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  1. 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/
  2. Yes, the description is somewhat unclear. When it says "The in-game downloader might show something different than the main menu.", I don't perceive that as a problem. Sorting a list by titles (articles last) is one thing; presenting the full title (with article first) is another. And they serve two different purposes: * When presenting the title in a list along with other titles by other authors, I would want to put more emphasis on functionality, usability and the overall presentation of the list as a whole. It is in everybody's interest that the list is functional and neat. * When presenting the title by itself, I would want to put more emphasis on the author's wishes. I think the web page and the list on the wiki should follow CMOS too, for the same reasons. By the way: the web page (https://www.thedarkmod.com/missions/) has a column "Type" which has values "S" or "C" but it does not explain the difference. Does anyone know?
  3. I did play Thief and FMs, but I don't play it any more, except for major things like Black Parade. The clunky movement and antiquated Dromed editor is what discouraged me from interacting with it over the years. I regularly play and sometimes make content for TDM, because it has much better movement model than Thief. I know that most missions don't use it well, but if you construct your geometry (gaps, ledges, distances) using power of two measurements, movement and mantling feels fast and snappy. There's no need for regression in that regard, in my opinion, there's a need for assets and missions made with the movement model in mind, to showcase its strengths properly. Even if TDM originally intended to "simulate the stealth gameplay of Thief, many things will be familiar to veteran Thief players" the actual mod history was a bit different. The team came up with a mission platform that has its own identity when it comes to mechanics. The way assets were made might have been a huge mistake, but that didn't prevent the platform from growing. Since you like anecdotal evidence, noone other Skacky once said that TDM movement model was super clunky, after playing The Painter's Wife. It was really hard to convince him that if a mapper places geometry this poorly, and isn't aware what spatial measurements play to the strengths of a movement model, no movement model will save his mission. And there is no fixing of this problem on the engine side, although it's not the first time when TDM team tries to address the asset problem with engine changes, which I suspect will ultimately lead to even more problems down the line. In game development, things like core mechanics and player tools are locked-down first, in one of the pre-production phases, because all the levels will be constructed around them. Making changes in core mechanics in a project this mature is very risky, I assume you don't plan on going through all playable spaces in all released TDM FMs to check for errors. Instead of making incremental changes in fundamental mechanics, I'd encourage you to create a fork, or some kind of major version bump candidate, like 3.0, where all things could be revamped: movement, player tools, UI, new frob mechanics, perhaps with UI contextual icons, new training map to incorporate all that, etc. Once all new elements fall into place and create something new, with a map or maps to back it up as relevant changes, it will be easier to convince existing player/author base that it was worth it. I assume the existing fanbase is already fragmented, as a result of all those heated discussions around the topic. But with multiple versions available for download, the transition to hypothetical "TDM 3.0" should be easier. It could be similar to UE2 and UE3, and you could also use this as an occasion to draw the line for backwards compatibility. I know there are old systems and variables kept in place just in order not to break existing missions. This way you could e.g. redo the LOD system, implement lights using math functions instead of textures, etc.
  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. 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?
  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. Change the subtitle setting from Story to On in the audio menu. You will now see subtitles for standard AI greetings / barks.
  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. Can't understand why GPU behavior depends on monitor. Maybe test all the configurations in Windowed mode with exactly the same resolution? Perhaps with Borderless/Fullscreen you get different resolution and it affects how much VRAM you have. In fact, WDDM also reserves some VRAM for itself in order to render Windows desktop. It means that there is different amount of VRAM left for TDM (which usually does not matter unless you are very low). Maybe try to set Windows display resolution the same and check if two monitors behave the same? Also I agree that image_downsize is worth a try: it should reduce VRAM demands of TDM. Same for lowering "Render Scale" in the graphics menu and disabling antialiasing. You can also try some software which tracks amount of VRAM used, maybe you get some insights from it.
  11. I think one of the benefits is that you can control the ambient sounds in the menu, in separate slider from the regular sounds (speakers). Another benefit is that the sound will play the same everywhere, while speakers only get louder based on proximity. Speakers are usually more suited for crickets, dog sounds, tavern sounds, running water, steam leaks, etc.
  12. It is possible that this is a setting that needs to be activated to work: https://mantisbt.org/forums/viewtopic.php?t=23221
  13. Please look into The Black Mage. Look out for the following entity names (not inventory names): white_plate_flex (this is the item to be picked up) white_plate_fix (this is the item that will show up once (1) has been frobbed on (3) white_system (this carries the used_by and used_action_script information) The name of the action script in tbm.script is "whiteblock". Entity class of (1) must be a key. For reasons unknown it does not work with custom_object entity classes.
  14. Thanks, that would be one of the issues down. Could you also make it so when both creep and run are set to toggle, toggling one on also turns the other off? This way whenever you come out of running or creeping, you know you'll be back to walking instead of jumping straight to the other mode. Currently creeping blocks running entirely, you need to manually turn it off before the run toggle works at all which can be inconvenient if want to just jump to the mode of the key you pressed. I've always wondered if the HUD and menu graphics could be modernized to be a little more high resolution: We could surely have a nicer looking lightgem, one that actually looks more like a gem and maybe makes light level even clearer. I've tinkered with the HUD and could technically look at it, but I'm working on several projects now and don't even know for sure what changes would be accepted in vanilla. Hope someone else can provide more feedback and maybe take a look! Can't say I'm a big fan of the current crouch indicator in general: It's two decorations on the side of the lightgem that stretch to the bottom of the screen, makes the point clear but looks kind of ugly. I can't readily think of anything else that wouldn't be distracting though. Normally we could use an icon indicating posture as a silhouette of the person, but that might be too large and distracting and modern looking... the later issue can be fixed by making it more like a symbol carved into a rune.
  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. Yep I assumed it was all 16:9. The code can be modified so referenceAspect is no longer const. It could use 16:9 as default and for other aspect ratios perhaps forceAspectWidth/Height can be set on those screens and the referenceAspect would be calculated based on those values. I agree it would be nice to drop special images for different aspect ratios. I was able to change the spyglass & keyhole images to always use the 16:9 image and it worked nicely. The issue is just finding a way to have the black background continue outside the letterbox area so the game viewport is not leaking through. With the fullscreen changes I was hoping to find some general way of correcting the UI without having to change the content too much, ideally so mission creators wouldn't have to go back and change their content to support different aspect ratios. I did however hit a roadblock because it seems that loading screens and briefing screens are copypasted for every mission so this content may need to be patched anyway. If a whole pass on the GUI files is necessary anyway I would skip the fullscreen hack and aspectAware parameter and go with something else that makes sense.
  17. I've figured it out. By the way, is the patch for this still in the works? There is still a black box in Marlow's basement, and the coin I reported embedded into geometry is still embedded too.
  18. 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.
  19. 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/
  20. It looks like sooner or later we'll have to add settings menu for subtitles. Verbosity can be moved to it. Then there can be this big switch between background and outlined text. And a bunch of color settings for various elements. The only thing I wish to not see there is any settings which can affect text layout
  21. I noticed those flags though pretty late in my exploration when I was looking at how the glasses worked. The aspect ratio is currently wrong on those galsses right now but I noticed the black transparency extends nicely onto the sides. Tried getting the spyglass looking as nice but adding a black background would also cover the spyglass lens. I suppose the h/center and forceAspecWidth/Height have to be applied to every GUI file or at least the root windowDefs. My attempt goes for an automated approach and GUI authors can use flags to stop control it. Attaching all the stuff I did if you want to have a look. Patch1.patch - Letterboxing for windowDefs. Menu cursor aspect rendering fix. Adds xOffset and yOffset to DeviceContext and a RestoreCoords() for reverse AdjustCoords() calculation. Patch2.patch - Adjust clip rect coords so elements can render outside the letterbox like world books. Backgrounds will render fullscreen if the rect looks like a fullscreen rect. Patch3.patch - Adds the aspectAware flag for making exceptions to rendering fullscreen rects so they become letterboxed instead. Patch1.patch Patch2.patch Patch3.patch
  22. Yeah it would be cool to see some more detailed statistics and it’s a shame they aren’t really captured. Since we are talking about fan mission platforms, where players also make the content for the game, I feel like the best thing we’ve got is you can look at the number of content releases for the games. Keep in mind the graph counts campaigns as single missions - so for example NHAT and TBP both count as 1 mission. A good year for TDM has has approaching maybe 50% - mostly we’re 25-30%. https://www.ttlg.com/forums/showthread.php?t=152494 You could also look at the number of ratings thief missions get on https://www.thiefguild.com/ vs TDM ones, but that is pretty iffy in that you could chalk that up to more awareness of the site in the thief community than TDM Out of curiosity is there a reason a thief player can’t be a new player? I kind of think a player is a player and new players would be ones who are playing the dark mod who weren't? Is there disagreement the base of players most likely to pick up the game are fans of the thief games? They are certainly the most fruitful place to find feedback on the game beyond the sphere of this forum that I have seen. When we were trying to finish up SLL there was a lot of discussion on the forums about how long it had been since there was a release for the game. I am thankful that the stats show at least some stability over the years in terms of releases for TDM, but the trend for all of the games is decline. Not doing anything is a valid response if that’s what the devs want to do - it is not possible to provide evidence that any effort will slow that inertia. As a player and content maker I would just prefer trying to find feedback where it is offered from players who were willing to try the game but ultimately could not engage with it and see if there is anything that can be done within reason to ease them into the game. The game has a lot to offer imo. All those players are potential contributors - contributions in turn attract players - it’d be nice to see the cycle go on as long as it can.
  23. My two cents here is to mimic video streaming services, such as Netflix. They've likely spent a lot of time and money researching subtitles. The Netflix default is a white font color with a black drop shadow. In the subtitle settings, users can change the font color and enable/disable a background color. We could do the same and provide settings in the menu. The improvements to both the subtitles and location ring are looking good! Netflix settings:
  24. I was asked for feedback on some different mantle implementations. I liked the overall direction and the current 2.12 one not just because it is more responsive but because it also includes some other polish like getting rid of the kind of weird “double dip” mantle you would get when mantling into a crouched position with low ceilings. There are small things I would change were it up to me, but I prefer it to the original. It’s nice that there is some accompanying control in the main menu in terms of the animation intensity. I always liked the mantle feel of TDM and think now it feels even better, but that is just me.
  25. I didn't research The Black Mage, but presumably the speech of the guy in red is being delivered by a method where the source location could not be located. This might be because it was tagged as by narrator or by player. Or maybe triggered by a script somehow, directly or via a speaker. Not sure about that last thing, because a speaker does have a location (whether it's the "right" one from the story point of view is another matter.) Might warrant further investigation within the source code.
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