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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. 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/
  6. 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?
  7. Welcome to the Snatcher's Workshop. Come on in, we may have something for you today. Feel free to look around. We trade everything here. --------------------------------------------------------------------------- We realize new ideas and take existing ideas for a spin. For fun. Somewhere in this post you will find a download with mods. Good care was put to make all mods as little intrusive as possible to make them compatible with as many missions as possible. This set of mods will never break your game but some features won't be available in a handful of missions (the reasons are known). Feel free to report here what works and what doesn't. TDM Modpack vs. Unofficial Patch The TDM Modpack and wesp5's Unofficial Patch are incompatible since both the Pack and the Patch use a similar approach to mods. With the release of recent versions of the TDM Modpack I consider the most relevant features of the Unofficial Patch have been matched, superseded, improved, or simply implemented in different ways. More importantly, the TDM Modpack is not only tightly packed and it has a minimal impact in your install but it achieves more by altering less core files, meaning more compatibility and less maintenance. One can, of course, argue. TDM Modpack v4.0 Compatible with The Dark Mod 2.12 ONLY A lightweight, stable, non-intrusive, mission-friendly Modpack for The Dark Mod that includes many enhancements and a new set of tools and abilities for our protagonist: peek through doors, blow and ignite candles, whistle to distract enemies, mark your location, an invisibility-speed combo and more. Mods included in the pack do not alter your game or any of the missions in any relevant way. The pack includes enhancements to the core game and additions that can be used in missions but at the same time respects the vision of the mission creators. It is up to you to make use of any of the new tools and abilities or not. Please note that sometimes authors include in their missions their own versions of core files and as a result, some mods are not available in some missions. All missions will play fine regardless. Release posts: v4 series: v4.0 v3 series: v3.8 | v3.6 | v3.5 | v3.4 | v3.3 | v3.2 | v3.0 v2 series: v2.8 | v2.7 | v2.6 | v2.5 | v2.4 | v2.2 | v2.0 v1 series: v1.8 | v1.6 | v1.4 | v1.2 | v1.0 What's included in the pack? -:- APP: GENERIC MOD ENABLER -:- Credits: JoneSoft License: Free for unlimited time for Home users and non-profit organizations. Description: A portable, freely distributable Mod enabler/disabler. This application is required to run mods safely and it is included in the pack. At the heart of the Modpack resides JSGME (JoneSoft Generic Mod Enabler), an application that allows players to enable and disable mods with one click. JSGME has been around for more than a decade and it is to be fully trusted. Refer to the install instructions section at the bottom for full details. -:- MOD: AUTO COMMANDS -:- By activating Auto Commands some key bindings will be set automatically. F1, F2, F3 and F4 keys are not used by the game and we are reserving them for mods: - F1: Cycle through the Skills category - F2: Cycle through the Tools category - F3: Switch between Loot and Stealth stats - F4: Direct shortcut to "Penumbra" None of these categories or shortcuts can be set to any hotkey in-game currently, so we are using the built-in autocommands.cfg file to set up the keys. It may be the case you already make use of the autocommands.cfg file to configure other things to your needs or liking therefore consider yourself warned. Enable Auto Commands if you plan on using Core Essentials and/or the Skill Upgrade. -:- MOD: CORE ESSENTIALS -:- A pack that includes a variety of mods from the best modders of TDM: ~ FAST DOORS Credits: Idea and programming by Obsttorte. Treatment by snatcher. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II and Snowed Inn. Description: Being chased? In a rush? No problem: doors open and close faster when running. Topic: Slam doors open while running ~ QUIET DOORS Credits: An idea by SeriousToni (Sneak & Destroy mission). Mod by snatcher. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II and Snowed Inn. Description: A vast number of doors play more subtle, sneaky sounds for a quieter, stealthier experience. This applies to doors that come with default sounds but only when manipulated by the player. Topic: Decrease volume of open/close door sounds triggered by player ~ LOOT ANIMATIONS Credits: Original idea by Goldwell (Noble Affairs mission). Programming by Obsttorte. Treatment by snatcher and wesp5. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II and Snowed Inn. Description: Moves the loot towards the player before putting it in the inventory, underlining the impression of actually taking it. This mod comes with a subtle new loot sound that goes along nicely with the animation. ~ DYNAMIC LOOT INVENTORY Credits: snatcher. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II and Snowed Inn. Description: When picking up loot this mod displays the loot info in the inventory and shortly after reverts back to the last non-loot item selected. ~ SMART CONTAINERS Credits: Obsttorte (source code updates), Dragofer (similar attempts), snatcher. Availability: All missions. Description: To facilitate looting, the bottom of many containers (chests, jewellery boxes, etc...) gets automatically disabled at the beginning of the mission and only the lid remains frobable. ~ STEALTH MONITOR Credits: kcghost, Dragofer, snatcher. Availability: All missions. Description: Display some stats (Suspicions / Searches / Sightings) and the Stealth Score during a mission. Bring up the "Loot" inventory icon and press "Use" or just press F3 repeatedly if using Auto Commands. ~ STEALTH ALERT Credits: snatcher. Availability: All missions. Description: Completing a mission without being seen is something that can be done with some practice and patience. This mod will play an alerting chime whenever you are seen so that you don't have to monitor the Stealth stats all the time. ~ BLINKING ITEMS Credits: snatcher. Availability: All missions. Requisites: Console command r_newFrob must be 0, which is the game default. Description: Items within frob distance that go into the inventory (plus static readables) emit a subtle blink. This pulse can help you identify some valuable items that otherwise are difficult to detect. Topic: New Frob Shader ~ SMART OBJECTS Credits: snatcher, Dragofer. Availability: All missions. Description: Sometimes it is difficult to tell if an object is being held or not. Three dots will be displayed on screen whenever you grab an object, unless the object has name, in which case the name of the object will be displayed. In addition, objects (except AI entities) do not make or propagate sounds on impact while being manipulated. Topics: No impact sounds while holding an object / Nameless objects... a missed opportunity ~ SHADOWMARK TOOL Credits: snatcher, Obsttorte. Availability: All missions. Description: Our protagonist's lucky deck! When the item is selected the player can drop and throw playing cards to mark a location. Cards can be retrieved. AI will not normally mind a single card lying around but cards can sometimes be noticed. Topic: Find more details in this post ~ ALT FOOTSTEPS ON WATER Credits: SeriousToni. Availability: All missions except Hazard Pay, Noble Affairs, Shadows of Northdale ACT I and ACT II, Snowed Inn and Volta 2: Cauldron. Description: Alternative sounds of footsteps on water for our protagonist (walk / run / land). Topic: New Footstep sounds ~ OTHER ADDITIONS Re-worked Inventory menu (more compact). Semi-transparent backgrounds for the in-game Inventory Grid and Objectives screen. Alternative high mantle sound for our protagonist. Revamped and extended "Mission Complete" audio theme. -:- MOD: SKILL UPGRADE -:- A new "Skills" category is added to the inventory on mission load and the category includes the below abilities: Did you know? When using Auto Commands you can press F1 to access the "Skills" category and F4 to quickly access "Penumbra"... ~ SKILL: OBSERVATION Credits: Dragofer, snatcher, wesp5 Availability: All missions. Description: When the "Peek Door" item is selected the player can peek through any regular door. Select the item in the inventory and "Use" it on a door. Topic: Peek through (almost) every door ~ SKILL: MANIPULATION Credits: Dragofer, wesp5, Obsttorte, snatcher. Availability: All missions. Description: When the "Blow / Ignite" item is selected the player can blow out and light up candles and oil lamps. Select the item in the inventory and "Use" it on small flame sources. Topic: Extinguish small lights with a blow ~ SKILL: COMBINATION Credits: OrbWeaver, MirceaKitsune, datiswous, wesp5, snatcher. Availability: All missions. Description: When the "Alchemy" item is selected the player can alter the properties of broadhead arrows by applying different reagents. Select the item in the inventory and "Use" it repeatedly to cycle through the different arrow types. Topic: Alchemy to alter arrow properties? Arrow types: Shadow arrow compound or "Darkdust": Widely believed to be a myth, little to nothing is known about anti-light matter. Where did our protagonist get his formula from? When this substance is subject to strain the particles implode and the residual component absorbs light until it dissipates completely. Flare arrow compound or "Starlight": A recipe based on luminescent mushrooms and other exotic herbs. The resulting powder produces, for limited time, a dim but steady blue-ish glow when mixed with the right reactive. A high concentration of the active mixture can cause a burning sensation to the eyes. ~ SKILL: DISTRACTION Credits: snatcher. Availability: All missions. Description: When the "Whistle" item is selected the player can whistle and draw the attention of nearby AI. The more you whistle, the more attention it draws. Select the item in the inventory and just "Use" it. Keep a safe distance. ~ SKILL: ALTERATION Credits: VanishedOne (speed potion), kingsal (invisibility potion), snatcher (alchemy). Availability: All missions. Description: When the "Penumbra" item is selected the player can avoid light sources and run faster than usual for limited time. Health consumed will gradually be restored. Penumbra doesn't muffle the noise you make and it doesn't work when in contact with water. Press F4 to quickly access this ability if using Auto Commands. THE PATH TO UMBRA: How to become one with the shadows -:- MOD: CLASSIC BLACKJACK -:- Credits: Obsttorte, snatcher. Availability: All missions except A House of Locked Secrets and By Any Other Name. Description: A straightforward approach to blackjacking with new rules and mechanics inspired by the original Thief games. Never miss a KO again! - No indicator required. "Classic Blackjack" rules: Some AI are KO-immune and cannot be KOed: * Undead, creatures... * Guards wearing heavy helmets (to respect TDM vision) * Other: set by mission authors for the plot, in example The rest of AI can be KOed, just aim for the head: * Civilians: Can always be knocked out from any direction * Combatants: Can always be knocked out (including when fleeing) from any direction except when in high alert state (normally in combat mode) As reference, you can find in the Wiki the set of rules of the non-modded TDM: https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay#Blackjacking -:- MOD: FLASH GRENADE -:- Credits: snatcher, kingsal. Availability: All missions except Hazard Pay. Description: Flashbombs are clumsy and loud but as effective as ever. Instead of throwing Flashbombs like a cannonball we now toss them. Instead of exploding on impact Flashbombs now have a fuse. The chances of blinding have been greatly increased. -:- MOD: HUNTER BOW -:- Credits: snatcher. Availability: Most missions (a few missions do things differently but you should never notice). Description: Nock and draw arrows at a faster rate. Extended radius of gas arrow effect. Chance to retrieve rope arrows when missing a shot. -:- MOD: SHOCK MINE -:- Credits: wesp5, snatcher. Availability: All missions. Description: This mod replaces the Flashmines with customized, "High Voltage" electric mines. Remember: mines can be disarmed with the lockpicks! -:- MOD: SIMPLE SUBTITLES -:- Credits: Geep, stgatilov, snatcher. Availability: All missions. Description: A minimalist, imperfect approach to subtitles (you can set the scope of the subs in the audio settings). Topics: Subtitles - Possibilities Beyond 2.11 / English Subtitles for AI Barks Go to the audio settings and set the scope you prefer: Story: Story only On: Story and general speech (Give it a try!) Off: Disable subtitles Features of the mod: Background replaced with a font outline. Audio source widget replaced with a text transparency based on distance (volume) to the source. Yellow font color for story subs for best contrast, light grey font color for anything else. Non-story subs limited to a single instance, so that players aren't bothered too much with non-relevant subs (barks). --------------------------------------------------------------------------- DOWNLOADS / INSTALL / UNINSTALL So, how do I install and play with all this? Quite easy, but pay attention. I don't want you to break your game so we will be using a "Mod Enabler". A Mod Enabler allows you to enable and disable mods at will, with a few clicks. Before moving forward you must know a couple of things: The moment you enable a mod, previous saves will not work. If you want to load previous saves then you will have to disable the mod. If you play a mission with mods, the saves will only work when that exact set of mods are enabled. This above is important in case you deem your current saves precious. Consider yourself informed. DOWNLOADS You can download the TDM Modpack from Mod DB: INSTALL INSTRUCTIONS Download the zip, unzip it, and move contents to your TDM root folder: Folder "MODS" File "JSGME.exe" Go to your TDM root folder and double click on JSGME.exe (yellow icon). The first time you launch JSGME, it will ask for the "Mods Folder Name". Leave "MODS" and click OK. Now to your left you will find a list of mods available. To your right you will find a list of mods currently enabled. To enable a mod, select a mod on the left, and click on the arrow pointing to the right. To disable a mod, select a mod on the right, and click on the arrow pointing to the left. Go and enable the mods you want: UNINSTALL INSTRUCTIONS Quit the game (to unblock files) Go to your TDM root folder and double click on JSGME.ese (yellow icon) Disable all mods found on the right Close JSGME Delete the following: Folder "MODS" File "JSGME.exe" File "JSGME.ini" --------------------------------------------------------------------------- I hope you enjoy the mods. No coin? then leave a like for pirate's sake!
  8. 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)

       

  9. 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?
  10. 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.
  11. Integrating CC0 or public domain assets is trivial because those "licenses" impose no restrictions whatsoever, allowing you to integrate and re-license those assets under a more restrictive license like CC-BY-NC-SA. So there is no need to call out or identify CC0 or public domain assets, just integrate them with the rest of the mod and you're done. Including CC-BY-SA or other CC variants requires more care because those licenses don't allow re-licensing, meaning they have to be preserved as-is — i.e. you can't legally impose a "non-commercial only" restriction on an asset whose author chose to release it with a CC license which allows commercial use. If these assets were integrated they would need to be recorded somewhere along with their specific licenses.
  12. 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)
  13. OK. Thanks! In my case the issue is moot because I don't know how to do it. Hence my plea for help... If an FM author built their mission using assets that are licensed CC-BY-NC-SA (which I believe all do), if I understand correctly then that means they must license that mission under CC-BY-NC-SA too. Which in turn means anyone can build further on their work as long as they follow the conditions stipulated in the license. It seems odd to release a work under a certain license and then say "but I don't want you to do what the license explicitly grants you to do". "Applying a Creative Commons license to your material is a serious decision. When you apply a CC license, you give permission to anyone to use your material for the full duration of applicable copyright and similar rights." (https://creativecommons.org/faq/) If an author once benefited from the license when they created their mission, why would they not want others to benefit similarly from the same licenses? The license requires their name be mentioned in every remix that follows. At the same time I can understand that some creators more than anything want to create. The desire and drive to create may be so great that they accept conditions during the time of creation, to give them artistic freedom and to use the best available assets; contitions that they regret later when their work is finished and published, and they want to keep control over it. For the OMs I think the project as a whole would benefit from a relaxed and welcoming stance towards changes.
  14. I have a few questions regarding the license of TDM assets in relation to using 3rd party roalty free models and textures (either as is or for derived works). I understand that TDM assets use the CC-BY-NC-SA license. This trivally means that for creating these assets we can use anything licensed under the same license, CC-BY-NC-SA, or anything under CC0. What about other CC licenses? From this page in the CC FAQ I understand that we can also use CC-BY and CC-BY-NC, as those can be relicensed under CC-BY-NC-SA. So far so good. I have noticed, though, that most asset libraries today (free or paid) use some form of "roalty-free license" or "asset license" which allow any type of usage without attribution, even commercial, except redistributing them in their original form. This includes some of the asset libraries that have been link around this forum as usable. This licensing is most prevalent with models, but for example textures.com also uses a similar license. This is from their terms of use: While textures.com explicitly allow using their textures in games in general, this section seems to be incompatible with CC-BY-NC-SA as CC in my understanding explicitly allows redistribution. But while trying to research this licensing issue I noticed that textures.com was used for assets at least in the past. So how does this work? Are there exceptions where TDM assets can use a different license? Or is textures.com a relic of the past from when licensing wasn't enforced? If it's the first case, there would be other potential sources of assets that could be adapted for TDM. For example I'm a paid subscriber to blenderkit.com, a library with almost 2000 models which can be used under a license that doesn't allow redistribution and some of them probably could be used in TDM's setting. They're mostly hipoly with PBR materials, so retopology and some material work would have to be done, but that's less work than creating models from scratch and I want to try to do it anyway. So what's the situation?
  15. As I understand the TDM license there are roughly three types of contributions to the TMD project as a whole: 1) Contributions to the source code of TDM: These are licensed GPL or BSD and can therefore be used already today by commercial projects. 2) Contributions to the 2.3 GB media/gamedata included in TDM at install: These are licensed CC-BY-NC-SA and restricts commercial use. 3) Contributions of fan missions that can be played using TDM and are added by the end-user after the install (either by the ingame downloader, website, or other source): These are not part of the core product and the license says "Any missions [...] are the property of their respective authors, and different licensing may apply.". This means the FM creators can choose any license they want, anything between CC-0/PD and strict copyright. Possibly even put additional restrictions on its use (e.g. say "You may only download and play this on regular TDM"), right? It is up to the end-user to abide by the stipulated license. The included missions "Training Misson", "A New Job", and "Tears of St Lucia" appears to fall into category (2) according to "Unless explicitly stated otherwise, all [...] non-software components that are distributed with The Dark Mod are licensed under [CC-BY-NC-SA]". Does anyone know if their license says anything else?
  16. TDM Latch Pack (Beta) By Frost_Salamander and wellingtoncrab with special thanks to Dragofer Tired of picking another lock or hunting for that missing key? Imagine The City is itself an elaborate lock, and you are the key. Embrace progression through careful exploration and navigation of the environment. Embrace the latch pill: Included is a new entity type and scripting for a door mounted toggle lock, or "latch", as well as new CC0 assets and prefabs. https://github.com/thedarkmodcommunity/test-latch/wiki Example Video Asset Pictures All models and textures in this pack are released under CC0 license and may be used freely without need of attribution. We waive copyright to the extent that possible, but aren’t lawyers. Latch Lock Features Supports single and double doors across all cardinal directions, as well as trap doors Uses the location system to handle context sensitive frob highlighting of the latch and the doors Automatically determines the correct latch state on map start based on the targeted door's "locked" spawnarg Options for rotate, translate, or both with unique sound slots for each Supports any model or func_static To get started head over and grab the latest release (available with or without demo content) and read the getting started guide. This is a beta release - so your feedback is appreciated!
  17. Block out with FREEDOM and EASE using this "as license free as it gets" TDM prototyping material pack (Release) Watch even the most basic blockout come to life in vibrant orange! How it works: Drop the ULTRA SLIM 1.3 mb .pk4 into your project's directory In DR a new folder "protoype" will appear in the "common" textures sub directory in the media browser Don't know where to start? When simply sketching out ideas "Proto" is a perfect for getting down rough shapes and will handle 90% of prototyping needs (and is a lovely shade of orange) Need to prototype some SUPER ADVANCED GAMEPLAY? A spot of tile floor here, a beam for a rope arrow there? No problem! There are (hopefully) patterns for EVERY surface type in the game When it comes to the grid YOU are in CONTROL. You can manipulate the resolution of the grid using the default texture scale you have selected in the Surface Inspector. At a scale of 1.0 the overall pattern will repeat every 256 units with subdivisions at 128, 32, 16 and 8 units. At a scale of .5 the pattern will repeat every 128 units with subdivisions at 64, 16, 8 and 4 units. And so on. OLD FRIENDS return with two CLASSIC prototype textures completely reverse engineered from the ground up! All textures in this pack are released under CC0 license and I waive all rights to copyright that is within my power to do so. This is an initial release so any feedback on improving the tool is appreciated!
  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. Maybe start with finding who are these "we" people who want to change the license to assets?... As a programmer, I definitely do not want to maintain any additional packages. And I do not want to get entangled into any kind of licensing questions. Just that I understand: A license that forbids commercial usage is considered not free (CC-NC). A license that allows commercial usage but efficiently forbids making money from it is considered free (GPL and AGPL). Yes, this is a great distinction Now someone should come and say "but hey, you can sell your support for GPL product!" UPDATE: Well, I think there is also an approach when company provides reduced version under GPL and expanded version under commercial license (like Qt). As long as reduced version is reduced enough, it seems to work fine.
  20. Congrats on the release! Remember to check ThiefGuild as well as the DarkFate forums (via Google Translate) for additional feedback.
  21. Just curious, based on this discussion: http://forums.thedarkmod.com/topic/19239-soft-r-gamma/?p=427350
  22. 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.
  23. We had extensive discussion of why our license is the way it is, especially when we were going standalone. There are reasons it's CC-NC-etc., and one of the big ones is that anything that tries to link the mod with money and formalization has been trouble for us, like team-breaking trouble. Well the asset license was settled long before that just in dealing with the contributors (and the engine came with GPL3 from the start of course). There would be asset creators that would (rightfully) riot if money were able to flow to some creators and not to them, because they didn't spend 1000s of hours on this mod for some knucklehead to spend 2 hours for some crap whatever and get paid for it. But the debates happening during the run up to 2.0 validated it. But even before that, we've talked a lot about the basic principles for how the team works, and avoiding entanglements with money and formalization are like two of the central pillars that most of us (I understand) wouldn't like to open back up to debate. What I see from this whole line of discussion is that you want to make a branch project with the engine. That's fair by itself. The engine license let's you do that. But it's something that should be a true branch, like you ought to make your own forum for it and develop it there. Then I think it's fair for you to let us know it's happening and even ask if anyone is interested in joining you there, and some people may want to do that. But I think it's best if you branch off and develop it separate from this forum and team if you're going to drop one of our central organizational pillars in what's gotten us this far.
  24. 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.
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