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Fiver

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  1. That is fair. I have reported 84 issues in the bugtracker (and contributed to some of the existing ones), proposed articles to the wiki (see above) to demonstrate that I am familiar with the format, and contributed some on the forum. In the event a wiki user does not contribute in a constructive way, it is easy to block them and revert their changes.
  2. According to the user list on the wiki , there are five bureaucrats: * Greebo * Modetwo * Springheel * Taaaki * WikiAdmin My best guess would be that @taaaki has access to the servers that are running the bugtracker, the forum and the wiki. For the sake of community growth, I would also propose a more streamlined process for new users to get a wiki account. Make it easy for new contributors to contribute.
  3. One page I want to create is a page listing common abbreviations used during development.
  4. I am still interested in helping out on the wiki.
  5. I though something similar and suggested adding objectives to the Training Mission. That would help introduce some linearity into the mission and also suggest tasks to players, where the objectives are listed in order of increasing level of difficulty.
  6. I understand. I appreciate the time and effort you put into this. I'll wait until it is available in the repository (maybe a later hotfix, or dev build, or possibly the next beta if one is made), then I'll make it my top priority to test it.
  7. Could you place it in the SVN repository, perhaps under ROOT/test, so I can download it using the installer?
  8. I tried changing the following cvars in the main room: * r_volumetricLowres 2 gives me 1 more FPS (from 17 to 18) * r_volumetricEnable 0 gives me 3 more FPS (from 17 to 20) * r_volumetricForceShadowMaps 0 gives me 2 more FPS (from 17 to 19) * r_volumetricDustMultiplier 0 makes no difference * r_volumetricBlur 0 gives me 0.5 more FPS (from 17 to 17.5) * r_volumetricDither 0 makes no difference * r_volumetricSamples 0 gives me 2 more FPS (from 17 to 19) * r_shadowMapSize 512 makes no difference
  9. I also see 9 FPS in room "Keys & Lockpicks". It appears to be caused by the light from the windows.
  10. Host OS: Debian 11 Bullseye Graphics: Mesa Intel UHD Graphics 620 (KBL GT2) According to lshw, the driver is i915.
  11. Tested on beta 5, still 17 FPS and 9 FPS.
  12. When setting r_volumetricEnable to 0, I see some light disappear and FPS increases by maybe 2-3 FPS, but does not come close to the previous values. I run on a computer with 8 CPUs and none of them goes over 50%. I tried enabling the menu setting "Frontend Acceleration" and restarting, but that seemed to make no difference. For r_volumetricEnable set to 1, I tested the following: * beta 1: 33 FPS and 24 FPS * beta 2: 32 FPS and 24 FPS * beta 3: 33 FPS and 24 FPS * beta 4: 33 FPS and 24 FPS * beta 5: 17 FPS and 9 FPS
  13. I experience significant lower FPS in both TDM 2.12/64 #10644 (beta212-06) and TDM 2.12/64 #10651 (beta212-07) that I don't see when I run 2.11, and that I didn't notice in earlier 2.12 betas. In Training Mission, when starting the mission and looking straight forward, the FPS is now 23 (was 32 FPS in 2.11), and when going down the short stairs and looking up to the skylight, the FPS is now 9 (was 18 PFS in 2.11). The settings between the versions seem to be the same.
  14. 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?
  15. If someone wanted to expand the core of assets today and add an asset that is not CC-BY-NC-SA, say it's something like CC-BY-SA, CC-BY, CC-0 or public domain, how is that handled today?
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