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  1. Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!
  2. 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.
  3. I suggest you use the term "I", to make clear that it is something YOU want, and that you speak for yourself. But, as wesp5 mentioned, I don't really know what this is about, at all. And, I'm also wondering about all the newly registered people lately, who just arrived at this forum, and already want to revolutionize this mod. This is a thing I noticed 2 or 3 years ago, and which hasn't been present in the 15 years I play this mod and frequent these forums now. Really seems like a common thing these days, to not knock on the door, but kick it in, and stomp right in.
  4. I dom't use it, i found it here with the filter set to OpenSource. the TOS and PP isn't excluding for an OpenSource app, if they use ads mean that they also need to pay an server for this online service. OpenSource is not synonymous with free either, perhaps after the beta phase it is no longer free, so perhaps you can take advantage of the fact that it is still free to create a series of textures that can be used or search another one in Futuretools. AI generated textures and assets, by definition, don't have any copyright, so you can use them as you want. https://www.futuretools.io/?pricing-model=free|open-source&tags-n5zn=gaming
  5. 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".
  6. The gamepad implementation allows for a great degree of flexibility to personalize settings, aside from a few minor issues that I mentioned here: https://forums.thedarkmod.com/index.php?/topic/22337-gamepad-bindings/ I would say that playing TDM with a gamepad works very well, especially considering that it was implemented as experimental and hasn't been changed since then. If I could, I'd go back to 2021-you and congratulate you on buying that gamepad. I notice that your DarkmodPadbinds.cfg looks very different from mine...
  7. It seems like more and more "thief" and "thief players" is becoming a short hand to dismiss community members earnest desire to improve the game - which happens to be a barely legally distinct "thief style" game which was made by thief fans for thief fans and is "designed to simulate the stealth gameplay of Thief". Who is the predominant player base of the game supposed to be beyond fans of the thief games? Is there some better avenue to find feedback for the game beyond this forum? FOSS and linux forums? I have seen maybe half a dozen posts from that segment. I am a thief fan, I play thief fms, my association with those games is what drives me to play and make things for this game. Are we supposed to pretend the original games are not a huge reason why most of us are here at all? TL;DR version:
  8. Zerg Rush

    Free games

    Nice, it remember me to an old Card game from 2001, you can still download it from the Google Play Store or download the zip file with the EXE file for Windows from Archive.org (standalone, ~1Mb), its free, no ads, nice, good for a little while in between Zip file content https://archive.org/details/Ants_Mravenci https://play.google.com/store/apps/details?id=com.qetrix.mravenci&hl=en_US&pli=1
  9. Thanks! 1) Doing LONG_PRESS PAD_A (what I, for lack of knowledge, call "jump-mantle" or "_jumpmantle") differs from doing PRESS PAD_A ("_jump"). "_jumpmantle" differs from "_mantle", so they must be mapped to different button-calls. "_jumpmantle" differs from "_jump", so they must also be mapped to different button-calls. This appears to be the case, but it is not evident (or changeable) in DarkmodPadbinds.cfg. "_jumpmantle" seems to be hard coded to always connect to the same button as "_jump" but with a long press. It is as if bindPadButton PRESS PAD_A "_jump" is not actually just binding PRESS PAD_A to "_jump", but rather interpreted as "link PAD_A (regardless of button press time) to behave exactly like keyboard SPACE for short and long presses". I would have expected the default DarkmodPadbinds.cfg to explicitly read: bindPadButton PRESS PAD_A "_jump" bindPadButton LONG_PRESS PAD_A "_jumpmantle" bindPadButton PRESS PAD_B "_crouch" bindPadButton LONG_PRESS PAD_B "_mantle" ... but neither LONG_PRESS PAD_A or "_jumpmantle" is listed in the file. If there are actions "_jump" and "_mantle", I suppose there must also be an action "_jumpmantle" since it is possible for the player to do all those movements: * "_mantle" does the movements "crouch on the high surface, then stand up" * "_jumpmantle" idoes the movements "jump slightly forward, then land standing on the high surface" * "_jump" idoes the movements "jump up, then land exactly where you started" If the actions "_jump" and "_moveup" are not synonymous, then perhaps the action "_moveup" is what i call "_jumpmantle"? 2) Thanks for the link! It was useful in more than one way. I'll link to that page from https://wiki.thedarkmod.com/index.php?title=Bindings_and_User_Settings#Gamepad_Default_Bindings if I can get an account on the wiki, which proved more difficult than i thought (https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/). However, it does not answer my question how to find out the name ("<button>") used for a button on my gamepad. Basically, I would need to press the button on my gamepad and some program could tell me "That button is called 'PAD_A'". In my case, I have a gamepad "Logitech F310" (https://commons.wikimedia.org/wiki/File:Logitech_F310_Gamepad.jpg) which has a "Logitech button" (see image) that I want to use. I was hoping to find out the "button name" for that button and then edit DarkmodPadbinds.cfg to map it to a function. 3) ... but if that button has an "unusual name" that TDM does not recognize, then it may perhaps not work. E.g. if that button is called "PAD_LOGITECH" and TDM cannot recognize that name, then I cannot map anything to it via DarkmodPadbinds.cfg. Using QJoyPad I can map any keyboard key to it instead, as a workaround, but I cannot map MODIFIER to it (since MODIFIER cannot be set to a keyboard key). If current implementation is still called "experimental", then I must say it works very well; @cabalistic: kudos for that! I may not have continued playing TDM had it not worked with a gamepad.
  10. Yeah, a last completed date would be something the game would have to implement (and write it out to missions.tdminfo). Apart from that, there's no reliable way for AngelLoader to know it. Beta 12 Fixed: the first "refresh from disk" trigger from TDM would be ignored, due to spurious refreshes being queued on startup and then never run, thus not having the refresh level value reset. In the Settings window, if a setting was changed that required a view refresh (game paths etc.), the filters would lose their state after the refresh. Dark Mod FM scans now show a progress box with a cancel button, because it's theoretically possible for the server data download to take some unboundedly large amount of time (highly unlikely, but covering the edge cases). Title filter searches now also search TDM "archive" names, same as for the other games. The DarkLoader Import window will now disable the Import Saves checkbox if no backup path has been specified, and shows a link to go to the Settings window where you can specify a backup path.
  11. It is possible that this is a setting that needs to be activated to work: https://mantisbt.org/forums/viewtopic.php?t=23221
  12. In-app downloading is turning out to be a lot more troublesome than I thought, and some of the auto-detection of stuff the game does is more troublesome than I thought too. So I'm thinking I could just make the first public release sans downloader and then take my time to develop something nice. Anyway, new beta. Beta 10 Auto-update finished difficulty when an FM is finished in-game. If AngelLoader doesn't have a last-played date already, it will pull it from TDM's database. But if it has its own, it will use that, because it's more granular (TDM's only goes down to the day). Sorting for the Archive column for TDM FMs now works correctly. "Play Without FM" for TDM now deselects any selected FM before running it. Don't know, just seemed cleaner. Think of a like a roundabout "download missions" button where you can go in-game with no FM and download some, I dunno. Added support for detecting in-place updated FMs, but only scan on next startup due to race condition with the pk4 Removed support for auto-refreshing on pk4 add, because the game adds pk4s individually to the fms dir before moving them to their own dirs, and we were trying to scan with each one (and failing due to locks and such)
  13. I have an idea. From time to time, these kind of guard create a penis during animation. This penis creates a thread during spawn, but it starts it as DelayedStart(0 ms). Instead of running the script immediately, it stores its entityNumber onto the callstack of the script thread. Let's suppose that for some reason penis gets destroyed immediately, and bow attachment gets spawned at this exact moment: then the bow attachment reuses entityNumber of the penis. At some moment suicide thread wakes up, reads entityNumber from stack, and kills the entity with this index --- but now it is bow attachment instead of penis. That's a simple explanation why dangling pointers are dangerous! However, if this really works like this, the whole scripting should be completely broken, since scripts in general often wait long time, and all the entities they reference might die during waiting. I can hardly believe this situation is always handled that bad. I'd like to ask people who have used scripting a lot. What happens if you have a local variable X of type "entity", then you do "sys.wait(1.0);", and then try to use X but it has died during waiting?
  14. Mandrasola is a small sized map in which aspiring thief Thomas Porter steals some herbal products from a smuggler. The mission was created by me, Sotha and I wish to thank Bikerdude, BrokenArts and Ocn for playtesting and voice acting. Thanks goes naturally to everyone contributing and making TDM possible. This mission occurs chronologically before the Knighton's Manor, making it the first mission in the Thomas Porter series. Events in chronological order are: Mandrasola, The Knighton's Manor, The Beleaguered Fence, The Glenham Tower and The Transaction. The winter came early and suddenly this year. Weeks of strong blizzards and extremely harsh cold weather hit Bridgeport hard. With the seas completely frozen, a rare occurence indeed, most of the City harbor commerce has stopped completely. Vessels are stuck in the ice and no ship can leave or enter the City, resulting in the availability imported goods declining and their prices skyrocketing. One of these imported items is Mandrasola, a rare herbal product, which is imported overseas from the far southern continents. Mandrasola has its uses in alchemical cures and poisons, but mostly this substance is used for its narcotic qualities by commoners and even the nobility. The problem with Mandrasola is that excessive use is extremely addicting and the withdrawal effects are most grievious. Many are utterly incapable of stopping using Mandrasola and are transformed into quivering human ruins if they do no get their daily dose. And now this expensive and rare substance is running out from the whole City. Me and my fence, Lark Butternose, would love to grab this monopoly to ourselves: selling the last few doses in the City would probably be worth a fortune. According to Lark's sources, there remains only one smuggling lord who still has Mandrasola in stock. The problem is that this individual maintains an exclusive clandestine operation and only supplies a few nobles. Despite our best information gathering efforts we couldn't learn who the smuggler is and where he or she operates. Luckily we have an alternate plan. While searching for Mandrasola related information, we learned that a noblewoman called Lady Ludmilla is addicted to the substance and has paid high prices for small amounts of it. We also know that she has visited frequently someone in the Tanner's Ward waterfront, and since she goes to the area personally we believe she is visiting the smuggler. The plan is simple: I must monitor Ludmilla's most likely entryway to the Waterfront and then follow her to the smugglers hideout. I'd better be very careful around Ludmilla. She must not realise I'm following her or she probably won't lead me to her dealer. Hurting her is also out of the question. After she leads me to the smuggler's hideout, I can take my time to break in carefully and steal all the Mandrasola I can find. While I'm there it wouldn't be a bad idea to grab some loose valuables as well. I've now waited in the blistering cold for a few hours already. Looks like there are a few city watch patrols in the area to complicate matters... I think I heard a womans voice beyond the north gate. That must be lady Ludmilla, I haven't seen many ladies in these parts. I'd better get ready.. Links: Use the ingame downloader to get it. WARNING! Someone always fails to use spoiler tags. I do not recommend reading any further until you've played the mission.
  15. I am going to sort-of reveal that this is loosely like the nature of my upcoming mission. I noted it here when JackFarmer asked about things that are coming along in this post: https://forums.thedarkmod.com/index.php?/profile/37993-jackfarmer/&status=3943&type=status It too is a builder church. The player is requested by a hopefully famous character in another mission to handle some business that is affecting the congregation. I am looking to invoke some info and history laid down in other missions as a hook story.
  16. Compiling with --enable-debug I can see a few extra messages which might explain the ScriptingSystem error (lib64 -> lib symlink present): Gtk-Message: 00:01:30.237: Failed to load module "appmenu-gtk-module" ModuleLoader: loading modules from /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/modules/ ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/modules/sound.so' ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/modules/script.so' Error opening library: /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/modules/script.so: undefined symbol: PyExc_ValueError ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/modules/libradiantcore.so' /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/modules/libradiantcore.so: undefined symbol: RegisterModule ModuleLoader: loading modules from /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/plugins/ ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/plugins/dm_stimresponse.so' ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/plugins/dm_difficulty.so' ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/plugins/dm_gui.so' ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/plugins/dm_editing.so' ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/plugins/dm_gameconnection.so' ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/plugins/dm_objectives.so' ModuleLoader: Loading module '/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/plugins/dm_conversation.so' XMLRegistry: looking for XML files in /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../share/darkradiant/ [filters] Loaded 16 filters from registry. Exception initialising modules: ModuleRegistry: Module doesn't exist: ScriptingSystem [skins] in tdm_epi_skins.skin: skin steam_engine_003_off previously defined in steam_engine_003.skin! [skins] in tdm_epi_skins.skin: skin steam_engine_003_on previously defined in steam_engine_003.skin! Aborted (core dumped) The block appears to happen when it reaches a certain "undefined symbol: PyExc_ValueError" in modules/script.so. Then there seems to be a similar error about "undefined symbol: RegisterModule" in modules/libradiantcore.so. It seems to only be those two undefined symbols... afterward the ScriptingSystem module is most likely seen as non-existent because script.so never loaded over that error.
  17. I created the page: https://wiki.thedarkmod.com/index.php?title=Lightgem In the source I placed the following text: <!-- Page text made by forum user Fiver: https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/&do=findComment&comment=491145 --> Personally I think the page isn't really necessary because the info is already present under HUD.
  18. I was thinking of creating new libre assets that will complement existing NC assets. Not necessarily replace them. I'd be interested in hearing more about what the licensing issue on Steam was. If it was the NC assets, then a TDM-libre with a basic libre mission released initially could encourage a mapper to create a more developed map, also with with libre assets, that may qualify for inclusion on platforms currently not allowing NC assets. Perhaps. Or perhaps a developer decides to join the project because they like the idea and want to work on it. In that case this thread will provide a good overview of different aspects of this.
  19. @MirceaKitsune - have you raised a bug report for this particular problem (searching in the wrong place if shot by an arrow)? I think I have found the cause of it and can write it up in the bug tracker. In short, I believe the intended behaviour is that the victim is supposed to search halfway between him and the shooter (presumably chosen because he shouldn't really know where the shooter really is) but the code that sets this point gets overridden shortly afterwards by code that sets the search point to his current location. It's quite instructive (if you like that sort of thing) to read up the various bugs reports on AI behaviour that have been raised down the years. In particular, bug 3331 contains a number of fixes to problems similar to those reported in this thread.
  20. RE Glitches with the Stone (aka Stone Print) font. Probably the minor artifacts with this font - mentioned in the bugtracker - are due to the fact that this file is missing from the distribution: tdm_fonts01\fonts\english\stone\fontimage_12.dat <== MISSING which I surmise causes the 24pt font to be used instead and scaled down. There is some reason to believe the missing file was present at one time, because the corresponding .dds file is present: tdm_fonts01\dds\fonts\english\stone\stone_0_12.dds And the russian paths have both the .dat and .dds files (2 of the latter in the case of russian) for this font. (I think trying to copy the russian version of .dat to the english branch would fail big time.) If someone with access to an archive of very early TDM full distributions can check to see if it is available, that would be great. That would be the best way to go, because that file may contain hand-tweaks to the font spacing. Otherwise, it could be regenerated from the .ttf file and tweaked, a somewhat fraught endeavor (at least if I were to attempt it).
  21. Okay: I replayed a few missions with difficulty set to Hardcore which is the maximum setting. Nothing obvious changes: All of the same issues persist, including the ability to beat up a guard with no reaction by climbing on a table in total darkness. All that changes is guards running to your location a bit more accurately when seeing you from a distance, attacks however don't count as sight. I decided to record a video for this thread to show my point, Crucible of Omens: Behind Closed Doors. What's happening here: While standing on a ledge that should be reachable by a stair, I shoot the guard in the back as he's walking away. His first reaction is to run down the stairs in the completely opposite direction. A few seconds later he comes running back up, only to go in a crevice at the other opposite end of where I was located. By sheer chance he heads somewhat toward my initial position, after which he runs down the stairs again. He finishes his alert state far away, looking for me far at the bottom of the stairs where I clearly wouldn't have been located. How this could have been better: The guard was shot in the back, it doesn't take a genius to tell that's where the arrow came from. He should have picked random positions in a cone originating from his view and facing toward me at the moment of the shot: He shouldn't come running to my exact location which would be both difficult and unrealistic, but should have searched in my general direction such as the wooden door to my right.
  22. New report from the 2.12 beta thread: Added to the wiki
  23. In the first post of the other topic Geep proposed: Then Stgatilov's answer: But I think applying subtitles in different languages shouldn't be too hard I would think, but I don't know how the current translation system works. The engine should apply the correct subtitles based on the applied language setting, this doesn't need a whole new language system I think. Not sure who's going to write those subtitles though. I can only do Dutch and English and nobody needs Dutch I think. I suggest further discussion of this to take place in topic https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/
  24. I just want to point at the following thing: Yesterday, Internet Archive published 2500 dosgames on its server. (including full or shareware games like commander keen, quake 1, doom 1&2, etc) Those games can be played in your webbrowser! (search for a game, select the one with a floppy icon and hit the playbutton) See: https://archive.org/details/softwarelibrary_msdos_games They host also a nice collection of files for thief 1 and 2. For more info see: https://archive.org/search.php?query=thief dark project And TDM: https://archive.org/details/LP_Dark_Mod
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