might owe them too. The overarching theme is that copyright scope is not clearly defined and can be perverted to sabotage open projects. A fully Libre compliant project is immune to these risks. People who want their favorite projects to be easily available in GNU\Debian evangelize this type of license change. The problem is that most TDM contributors would strongly object to allowing their work to be used by 3rd party commercial projects, especially if those 3rd parties simply rebranded darkmod and sold it as a game in an app store. Even if that were a palatable eventuality, it would also make Embracer Group ( current owners of Thief IP ) more inclined to attempt a legal take-down of our project. A Libre version would need to be a fork that is maintained outside our community so that we can still clearly state that we prohibit all commercial usage. Debian and other similar distros need an easy way to allow users to install projects that are strictly non-commercial rather than forcing all open projects to permit 3rd parties to resell their work.
  16. That's a valid point well worth considering. The goal must be that a "TDM-libre" version is a net positive for the TDM project. The included libre mission must live up to sufficient standards. A bold statement would be that its very existance would be a net positive: I have played very many games in the Debian repo, and TDM compares favorably to them. If a new user becomes the least curious about the game after playing the libre version, they will soon find images and videos of the non-free content online and many will want to move on to take part of that content as well. If some current contributors of TDM would agree to release select screenshots from their missions under libre licenses, then maybe 10-20 screenshots can be included in "TDM-libre" as further teasers. I'm thinking "TDM-libre" is more than just facilitating distribution of "TDM-libre". It is just as much about enabling exposure for "TDM-nonlibre". A favorable outcome would be to recruit new participants to the project, expanding both the libre and non-libre parts of TDM. One appealing aspect of the Debian repository is that it is a curated collection of software (currently some 60 000 packages) that is hosted by the Debian project. I perceive an inclusion there (right or wrong) as a stamp of approval. An AppImage is something TDM would host ourselves and any prospective user would have to find us by themselves first, right? In that case the current installer works just fine. But I know little about this. Maybe you can elaborate?
  17. The attribution ("BY") part of the CC-licenses requires: 1) You must give appropriate credit, 2) provide a link to the license, 3) and indicate if changes were made. The TDM license provides a link to the CC-BY-NC-SA 3.0 license, so part (2) could be said to be fulfilled. For (1) I would expect that each asset author is somehow credited by name and a link if the asset was found online, and for (3) I would expect a comment saying something if a change was made to the asset before it was added to TDM. Correct me if I'm wrong, but there are currently no core assets licensed as anything else than CC-BY-NC-SA. If there are, please tell me how to find them and how I can read their respective licenses. I don't think there is a way to track licenses on a per-asset-basis. I raised that question in this topic. Given the thousands of hours of work put into this game, I wouldn't want to leave it to chance... This licensing stuff may not be the hottest topic, but it may be worth talking about to prevent unpleasant surprises. Agree. And that a mapper working in Dark Radiant can see the license for each asset when they choose which asset to use, as suggested in the "tracking licenses"-thread I mentioned above. Yes, a mapper who wants to create a libre mission will have restrictions on which assets to use. If they don't require their mission to be libre, it will work as usual. If there is a way to add libre assets to the core assets, then it will get easier with time. Under current circumstances, a libre mission will not be nearly as good as any of the few missions I have played so far, but I wouldn't go so far as to call it pointless. I think it would be good enough to qualify the mission+engine as a game and get it into e.g. both the Debian repository and the LibreGameWiki. It's a starting point and hopefully it can attract the attention of more people wanting to work on the game. "def files" are CC-BY-NC-SA according to the TDM license. Does anyone know which license the core scripts are?
  18. @snatcher I understand that when you feel your work doesn't live up to your goals that you don't want it out in the wild advertising your own perceived shortcomings but that leads to a troubling dilemma of authors who are never satisfied with their work offering fleeting access to their in-progress designs then rescinding them or allowing them to be lost. When I was a member of Doom3world forums, I would often see members do interesting experiments and sometimes that work would languish until someone new would examine it and pickup the torch. This seemed like a perfectly viable system until Doom3world was killed by spambots and countless projects and conceptual works were lost. I guess what I am trying to say is that mods don't need to be perfect to be valuable. If they contain some grain of a useable feature they might be adapted by mission authors in custom scenarios. They might offer instructive details that others trying to achieve the same results can examine. It would be great if known compelling works were kept somewhere safe other than via forum attachments and temporary file sharing sites. I suppose we used to collect such things in our internal SVN for safe keeping but even that isn't always viable. If folks would rather not post beta or incomplete mods to TDM's Moddb page, perhaps they would consider creating their own Moddb page or allow them to be added to my page for safe keeping. Please don't look at this as some sort of pressure campaign or anything. I fully understand anyone not willing to put their name next to something they aren't fully happy with. As a general proviso, ( if possible \ permitted ) I just want to prevent the loss of some valuable investigations and formative works. The end of Doom3world was a digital apocalypse similar to the death of photobucket. It is one of my greatest fears that TDM will become a digital memory with only the skeletons of old forum threads at the wayback archive site.
  19. Congrats on the release! Remember to check ThiefGuild as well as the DarkFate forums (via Google Translate) for additional feedback.
  20. Just curious, based on this discussion: http://forums.thedarkmod.com/topic/19239-soft-r-gamma/?p=427350
  21. Inn Business It's business, at an inn, over three nights. Development screenshots: Download: https://drive.google...dit?usp=sharing Update 1.48 uploaded March 8th, 2014, one change: patches key rarely not being frobable in one of its possible spots Big thanks to my beta testers: Airship Ballet, Kyyrma and AluminumHaste! Development supporters of note: Sotha, Springheel and Obsttorte. Also thanks Sotha, for urinating in my mission. ;-) And thanks Kyyrma for the title screen! My appreciation to all forum/wiki contributors, without whom, this wouldn't exist. Thanks to positive commenters on my previous mission too, extra motivation helps! :-) Note this uses campaign features, what you use the first night, impacts subsequent nights. And to quote a tester, "...the level is maybe best experienced in more than one sitting". If you do pause between nights, please be sure to save, you can't begin partway through effectively. (If you accidentally start a night you already completed, just fail the kill objective to switch to another night.) If your frame rates are too low facing the cemetery, please reduce your "Object Details LOD" setting. It was designed with "AI Vision" set to "Forgiving", to be able to sneak through with minimal reactions, if you want more/less, adjust your settings accordingly. There are several random, conditional aspects, and ways of going about things, so others might have slightly different experiences. Post here if you discover hidden objectives for extra points! My condolences to loot completionists, I made a bit on the third night hard, you've got your challenge cut out for you! Speaking of which, there's a TDM bug that mission complete totals too high, here are the real amounts per night: 2026/970/202. Oh, there is something that in the U.S. would be rated PG, in case you play with kids in earshot. I hope you enjoy playing it, feel free to let me know you did, and I'm glad to respond to inquiries (like how stuff was done, nothing was scripted). (Note which night you are referring to if it's something specific.) (Please remember spoiler tags to not expose things meant to be discovered by playing.) Like so: [spoiler]secrets[/spoiler] Developed for TDM 2.01. PS: Thiefette, good news, no spiders! Springheel, if you find an optional objective you can skip...you might find it immersion breaking. Others, no undead! There are a couple other interactive critters though. :-) Edit note: Some posts below were from users of an unreleased version of TDM 2.02 which broke several things, they do not reflect regular game-play.
  22. In theory that should be possible, and I believe (although again, I'm not an authority on Debian policy) that it would permit inclusion in Debian, because the GPL parts could be in the main repository and the non-free parts could be in the dedicated non-free repository. I suspect they wouldn't accept the main package if it didn't contain some minimal playable content (which is basically what the OP is suggesting). But as others have said, separating out the various free vs non-free components would be a huge task. I believe there are also problems with trying to have the game installed in a non-writable system-wide location, because they game expects to be extracted into a writable directory and store its data locally.
  23. When talking about a possible libre version of TDM (https://forums.thedarkmod.com/index.php?/topic/22346-libre-version-of-tdm/) it seems we believe all media/gamedata included in TDM is licensed CC-BY-NC-SA. I am not familiar with how the process of adding new media/gamedata works today; I have seen files uploaded to the bugtracker which developers then commit to SVN, but I don't know if there are other ways. It may be a good idea to implement a process that when new components (media/gamedata included in TDM) are added, the contributor is asked to be explicit about the license (a choice which may defaults to their previous preference, for usability). It won't fix the past, but it may help in the future. This will make it easy for contributors to add future data under a more permissive license if they choose. Libre media can be added and its license can be tracked, rather than assumed to be CC-BY-NC-SA. I suggest looking at how Wikimedia Commons has implemented this: the contributor state the source and license at the time the data is uploaded. This can be done either by providing urls or by saying "It's my work and I choose this licsense". The first step could be to add a way to keep track of each filepath in SVN, author, license, sources. Start by setting the value for each file's license to "(default/legacy CC-BY-NC-SA)". Possible implementations for a user interface for new additions are: * Use our own wiki, which runs Mediawiki (same as Wikimedia Commons). I see several benefits of this, but we also need a way to accept uploads of batches, not just single files. * Look at how other open source projects have solved this. There may be more appropriate solutions available. ... but I'll leave the implementation open. Suggestions are very welcome! If the author of each file already in SVN can be tracked, then it may be possible that the author is willing to give a blanket permission for all their past files in one statement, and all their files in SVN can be updated in one commit. A productive contributor willing to release some of their work under a more permissive license could make a big change. If Dark Radiant would support letting mappers search media/gamedata by license (does it already?), it would make it easier for mappers to create a completely libre mission, which would help facilitate a TDM-libre release. If I understand things correctly. This post does not address all details and it may contain misunderstandings or assumptions, but it's a start. Also relevant: * Is there a compiled and maintained list of recommended or deprecated resources for mappers to use? * https://forums.thedarkmod.com/index.php?/topic/20311-external-art-assets-licensing/
  24. Since due to the nature of this forum, file/image sharing is used quite frequently, I thought to present some alternatives to the widely used Gdrive, which I don't like so much, especially since the last TOS change. File Sharing To share large files there are several options that also do not require registration. The first is File Hosting Online, which supports files up to 25 Gb, encrypted and also includes a Virus Scan that ensures safe use Another good option is Gofile, free to use, privacy focused and unlimited Bandwith. No refistry needed. While the files are accesed or downloaded at least one time a week, they are never deleted, otherwise inactive files are deleted after 10 days. If you prefer to use P2P, that means to share files directly from PC to other, without a hoster in the middle, there are also very good options, which permits to share files and folders without limites of type and size. The most easy to use is O&O File Direct, a small Desktop app (sadly only Windows), very easy to use 1 Open the app and drag the files/folders you like to share in its window 2 Optional adjust the days and amount of permited downloads and if you want a password 3 Share the link which apears in the app Done The only limits are, that the receptor only can download your files, when your PC is online, on the other hand this permits that you can stop the download in any moment, going offline or shutting down the PC. The other limit is, that the files to share can't be in a protected folder. Her are an Example with a list of Search Enines (Html file 423,56 Kb). While I am online, you can download it https://file.direct/f/pmjVFnjfkjFTKTt5 Videos One of the best options is Streamable (need a free account, inactive videos are deleted after 90 days in the free version) Alternatively you can use Streamja, a simple Video sharer with good privacy, free account optional (nick, mail) Images Ok, there are a lot of Image sharer, most used the known Imgur, because of this I add only one which offers some advantages over Imgur. ImgBox (free account) is a reliable platform to share and host images like Imgur, but it make it very easy to upload and post dozend of images simultaneous, selecting all the images you want and drag them on the window, offering coresponding bulk codes from the selected images to post them with one click for forums (BBcode), Html and others, fullsize or thumbnails. More since Imgur used since some time the hated webm formats for gif images, hardly accepted in most forums.
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