Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/copyright/' or tags 'forums/copyright/q=/tags/forums/copyright/&'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. 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/
  2. I don't think they have copyright over a "cubic bézier easing function".
  3. Yes. Copyright infringement comes from using the copyrighted code, it has nothing to do with what you use it for. Even if you copy that code into an Android alarm clock app, you have committed copyright infringement. Nope. Copyright applies in full to the engine and the basic code. It does not apply to the generic "idea", although it can apply to the idea at a more specific level (so you can't make another game called "Duke Nukem", but you can make another FPS featuring a musclebound dudebro protagonist). If they are using the same engine then they have licensed that engine. They are not using stolen code. If they did, they would be sued into oblivion. Again, you are confusing "ideas" with code. Anyone can make a generic shooter, RPG or platform game without infringing copyright, as long as it's not called "Super Mario Brothers". The basic idea might be the same. That has nothing to do with the code. You don't need to steal code to implement a game which has similar ideas. Claiming that software which does similar things must be using stolen code is the sort of thing Darl McBride came up with in the SCO vs IBM lawsuit. It failed spectacularly because his assumption was wrong. There was never any stolen code. Correct. Not correct. Copyright law applies to large companies just as it applies to individuals, and since they are prominent companies with deep pockets, they are much more likely to get sued. That's why they have a legal department to make sure they are using all IP correctly. They do not steal code. I suppose if you're talking about some fly-by-night Chinese rip-off company, then they might be stealing code (since enforcing IP against companies in China is notoriously difficult). But if we're talking about AAA game companies in the US or Europe, using stolen engine code is not normal behaviour, although there may be occasional instances where it happens.
  4. It's also copyright infringement by anyone who uses that code in their own game. Copyright doesn't magically vanish the moment the first person who leaked the code is caught and punished. Copyright follows the code/image/text/movie wherever it goes, and if you use that content in your own work without permission, you have made a derived work which is copyright infringing. You're saying that most games are based on illegally leaked code? I don't know what you're smoking, but I suggest you cut down on it. Making a work which is "similar" has nothing to do with it. Copyright applies to specific texts: code, images, movies, blog posts etc. It does not apply to generic "ideas", which is why anyone can make a first person shooter, or an anime series about heroes saving the world, or a story about a teenage wizard (as long as he's not called Harry Potter). If the company doesn't exist anymore and the rights to the IP were not sold or passed on to anyone else, then you have an "orphan work" which (depending on legal jurisdiction) may be covered by special rules. But in game development this is a rare situation, because if the studio who made the game is shut down, the rights to the game will pass to the publisher, or whoever else buys the original studio's assets. Companies don't usually disappear into thin air, they get bought out by someone else, or their assets sold off in bankruptcy proceedings. So it would be very unwise to assume that a particular leaked codebase is an orphaned work just because the original company which made the game doesn't exist anymore.
  5. Creating a new thread for this as it was being discussed in an old beta-testing thread starting here: https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/&do=findComment&comment=490751 I suppose the main questions are: when should this spawnarg be used, if at all? why was it introduced in the first place? Can we get it documented properly on the Wiki so misuse isn't propagated? @stgatilov @Dragofer
  6. Don’t get hung up on the secrets too much, they are secrets after all and are just intended to be additive, not essential. Trust me, most of the “true secrets” are really inessential. I don’t like to get to far into digressions about the ai image generation, but the thing that nags at me a bit is that when it comes to things like portraiture or painted landscapes lots of the meaningful training data would be in the public domain but when you ask about “ethically trained” models in the ai crowd a lot of the responses you just see are “You don’t get it, the ai is studying shapes and forms. You can’t copyright a shape! You can’t copyright a style!” as if it were impossible for something to be both legal and kind of wrong. As useful of a tool it is, it’s hard to feel gung ho about it.
  7. No copyrights in randomly created images by an AI. Different in Artbreeder, it's the user who create an image, blending different images with the help of an AI. There are possible copyright claims from the author. Same in the AI apps which use Text to image, but there the work of the author is only putting a text, because of this the copyright is somewhat relative. But in the case of randomly created textures, who will claim a copyright? The page only has a TOS for it's use respect the tools it offers and images which you upload, but the images in the pages are free to use.
  8. Hello! Tracking down information on software and plug-ins that work with D3 / TDM can be a tough. So I have created a thread here where people can post what software/ plug-ins/ tutorials or other references they've had success or failure with in TDM. 3DS MAX 2013 64bit .ase - Default .ASE model exporter works. However you have to open the .ase file in text edit and manual change the *BITMAP line on each material to read something like: "//base/textures/common/collision" which allows the engine to read the correct material path. md5.mesh / animation - Beserker's md5 exporter/importers for 3dsmax. http://www.katsbits.com/tools, Importing and exporting works. The model must be textured, UV'd, with a skin modifier attached to the bones to export. PM me (Kingsal) for help with this. Imported models using the script will not be weighted appropriately, so this is not recommended if you are simply trying to edit existing tdm content. (Use blender instead) MAYA 2011 32bit md5.mesh - So far I've not had any luck with Maya 2011. I am using Greebo's MayaImportx86 for Maya 2011. I've got the importer working however I get a "Unexpected Internal Failure(kFailure)" and the import fails. This could be due to something finicky in Maya that I am not doing correctly. Will keep trying.. Blender 2.7 about - Blender is commonly used and pretty well supported on the forums/ wiki. Various versions may work as well - https://www.blender.org/download/ md5.mesh / animation Blender MD5 importer/exporter (io_scene_md5.zip): https://sourceforge.net/projects/blenderbitsbobs/files/ Sotha's guide Blender Male/ Female rigs by Arcturus - Here Edit by Dragofer: more links found in this post.
  9. There's a group of players who have meticulously tested and adjusted ghosting rules for The Dark Mod. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Why alienate an established group of dedicated players?
  10. Ambient atmospheres are in my opinion one of the best parts of the Dark Mod experience, not just for getting a mission to have the right feel but also for inspiration and to have them playing in the background when creating maps. The more the merrier, so here's a thread to collect all the links to ambient music and environmental sounds that could have a spot in TDM's setting. Ambients from the TDM forums Gast's Eerie Lullabies Magnanimous Merry's Miscellanea Orbweaver's Dark Ambients Spadey's Ambients Radioteque's Ambients Kyyrma's Composing Ambient Tracks for Dummies - Kyyrma shows how ambient soundtracks can be made from a set of sounds. Also contains some of his finished ambients. Request for more interior sounds - this thread is a very productive community session where members came up with a large and good selection of new ambients. Uncle Peti's Sound Den Dragofer's Ambients - post #6 in this thread SeriousToni's Ambients - posts #8, 12, 15 and 19 in this thread Ambients from the TTLG forums Custom resources list Gigagooga's Ambients 1 - possibly the largest pack of ambient musics and nature sounds, all of them high quality. Gigagooga's Ambients 2 - this pack puts more weight on shorter swells/hits/pads to be layered on top of a subtle ambient. Gigagooga's Ambients 3 Yandros' ambient loop Sephy's Ambients - a large collection of ambient pieces, including many shorter ones which will be valuable for anyone wanting to try a layered ambience approach like in the Thief OMs and Full Moon Fever. Internet databases www.freesound.org - some of the better composers in my opinion are ERH and BrandonNyte. www.purple-planet.com - a large selection of all kinds of ambient and musical soundtracks to be used freely. www.darkwinter.com - an internet label that publishes a lot of dark ambient music under a Creative Commons license. www.endlessascent.com - sister website of Darkwinter for non-dark ambients. Youtube Asatru Dark - also has very nice reference images for outdoor stone memorials, statue arrangements etc. #4 Void by Raffaele du Marteau & #6 Dreaming of Nowhere by Raffaele du Marteau - possibly the most forlorn pieces I've found on the internet. Alacazam - a prolific Creative Commons ambients composer . Cryo Chamber - for-profit label for dark ambient music with a large selection on offer. Going by their Youtube comments they're fine with people using their soundtracks for games etc., although you'd probably need to buy the soundtracks first. Dark Ambient Mixed Session - as much ambient as something to have in the background while mapping.
  11. DarkRadiant 3.8.0 is ready for download. What's new: Feature: Support new frob-related material keywords Improvement: Mission selection list in Game setup is not alphabetically sorted Improvement: Better distinction between inherited and regular spawnargs Improvement: Silence sound shader button Improvement: Add Reload Definitions button to Model Chooser Fixed: Model Selector widgets are cut off and flicker constantly on Linux Fixed: DarkRadiant will not start without Dark Mod plugins Fixed: GenericEntityNode not calculating the direction correctly with "editor_rotatable" Fixed: RenderableArrow not drawing the tip correctly for arbitrary rotations Fixed: Light Inspector crashes on Linux Fixed: Models glitch out when filtering then showing them Fixed: Skin Editor: models not centered well in preview Fixed: "Copy Resource Path" includes top level folders Fixed: Skin Editor: internal test skins are shown if Material Editor was open previously Fixed: Changing Game/Project doesn't update loaded assets correctly Fixed: Model Chooser: initially hidden materials aren't revealed when enabling them Fixed: Choosing AI entity class 'atdm:townsfolk_commoner_update' causes crash Fixed: Sporadic assertion failure on shutdown due to LocalBitmapArtProvider destruction Fixed: Prefab Selector spams infinite error dialogs on Linux Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.8.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
  12. Looking at the code, the originals were "pm_mantle_pull 750" and "pm_mantle_pullFast 450". The new "pm_mantle_pull" value is "400". A "pm_mantle_pullFast" value of "450" would be slower than regular pull, not faster. With both being set to "400", they are at least similar. Other than that, it's subjective and the feedback from playtesters was positive. Also, referenced internally here: https://forums.thedarkmod.com/index.php?/topic/22256-movementcontrols-settings-in-main-menu/&do=findComment&comment=489158
  13. That sort of tone doesn't fly in our forums.
  14. I would use this massive list for any fan missions, it includes campaigns too: https://www.ttlg.com/forums/showthread.php?t=148090 There are a lot of Fan Missions for the picking, I myself go for the lesser known ones and the short variety, because sometimes they hide a gem or two. Just like jaxa, I'm a bit outdated after the temporal retirement, but I do remember some amazing campaigns like "The Black Frog". If you intend to play The Black Frog, you should play the first two of the L'Arsene series missions, it's how I did it myself. Also, yes, L'Arsene are a fantastic series. The first mission of L'Arsene is a "rough draft", author was a bit new to Thief level making, but still great either way, after the 3rd you will see how his skill increased by a massive amount.
  15. Unfortunately, TDM forum deletes the separator between the numbers. So I have to guess where one number ends and the next starts Also, user can rename screenshot manually, or push it through something that would rename it automatically. Thenwe won't see coordinates on screenshot address on forums.
  16. tdm_show_viewpos cvar and screenshot_viewpos command: https://forums.thedarkmod.com/index.php?/topic/22310-212-viewpos-on-player-hud-and-screenshots/
  17. Of course, it is one of the reasons for the decline of online forums, since the advent of mobile phones. Forums on a mobile are a pain in the ass, but on the other hand, for certain things there are no real alternatives to forums, social networks cannot be with their sequential threads, where it is almost impossible to retrieve answers to a question that is asked. has done days ago. For devs for internal communication, the only thing offered is a collaborative app, such as System D (not to be confused with systemd). FOSS, free and anonymous registration, access further members only by invitation, full encrypted and private. https://www.system-d.org
  18. It's clear that forking the Duke Nukem code to make a imitación of it, also infringe the copyright, but is it a infrigement to use it to make a different game' The copyright is also for the script of the idea. less of the engine or basic code. How many games are out there using the saame engine and very similar content of the game, even they are different companies?.. Mostly all of them had copied things one from another in their games, in shooter games, RPG, platformer, sidescroller, selled as own game but only forks from others with different backgronds and protagonists, more o less complex. The basic code and idea of Mario Bros and the Dino from Google is the same. If you make a game, let's say a shooter, using your own engine, but with the same development and maps as DOOM, copied 1 to 1 you commit copyright infringement, because you use the same script and idea, but not if a big company does it, big game companies lives from the plagiats, own or from others, that is the difference. Remember that the old Doom engine is freely usable, but not the original wad files and every fork, be it Freedoom or Risen3D, needs these original wad files to work, at least the first level shareware. Copyright is a very complex theme and nearly inexistent in asiatic game companies. Same in movies and other contents https://plagiarismsearch.com/blog/15-scandalous-cases-of-plagiarism-in-hollywood.html
  19. Relax @Näkki, it's great to hear you enjoyed the game. My personal expectations were just a bit different when I read the Steam page, although the various trailers should have been a warning that stealth maybe wasn't the biggest priority of the devs. From the Steam page: "Weird west legends meet eldritch horror in BLOOD WEST, an immersive stealth FPS." Also "Blood West is a stealth FPS inspired by the genre classics such as the Thief series (whose fans will be happy to hear the voice of Stephen Russell, the actor voicing the master-thief Garrett, returning here as the protagonist), S.T.A.L.K.E.R. games, or - from the contemporary catalog - Hunt: Showdown. The gameplay rewards the careful approach: scouting the area, stalking your enemies, and striking from the shadows. Can you figure out a way to clear a fort full of ghouls and monsters without raising an alarm?" From my personal experience I think the game is predominantly Hunt: Showdown, a bit of S.T.A.L.K.E.R. and a very small portion Thief. Stealth is very unforgiving and makes it almost impossible early game when there are various enemies around, but hey maybe I just suck at it. I don't see Deus Ex in it, unless the skill leveling is the Deus Ex part for you and then I have to disagree with you, as that seems like the trait system in Hunt: Showdown. Edit: What I also understood from the Steam forums is that the original VA was dropped close before the release of the full version and replaced by Russell with no real explanation from the devs why this was done.
  20. 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
  21. 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!
  22. A Problem Arises I've paused subtitling of the Lady02 vocal set, because of a problem with the voice clips described here: https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/&do=findComment&comment=490151 While a way forward is being determined, I'll work on a different vocal set. Maybe manbeast, for which Kingsal just provided me the voice script.
  23. Ah, ok, I don't found it before, searching with the old Title "Yan's test.pk4". I think it won't be a bad idea to use it at keast as base of a mision, maybe changing somewhat the map if there are copyright problems because of the Quake map. Quite old and still not released in the oficial TDM List, I thought that it was an abandoned (test) Mision.
  24. Yan's test are not in the mission list in the Wiki you mencioned, as I can remember I downloaded it from ModDB (not longer there). I mencioned it, because I thought that is only a Test Mision, as is not publicable, maybe because of the Copyright of the Quake4 map. But I also thought that, despite to this, with some mapchanges can be a nice little mision. But sorry, I'm silent now.
  25. So giving it none of those tags, but making the AI invisible, silent, non-solid, and on a team neutral to everyone would not work? Oh well, it was a horrible inelegant idea anyway.
×
×
  • Create New...