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  1. 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.
  2. 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.
  3. I am curious as to which distributions and tool version are known to work when compiling either the 2.10 source archive or svn trunk. Cmake errors out with both Archlinux and Mint 21 for me. For good measure I will include some information I gathered about these errors, but I just want to be able to successfully build tdm on something. (My end goal is to compile in either pulseaudio or pipewire support for openal if that's possible; even though this thread got my audio working (arch audio subsystem is pipewire{,-alsa,-audio,-pulse} & jack2 ) ) I've also tried compiling against the latest svn trunk, that fails too, although the point in which it fails is slightly different. What do the developers use to build the linux release? System information for the failed builds against the 2.10 archive: System #1: cmake 3.22.1 | gcc 11.3.0 | kernel 5.15.0-56-generic | distro Linux Mint 21 System #2: cmake 3.25.1 | gcc 12.2.0 | kernel 5.15.83-1-lts | distro Arch Linux src archive used: sha256sum thedarkmod.2.10.src.7z 73aa974635293e6ca07396be19901355f8224637bdf3ce73404b8eef74148a1c thedarkmod.2.10.src.7z Build command from root of extracted src: [ -d build ] && rm -rf build mkdir build && cd build && cmake --debug-output --loglevel=DEBUG -DCMAKE_BUILD_TYPE="Release" .. &> cmake.$distro.log && \ make -d --debug=a -j &> make.$distro.log ; cd .. make.mint.log.gz make.arch.log.gz cmake.mint.log.gz cmake.arch.log.gz
  4. 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".
  5. 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...
  6. 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:
  7. I'm the developer of AngelLoader, a fan mission loader/manager for Thief 1/2/3/SS2. I recently decided to try adding Dark Mod support. The latest release is here: https://github.com/FenPhoenix/AngelLoader/releases I'm going to keep a log of issues, ideas, notes, etc. here and we can discuss them or whatnot. If anyone has ideas or suggestions, feel free to post them here. TDM version requirement: I've only tested it with TDM 2.11. I'm not sure but I dimly remember FMs used to be stored differently at some point in the past? If so, it wouldn't work with those older versions. I assume people would normally keep their TDM install up to date, but just a heads up. How it works: In the Settings window -> Paths tab, choose your Dark Mod executable. Click OK. Now your TDM FMs will be detected, scanned, and added to the list. For the other supported games, there is the concept of "installed" vs "not installed", this is because they normally come in archive files and then the loader can "install" them (extract the file into the "installed FMs" folder). For TDM there is no such concept (FMs are always installed), so the green checkmark "installed" indicator means that that FM is the currently selected one (the one that is loaded up when you start TDM), and only one TDM FM can be "selected" at a time. This indicator is kept in sync with the game, so if you change your selected FM inside TDM, AngelLoader will update its "selected" indicator in-app. Notes & Issues: Deleting FMs: Deleting TDM FMs is not supported yet. I notice TDM itself doesn't allow you to delete FMs either; it has been noted that people have accidentally lost their data and so the option was removed. AngelLoader puts files into the recycle bin when it deletes them, and I could add the option, but figured it was okay to leave it out initially since the game doesn't let you do it either. Note, though, that you can still delete TDM FMs from AngelLoader's database if you've manually deleted the actual FM from disk first. To do this, first click the "Show only unavailable FMs" button (red X page icon on the top bar). Last Played and Finished-On-Difficulty: Finished-on difficulty is now autodetected. Last played date is taken from the game's database only if AngelLoader doesn't have one in its own (its own is more granular). In the FMs folder, there is a file missions.tdminfo which stores certain pieces of data about FMs. Included among this data is which difficulty the mission has been finished on, and the last played date (down to the day only). AngelLoader also stores this information, but it doesn't get these values from this file at the moment. Instead, the last played date (down to the instant, not just the day) is set whenever an FM is started, and the finished-on state must be set manually. I could have it watch the file for changes and update the finished-on-difficulty automatically for the current FM. This would override the user setting, but in theory should be accurate anyway. I could also auto-update the last played date, but because it's only down to the day, that would be less optimal than just setting it on FM start, which would give a more granular date and would have sorting working better. So if you played two FMs in one day, the latest played one would sort at the top. Mods tab is disabled: For NewDark games, there is built-in support for mods, and they can be enabled or disabled per-FM in an official capacity. I've disabled the Mods tab for TDM because - from a cursory look anyway - I don't think there's such a per-FM method of mod management. Language selection is disabled: In the Edit FM tab, there's an option to choose which language to play an FM with. I've disabled it for TDM because there's a language option in-game (not the case with NewDark) and I haven't looked into how I would scan a TDM FM for supported languages anyway. "Play Without FM" Option: For the other games, there is the option (in the bottom bar) to play them with no FM. For TDM there is no such thing as "no FM", but the option is still there currently. It will simply start TDM without passing it anything, and whatever FM it has selected will be there. I might remove the option since it doesn't really make sense. This might make people wonder "where's the button for TDM" but on the other hand having it isn't really useful. Not sure. Mission downloading and updating: An in-app mission downloader is in progress. There is no mission downloader or anything like that currently. It simply lists what you've got on disk. This means that to get new FMs or check for updates to existing ones, you still have to go in-game. I don't know how people feel about the convenience factor of this, having to go in-game to get your FMs and then back out to AngelLoader. However, duplicating the TDM download functionality would mean it might well break if TDM ever changes anything about its downloader. Custom resource stats: In the Statistics tab, custom resource display is disabled for TDM. I haven't looked into what sort of "custom" things a TDM FM can have and how I can detect them. I may do this in the future.
  8. Some folks have been asking about the new tdm_show_viewpos cvar and screenshot_viewpos command, so I thought I'd make an thread about it as a reference. The purpose of the cvar is to show the viewpos on the player HUD, and the purpose of the command is to add the viewpos to screenshots in order to help with troubleshooting and beta testing. Bug tracker: https://bugs.thedarkmod.com/view.php?id=6331 tdm_show_viewpos tdm_show_viewpos is a cvar to show/hide the viewpos on the player HUD, which can be set to the following: 0 --- hide 1 --- gray font color 2 --- cyan font color screenshot_viewpos screenshot_viewpos is a command that takes a screenshot with the viewpos added to it. screenshot_viewpos screenshot_viewpos <gamma> screenshot_viewpos can be typed at the console or bound to a key. The "gamma" is an optional argument, which as of 2.12 Beta is the r_ambientGamma value. Some mission authors prefer to have screenshots (from players) that are brighter, so they can see what is in the screenshot more easily. Setting the "gamma" argument is a convenient way to temporarily adjust the gamma just for the duration of the screenshot. For example, I have the following bound: bind "F12" "screenshot" bind "F11" "screenshot_viewpos" bind "F10" "screenshot_viewpos 1.3"
  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. It is possible that this is a setting that needs to be activated to work: https://mantisbt.org/forums/viewtopic.php?t=23221
  11. 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.
  12. 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.
  13. Yes, this is happening for me as well. @Dragofer perhaps the immobilization script is misbehaving in 2.12? Should this be added to the 2.12 beta thread?
  14. We didn't make the holidays (such a busy time of year) so here's a New Year's gift, an unusual little mission. Window of Opportunity Recover an item for a regretful trader out in a wilderness setting, and discover more! Available within the in-game mission downloader or: Download: http://www.thedarkmo...ndetails/?id=79 Alternative: https://drive.google...WTMzQXZtMVFBSG8 Some unorthodox gameplay on regular/ghost difficulties. (Arachnophobes might prefer short mode...) Please expect to need your lantern in regular and ghost modes! Short ("easy") mode is a smaller map, so if you are looking for areas others reference below, or 100% of the loot, you'll need to play on another mode. I wanted to create my first mission before I became influenced by too many others' ideas, and limited myself to what has been done before. As such, this mission is not set in a city/town, and has some features that are likely to be provocative. There's a section some really like, which others don't, either way I kept it short to not last too long. That being said, I hope you do find it fun! :-) Special thanks to those who provided valuable testing and feedback: Goldwell, Kyyrma, plotzzz, 161803398874989, PPoe & Bikerdude (who also contributed a sound). (Please remember spoiler tags to not expose things meant to be discovered by playing.) Like so: [spoiler]secrets[/spoiler] If you are having trouble finding the main objective, here's what to pay attention to in the mission for hints: There is a spot it's possible to get stuck on the ground in the corner by the cliff/rockfall where there's a rope laying on the ground, please take care if you poke around there!
  15. After taking a gaming break for 1 week, i decided to get back into playing games yesterday especially stealth game like TDM. Coincidentally, this new fan mission appeared in the online mission archive when i was clicking "download mission" button, so I decided to download & try playing it. I like this manor/estate fan mission so far. i like the starting point of this FM where you have to venture silently into small-scale spider-infested forest. On a related note, i have sporadic spider phobia and again this mission helped me to desensitize myself to spider. I usually find the entry point to the manor disguised as a wall with loose bricks or covered with tall green grass but i have to find stone walled key for this one
  16. So, if I understand you, no Thief Gold FM does sound and text notifications of completed objectives? The missions in The Black Parade surely did. I'm completely confused now. I was sure that original Thief Gold had those objective complete notifications (at least the sound). Reading this thread suggests otherwise though: https://www.ttlg.com/forums/showthread.php?t=132977
  17. Beta 11 Fix finished-on state auto-update was unreliable Slighty improve scanner title/author detect Tags are now named some whatever regular-version-looking thing to force GitHub to put the newest at the top
  18. 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!
  19. I'd like to chip in and say I think basing the script name on the archive/file name is not a good idea. Filenames are extrinsic to the mod and something you have no direct control over. Someone may unwittingly change the filename and wonder why the mod stops working. You'd be better off having a fixed script name for all mods which is, I think, what dragofer says is being considered.
  20. Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.

     

    1. Show previous comments  1 more
    2. Nort

      Nort

      Since I wasn't the one mainly asking, I'll just cite you in the original thread instead.

    3. AluminumHaste

      AluminumHaste

      There already is a kind of sorting, sort nearest, sort decal, sort <n>. For things like windows and such, sort nearest should probably have the desirable affect, though looking through multiple translucent shaders might kill performance.

    4. Nort

      Nort

      Is having multiple render effects really killing performance that badly? I don't understand. You're saying that if I have two transparent objects side-by-side, then they'll just count as two render effects, but when combined, they somehow become something much more difficult to render?

      Never-the-less, unless we're talking some kind of infinite portal problem, why not let the mapper choose how much he wants to kill performance? Just warn him against putting too many effects close together.

  21. Similar: My suggestion is getting rid of needing tdm_custom_scripts.script as a requirement. The problem is that unlike every other asset, be it a def or a skin or model or texture, scripts need to be referenced from a core script file for execution: FM's each need to contain a file with that exact name including their custom scripts. The problem with this is that no mods containing scripts can work out-of-the-box as a drag-and-drop pk4, the same way that say a custom character (just AI model or skin) can: Each individual FM needs to integrate it manually, universal mods aren't possible since the last pk4 loaded will override tdm_custom_scripts.script or tdm_user_addons.script breaking all previous mods referencing their own scripts from those files. The ideal solution would be just auto-loading scripts like everything else. But I imagine this may no longer be possible as it could break a lot of existing things like older FM's. One compromise I believe I suggested was allowing a dynamically named script to be auto-loaded by the engine, which would make it so different pk4's don't override the exact same file and conflict with each other: If your mod is named "whatever.pk4" for instance, the engine should auto-execute the script named "scripts/whatever.script" located in that archive... this would provide an elegant and equally sandboxed solution to this long standing issue.
  22. 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/
  23. Bumping this thread. I was trying to parse the code for LibreCoop recently, the multiplayer coop mod for Doom3, or Dhewm3 more exactly. The main alternative is OpenCoop, but I think LibreCoop is more developed. Anyway, it got me thinking how much work would have to go into a coop mod for TDM. It's still my biggest wish item. The idea I got was one has to basically walk system by system through the code and think about the client and server side of packet swapping. TDM has a lot more and more complicated systems than Doom3, but once you start getting a feel for it, I think the basic system doesn't change that much. In a way it reminded me a bit of a pared down save/load system, what you need to update a game state, except you're streaming it in in real game-time, and you using tricks to fill in gaps to ease the load. The other thing I noticed is that maps themselves need their scripts tweaked and anything else happening in the world. But I wonder if there's a way to procedurally do that when a map is loading, so one could just use the FM files as released. It looks like it'd take more than a year or two if one were working steadily through it, although I think one would get efficient at it over time. Like I was noticing, there's a consistent logic to it. But most of all I think it'd be worth it. I really like Thief coop, and I think it'd be great for TDM. I'm just FYI'ing about it now because I was browsing through the other coop mods. Not even soliciting opinions or anything. Just thinking aloud (avisible?) about it.
  24. Every now and then people post silly screenshots they've taken from TDM. Why not start an own thread for it? Recently, I've experimented with adding props to AI's. The wiki says "Attaching things to AI is an important way to make your AI unique," and indeed really unique AI's can be created this way. It is summertime. Even the crypt's residents need to do something about that awful pallor...
  25. I guess posts about helping people understand what this thread is not for kind of still count.
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