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  1. 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 Many contributors are no longer active with the project and haven't visited the forums in years so it would be no easy feat.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".
  2. 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?
  3. 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...
  4. 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:
  5. 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.
  6. doh just found out my board does not support rebar by default, i had to use a hack with the rebar code injected into the bios and a small tool to enable it in windows it does help quite a bit though.
  7. 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.
  8. I don't think there is any purpose. Windows and Linux have entirely different window/OS integration. They are separate subdirectories with completely different code So there is no wonder that such things are different between Windows and Linux. I think @duzenko spent some time improving the behavior of Windows build. On the other hand, @cabalistic switched Linux build to GLFW. I am afraid of touching this myself because 1) I'm not a Linux user and don't know much about the myriad of desktops and APIs to integrate with them, and 2) I don't want to install Linux natively and this cursor stuff is a bit special inside VM. Maybe it is a simple flag which can be set to GLFW, I don't know.
  9. It is possible that this is a setting that needs to be activated to work: https://mantisbt.org/forums/viewtopic.php?t=23221
  10. I did a test by manually: bind "KP_SLASH" "tdm_show_viewpos 2; wait; screenshot; tdm_show_viewpos 0" This gives me no viewpos in the screenshot. If I change it to this: bind "KP_SLASH" "tdm_show_viewpos 2; wait; wait; screenshot; tdm_show_viewpos 0" It does save the viewpos in the screenshot. Maybe you can change the command into double wait; to make it more reliable? I think certain key input is quicker? Or is it possible to give the full command including the gamma change, so I can test with that included as well?
  11. Yep. The implementation is roughly as follows: tdm_show_viewpos 2; wait; screenshot; tdm_show_viewpos 0 (It's a bit more sophisticated than this, because it sets the ambient gamma and restores the user values.) That's why you see the viewpos flash on screen, and the "screenshot" is done between viewpos enabled and disabled. So, it showing the viewpos when bound to F11 and not when bound to KP_SLASH is very odd.
  12. I'm on Windows 11 with v2.0 x64 of Foobar2000, DR version is 3.8. I have one custom component installed: UPnP MediaRenderer Output. I wanted that component to stream audio from my laptop to my internet radio (Imperial Dabman i200), but it barely works because the radio constantly has to pause to rebuffer and after a minute or two the connection breaks off completely. It also seems that Windows Explorer has started crashing whenever I try to open a folder after foobar2000 has been started. Not to mention my internet browser getting frequent lag spikes after I started using Youtube music in it. System stability sure took a nosedive recently with these audio fumblings... Doing a full virus scan now to be sure.
  13. I tested this on a Windows 10 pc and it both opens fine (with DR3.08). Which version of Foobar2000 are you using? Maybe it's a (Foobar2000) component that you use?
  14. This doesn't work with binding to certain keys. For example if I do: bind "KP_SLASH" "screenshot viewpos 1.3" It does create the screenshot with the gamma change, but there's no viewpos on the screenshot.
  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. 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.
  17. Thank you! I have linked this to 5282. Yes, I think doing this at the lower level of idDeviceContext (where virtual resolution scaling happens) is the better approach than trying to do it on the idWindow level. It seems that you assume current UIs were made for 16:9. I'm afraid the sad truth is that they were partly made for 16:9 (new ones) and partly made for 4:3 (old ones). And the old ones look stretched. I'm not even sure which kind of intended aspect ratio is more popular now. I guess I'll try to make the scaling configurable depending on settings in the root window (aka "Desktop") of the UI. Moreover, we already have some overlay images prepared for several aspect ratios (ultrawide not included). Ideally, I'd like to drop all the duplicates and have only one image with proper scaling/padding. A long story obviously. Yeah, the special handling of full-screen windows feels hacky. I guess I'll need to avoid it somehow.
  18. I keep it that way for realism. Video compression makes it look worse, normally it's a little better. I occasionally try to tweak the lighting to make it brighter but without making the whole world gray everywhere the way gamma does.
  19. All I can tell is the gamma is so low, how does one find secrets and details in the environment if you can't even see shit. But I guess you could justify the AI being dumb too if they also can't see shit.
  20. 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/
  21. 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.
  22. Subtitle Edit ( https://www.nikse.dk/subtitleedit ) now has support for subtitle extraction via Whisper. See https://www.nikse.dk/subtitleedit/help#audio_to_text . This works well on Windows. In the extraction window you can download all the needed extra dependencies the first time you use it. After the generation of the srt files, you can use the editor to tweak the files, or move to a seperate editor of your choice (including texteditors). Aperantly it also works under Linux: https://www.nikse.dk/subtitleedit/help#linux If it doesn't, see info above to use the commandline in Linux. Kdenlive ( https://kdenlive.org ) now also has Whisper subtitle extraction build in. This works well in Windows, but I couldn't get it working in Linux. You have to go to Settings > Configure Kdenlive. Then go to section Speech to text. On top of the window you select option Whisper. Then you have to install some stuff by clicking on an install button (this doesn't work in Linux currently). The extraction via cpu is considered slow, but I thought it's not so bad using an 8th generation i3 processor during a test with a large speech file. You can afaik only do this one by one, so it's not as fast.
  23. So I thought this is normal TDM behaviour. But then I found it's not happening on Windows. Also, when I alt-tab to desktop, the mouse is still gone, keyboard navigation is possible. Why is this happening on mission load? What is the purpose?
  24. Some time ago we added "forcescreenaspect" flag to GUI windows for this: void idWindow::CalcClientRect(float xofs, float yofs) { drawRect = rect; if ( flags & WIN_INVERTRECT ) { drawRect.x = rect.x() - rect.w(); drawRect.y = rect.y() - rect.h(); } if (flags & WIN_SCREENASPECT) { float renderAspectRatio = float(renderSystem->GetScreenWidth()) / renderSystem->GetScreenHeight(); float widthMultiplier = renderAspectRatio / (640.0f / 480.0f); drawRect.w /= widthMultiplier; } Ideally, it should be combined with "hcenter" of course. The plan was to go and add these flags to where they fit, but I did not return to this.
  25. Hmm... maybe under "Application Profiles"? That looks very different to the Nvidia Control Panel in Windows.
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