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Posts posted by demagogue
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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.
QuoteUnless explicitly stated otherwise, all maps, textures, models, def files, audio assets, and all other non-software components that are distributed with The Dark Mod are licensed under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported license, as specified at http://creativecommons.org/licenses/by-nc-sa/3.0/legalcode and described at http://creativecommons.org/licenses/by-nc-sa/3.0/ Any missions downloaded through the ingame downloader, the TDM website or external sources are the property of their respective authors, and different licensing may apply. Without explicit permission from the mission authors, you may not redistribute, modify or reuse (parts of) these missions or the assets contained within them. The following textures are licensed from cgtextures.com. These images may not be redistributed by default, please visit www.cgtextures.com for more information:
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.
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21 minutes ago, datiswous said:
Well I'm not sure I would agree (I think it has much of both), but maybe it depends on what kind of gameplay you're looking for. Well let's not go into that discussion
I like to talk about it, but yeah it's probably off topic to this thread to get into it.
But yes, it has lots of great gameplay too, so I used the entirely wrong phrasing. For the record, maybe the way to better put it is that it's more cinematic, like with the mise en scene and plot flow design, it's telling a story, which I also like. But I also really like ones that are simulationist, like you're just dropped in an uncaring world that doesn't care where you go & isn't really telling a story, but it has things happening in it that you can observe. This is all nitpicking nuance though. I still agree it's objectively great and I was happy it won & got recognized for how great it is.
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Right! Great FM too, although I tend to bias on the side of gameplay-heavy FMs over storytelling-heavy ones, and it was definitely the latter. But it was still objectively great & I still really loved it.
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5 hours ago, JackFarmer said:This reminds me of another anectode: I can't remember who it was (I think it was Springs) who was even attending a meeting at Eidos Montreal at the time to discuss a collaboration between TDM/Eidos. As far as I remember, he mentioned here, at least two of his conversation partners didn't even know what “Thief” was. I rest my case.
This is referring to TDM's collaboration with Square Enix North America at the time Eidos-Montréal was making the game Thief (Thief 4). SE held a contest of fan material. Basically they wanted to have a contest of fan missions for past "Thief" games and fan art. They did end up having a contest. There were a few TDM entries. Some of us on the team got a free copy of Thief 4 for "participating".
Well you can see just from that set up that these were the marketing people that really had no idea what Thief really was, and they definitely weren't going to understand the relationship of TDM to Thief IP, although you could clearly tell the moment when the lawyers probably got involved and they changed the rules to be only Thief inspired and they really watered it down since the link to Thief IP itself was lost, and they couldn't be in any way linked to the TDM/idTech4 engine.
It probably would have been great if it'd been the Eidos-Montréal devs we were working with, since those would have been actual gamers that understand the game & us, our kind of people. But it was the marketing people, the Square Enix NA marketing people at that, and they were just in an entirely different universe. I mean completely detached from the reality of this game that they're working on. They were clearly only interested in the business side and thought of fans as shallow entertainment consumers that they were trying to hype up, like we were the core of Thief 4's target audience. They had this really unreal positivity about this contest while being so clueless about what it was really about. Our communications with them were just bizarre and otherworldly.
There's another story I can tell about working with a team of lawyers that were pro bono vetting our Version 2.0 release to make sure it cleared id's & Eidos's IP (technically I guess also the asset makers of the assets we were using to replace id's) when we went standalone, or anyway they gave us a memo of all the considerations to look out for in doing it. I made a thread about it, but practically I don't know if it changed that much of what we were doing (the problem kind of solves itself just by our gamers' intuition), and obviously we released it standalone and nothing happened, so it worked out. Actually that Square Enix contest did have one kind of positive result for us, which is we got language from them in writing that seemed to assume we were clear of any claim for Thief IP violations as far as they were concerned. I've kept that message on hand in case we ever do get pushback, but fortunately we never have.
Edit: I'm looking back on this message and thinking about the NoClip documentary on the making of Disco Elysium, which is still coming out these days, and I recall that NoClip contacted us once about making a documentary on our making. Or somebody did anyway. But I think the inside story of the making of TDM would be super cool if anybody did decide to make it. There are so many interesting stories like this. Well I think they're interesting. Maybe one of us should make it.
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It's funny, I was just watching this video ("How Modern Game Engines Degraded — And Who’s to Blame?") and then I saw this post. That's some cosmic timing. But anyway, what you're saying is making sense.
It's not even that surprising. Anybody working with Unreal 5 that was working with these old engines back in the day can see the differences in optimization smacking them in the face.
For the record, the team has done serious optimization work compared to what we started with, and the examples you mention are mapper optimizations, not engine. The team is pretty small, and I don't know if they have ambitions to take the engine other places.
But anyway the engine is under GPL3 and nothing it stopping people from taking it and running with it. And people have. Blendo's game Skin Deep uses it, or a version of it (as I understand it; we're in the credits), and you can find people posting about their own projects on it. I think people would encourage and help out any big project doing the kinds of things you're talking about. Like most everything, it mostly comes down to who's gonna be a champion for it.
Edit: Another funny coincidence, that video I posted at the top is talking about Cryengine as its example of the better optimized older engine, which is the engine that started this thread.
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Things are slow enough around here that I didn't really notice
, but welcome back anyway!
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Well I think any outreach is good. Most users won't be that active, but a few will, and that's a few you wouldn't get otherwise. So in principle it's a good idea.
But again, the issue is that despite the name, it's not actually a Doom3 mod anymore, not even really a total conversion. It's a separate standalone game that happens to use its engine as a base, and even that has been turned into essentially a new engine too.
Edit: In the big picture, the issue is that we've already been in touch with both Steam and GOG, and there were issues getting TDM as a standalone game on both of them, about which the team basically voted we didn't want to go through the trouble of fixing, at least for the issues involved at that time. We're not really the kind of team that wants to formalize into a corporation to get on Steam, and I forget the specifics of GOG now, but IIRC it was them turning us down, or anyway stopping replying to us, more than the other way around. But again in principle, or at least I personally think getting onto GOG is great if it's ever possible.
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Yeah, we get this kind of post every few years, about porting to whatever shiny new other engine is out there. For reasons already discussed, "porting" isn't even a good term for it, since you'd just be making an entirely new game practically from scratch. Just look at the size of our source code.
The reason we moved to the Doom3 engine it in the first place was only because Thief Deadly Shadows didn't allow us to properly make good FMs. But now we can make FMs and it's open source. If there is some cool tech that the CryEngine or Unreal engines have, it's gonna be about infinitely easier to just port that cool tech into the TDM engine than vice versa, and in fact we've done that for a lot of cool new tech like soft shadows and ambient occlusion and the like.
So that's really the way to go if you want to update the tech. And we're open source so you can do that.
Anyway, all that said, one can still make a cool new TDM-inspired game in CryEngine, and I'd even encourage that to someone up to the challenge. For example I'd love to see a cyberpunk or modern stealth game, and that'd be good project for a new engine.
I just think if they're making an entirely new game already, why not just make an entirely new game.
Well one thing that might be cool is if someone made a game in another engine that could parse a TDM .pk4 file and open up as a map in itself. So then once you've made it, it already as all of our maps ready to play in it. I have an idea that that might not work well though, especially for custom things people put in the map. Also again, we can already play those maps now. If you're going to all that effort, let's have a new cool game with new cool maps!
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I think practically speaking the stairs approach is something mappers can do that'll just work. The AI should follow the player in tandem, so I think if they weren't specifically directed to go opposite directions on the stair by path nodes, then I don't think that problem will happen too often if at all in practice.
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Just jumping in to applaud Arcturus for coming up with that. That's exactly the kind of thing I was thinking about in my post, thinking outside the box, and looking back on it, I'm almost surprised I didn't think of it myself, although I was hilariously close to it. But anyway, it's a bit buggy, but that can be tweaked, but probably more important is that it's better than what we have now (no climbing at all).
The big issue that I see is that it's more of a solution for mappers to do themselves, rather than fit for a general solution for the core package, which I guess is symptomatic of using a hacky approach. But as a hacky solution, it does the job pretty well!
I think it'd prove pretty robust, won't it? Wherever the elevator is (if it falls off mid-way like in the 2nd video), the AI will always call it up or down to themselves, it's just a bit more delay. And the mapper should take care of the geometry, in terms of being able to step on and off properly.
As for being oriented the wrong way, you know a button can also trigger a script, and I think such a script can just turn the AI pushing it by fiat. (Now I have to remember if the AI ID passes to the script when you push a button. I remember talking about that ages ago, and I think it was dealt with in some way.)
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I think it's similar with the problem of flying AI.
It'd be a fundamental rewiring of pathfinding to add z-axis motion completely separate from the x-y plane, as in they're not walking on a surface.
If I were going to try to rig it though, I'd probably do it in a hack-y way, like you just tweak the pathfinding a little so that the nodes at the top and bottom of a ladder connect, and when the AI wants to traverse it, it approaches the bottom, "triggers" the ladder like a switch, and it transports him already to the top, then throws in some stock climbing animation in between. Maybe not too different to the way elevators work. Actually I wouldn't trust the normal pathfinding to do it (not least b/c of edge cases like AH said), but it'd be even better if the mapper designated the bottom and top with some kind of marker object, and let the code take it from there.
Anyway, I think there are some ways it could be rigged, but it'd still be a lot of work & would need a lot of testing and tweaking. But it really comes down to a very motivated & competent coder actually making the thing.-
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It's probably been mentioned many times before, but one alternative is to have a key ring, so that all keys are combined into one inventory slot that matches any key on the ring to a door when it's used. That would resolve the main issue behind people wanting to drop keys, which is to avoid having a cluttered inventory. I think someone's already made a key ring function, but it's still not standard.
Edit: You could do the same thing with a folder for readables. The idea is that there's one inventory slot for the whole collection, and then when it's used in some way it could open up a 2nd level to see (and in the case of readables select) the individual items.
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19 hours ago, BoilerDunce said:
In my opinion, a voluntary option should never be thought of as a hard sell. It's voluntary. If it defaults to unchanged, who can complain? Honestly.
Just to clarify, and going off of wesp's comment, the hard sell isn't deciding to add a voluntary option per se. The ethos of this whole game is to let players and mappers do what they want within a pretty broad range of styles. So it'd be an easy ask if it were a trivial thing to do, like change a "0" to a "1" or some other value in some def file like wesp is saying.
But when it's not a simple task like that but one that requires quite a bit of coding support like it seems this it, the hard sell is asking someone to dig through the source code and figure out how to code the thing in a way that is robust & doesn't break other things, which means research, planning, coding, debugging, play testing, and then more coding to fix everything and deal with all the comments that come in.
If you really want to get down to brass tacks, the central ethos around here is DIY. If you really care about this, there's a place you can get the source code, and we have an entire forum and wiki that has all of our institutional knowledge to research almost any topic. If you don't know any coding, this is your perfect chance to learn, like I and a lot of us did just to put in new features we wanted but no one else was gonna do.
Basically, if we can't get wesp5 on the job, it's only going to be harder to recruit the other usual suspects. So if you want to see it, you may need to do it yourself, but you might be happily surprised at the willingness of people to answer your questions and help you with the task, if you're really serious about taking it on, that wouldn't otherwise do it themselves.
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I think this could be a good idea to have available for mappers to make maps based around, though not as a basic mechanic.
I'd think it'd be best worked, in terms of gameplay, in combination with the lantern. So you can always read it with your lantern on, but of course that makes you visible for the time you're reading it. So the player should move to a safe space to do it and a good mapper could play with that tension, safe spaces you can go to vs. the time it takes to get to them vs the value of the info in the readable, etc.
Anyway, I think it'd be interesting to see in one-off FMs that played with the idea and would welcome seeing it in action. I agree with everyone else that I don't think it'd be great as a general mechanic for the base game. But I'd encourage someone to make a map with it in action to see how it plays.
Edit: Also, if someone is going to all that effort, there should be a way for players to make it standard for themselves in all FMs too, since some players might want it for their own games. I have an idea that it might require a source code change, though, meaning it'd call for a modded .exe file, not just a mod you can drop in a folder, which complicates it somewhat. But maybe someone like wesp or somebody could put it as an option in their mod pack, as I think it might be a hard sell as a voluntary option in the base game, but you never know. Maybe it could be.
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On 9/22/2025 at 4:03 AM, JackFarmer said:
Because I seem to remember that you have a penchant for retro stuff in the style of the good old 8/16-bit days.
I do like retro stuff, so fair enough.
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Why might it be something especially for me?
I like Roguelikes & all, but I don't know if I'm that special in that regard.
Anyway, reminds me a little of Vampire Hunter, which I like a lot, with the forced scrolling & jRPG style, which I'm not sure about but could give it a try.
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On 12/6/2023 at 6:12 PM, Bergante said:
hello everyone
since i discovered the " tdm_loot_stealth_stats.pk4 " I´m trying for supreme Ghosting .
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Thx to snatcher , only cause your modPack i found it ! )
and now that there was mentioned a new Campain for ThiefGold I went in and downloaded the new stuff of 23
It seems Klatremus and Marbelman are more on TTLG , where i had fun reading things in :
TTLG Thread: FMs - Ghost/Perfect Thief Results (Part 9) [SPOILERS]
my Question : does there exist anything similar to the tdm_loot_stealth_stats for Thief1/Gold-Thief2 - or something to implement in AngelLoader ?
P.S. : Klatremus ? what would you need from me to have HazardPay reported as SupremeGhosted ?Just for some backstory, I'm talking about Dark Mod, I think Fidcal was the one that put in the original Stealth Score stats that tracked alerts, then I did a major overhaul of it, and then I had to drag in Grayman to clean up a lot of the bugs and issues. There are things I did with an eye to ghosting, one being that a Level 1 alert didn't count to the Stealth Score, because in a good number of FMs it starts with it already being busted, and it's the one where the guard doesn't know anything is strange yet, it's just a slight noise, the wind or rats. I counted Level 2 and up as a Stealth Score hit. (But it still counts Level 1 hits in the alert stat if someone wanted to count it.)
Anyway, I don't know enough about Thief code to offer much. I glanced through its source code when it first got leaked. But from the work I did on TDM, I suspect that it's something you have to get from the source code, and that it won't be available through just a mod... the reason being because the source code will have to explicitly hand the stat over to be accessible to a mod, and if they didn't already do that for a stat, then there's no real reason to do it at all. So I think it'd require a source code change and new compile of the .exe, which means it wouldn't be just a mod you could distribute, but you'd have to distribute an entirely new .exe game for it. That's just my guess, but that's a reason why it probably hasn't been done yet. My first idea would be to post somewhere that Corbeau, the person (or team?) maintaining the New Dark release, and see if they can add it into an update to New Dark, although I don't know if they're even maintaining it anymore.
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Even when we can get on, like now, the delay just to open a thread or post is maddening.
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I think recommendation styles often split between cinematic FMs with great atmosphere, story, and big set pieces at the arguably cost of open gameplay vs. gameplay FMs ones with really well thought out, challenging, and open level design at the arguable cost of tight impactful storytelling. In a way that's the old ludo vs. narrative debate. Of course there are some FMs that do both sides well, but even then there's usually some emphasis on one side of the coin over the other.
Anyway, my FM love language is definitely on the gameplay side of the coin, and while I can appreciate the big set pieces and storytelling beats, they don't do as much for me as FMs with environments really well designed for challenging gameplay where I'm fighting for progress.
To each their own though. I'm glad there's not one style of FM and we have a good amount of diversity.
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I've been following the TTLG mod discussion on this.
Basically it's lots of bots. Lots & lots of bots.
There are ways to crackdown to bring down the bot number like a human check when you log in, but that also tanks the SEO on the search engines and kind of ironically also deters actual humans logging in too, or something like that.
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Yes, on first sight it looks like you didn't get the mission packaging right.
So that's what you can look up.I'd say the first time through every aspiring mapper really ought to just follow Fidcal's A to Z tutorial straight, doing exactly what it says. https://wiki.thedarkmod.com/index.php/A_-_Z_Beginner_Full_Guide_Start_Here!
Then you know you've covered every step from start to finish. But of course everybody has different approaches that work for them.
Ok, I guess I'll add a little more. As you probably already know, there are two ways to run a mission, from inside DR, where you need to package everything directly into TDM's folder structure (some people even make a separate install for editing), and from inside the game, where you package up a .pk4 and run the mission from that, although that might be seem a little less efficient. I recall doing it both ways, making periodic landmark .pk4 versions, and then doing little changes running them through DR, until it felt like enough had changed that I'd pack it into a new .pk4. I think some people only make the .pk4 at the end, and I imagine some people run off .pk4s every time. Just learn how to package missions both ways and figure out what works for you. -
Heh, I'm still regularly using my first Paint Shop install from like 1998. It's just a really small portable program that I know inside-out, and I can do a lot of things faster & just as well in it than the monoliths we have today.
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There are so many things that have probably fallen through the cracks. If you ever look through old threads from TTLG or here, probably even most of the links and screenshots will be broken. I guess it's the nature of working through an online digital medium. Practically whatever platform you pick is going to be unreliable over a long period in one way or another.
It's really good that you found the code for this at least & that you seem to be getting back on the horse, so to speak, as far as being a fan contributor.
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That might be a fun exercise to try. You have a part of the city hub, with your apartment, a store to spend loot, and a job list where you can pick the next mission, either linearly or maybe you can have several FMs to choose from, and when you finish the mission, it brings you back to the hub with the loot added to your total to spend. I wonder if you could do that without needing to change the source code. It'd be really interesting to try out!
But if it did require source code change, maybe you could put it out as a patch and the hub mission. It's worth looking into.
Using assets from other missions
in Art Assets
Posted
I'm just looking at the language of the TDM license. (I'm quoting it above, so here I'll just link to it.) I'll change my above post to point to this, since this is the baseline one should start with. There are still some complications one could talk about, but this is the starting point. I'll try to think through it in my above post.
Long story short you're right, and I'll change my whole post above to reflect that.