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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. Padding on the right is necessary because text rendering engine allows one-character overflow. And trying to fix it breaks many readables in many missions. So unless background is disabled, padding will stay. As for how large it is, I think it was minimum plausible at some moment. But then the font was changed and maybe it can be reduced now --- history digging is required here. I believe background will stay by default. There is no other simple way to make sure text is visible in all circumstances. As for size and spacing, I doubt you'll be able to reduce anything without making font even smaller and potentially less readable (especially in Windowed mode).
  3. I suggest you use the term "I", to make clear that it is something YOU want, and that you speak for yourself. But, as wesp5 mentioned, I don't really know what this is about, at all. And, I'm also wondering about all the newly registered people lately, who just arrived at this forum, and already want to revolutionize this mod. This is a thing I noticed 2 or 3 years ago, and which hasn't been present in the 15 years I play this mod and frequent these forums now. Really seems like a common thing these days, to not knock on the door, but kick it in, and stomp right in.
  4. 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. My wife got me my first iPhone around 2013 I believe ( old iPhone 4 classic ). At the time I had very mixed feelings as I really hated Apple's walled garden OS, lack of MicroSD slots, lack of replaceable battery, and proprietary charging \ data transfer port. That said I was still a little jealous of my old co-worker who had the first iPhone and showed off the wonders of the Lightsaber App and reading websites with pinch zoom so it was cool to finally have these capabilities on my own device. Since I am ostensibly a hermit and do not really "consume" digital goods like paid apps and music, I jailbroke the phone not long after owning it and gleefully installed a number of janky retro emulators on it. I kept that phone for a LOONG time. I believe it was about 1.5yrs ago when my phone provider was acquired \ merged and the new owners mandated that I could no longer use my ancient beast on their new network. My wife ( who is now thoroughly entrenched in the iPhone world ) insisted I get a newer iPhone as a replacement so I got a slightly aged iPhone 11 due to the supply shortages. At first I was thrilled at the increases in storage and processing power but then using phone began to sour my mood. They removed the headphone jack in iPhone 8 (?) I believe so obviously this was strike one against the device. I think the home button was removed in iPhone 10 so "strike two". Then the charging cable does not connect to a standard USB port on a PC or standard USB charger so I could no longer sync iTunes over a cable without buying some specialized adapter cable. Third strike. Since the whole world followed Apple's lead and no other phones offered these features either I was consigned to fume about the supposed "progress" of my new device. Flash Forward to 2023 and the iPhone 15 Pro launch and now we can see that they are removing the "Easy silent mode toggle switch" and are replacing it with a haptic multi-function button. Garbage. The point of having a silent toggle is that you can quickly silence your phone even if it's dark or in your pocket. Now you need to look at your phone to see that you actually succeeded in silencing it. How can they possibly think this was an improvement? I really am stumped here. Did someone at Apple think that forcing you to look at your phone to silence it will give advertisers more time to show you advertisements on lock-screen news-feed? Are the trying to make going to the movies more inconvenient so that you will stay home and watch Apple TV+ instead? Did the US Government tell Apple to change this so that law enforcement or intelligence agencies and explicitly tell when you are silencing your phone so that no clandestine recordings can be captured without an easily spotted visual of someone struggling to silence their phone? Is this just more "reduce the number of buttons" Apple insanity? It really boggles the mind. When they got rid of the Home Button, they seriously damaged the product brand in my opinion. The whole point of having a Home Button is that if you are stuck in some misbehaving App or Website and you need to get back to the starting GUI you can press a button to get safely home. Now if the bottom swipe is obscured by a misbehaving App your only choice is to power off the phone. The excuse for the removal of the Home Button as that it made the phone less water resilient. In that case, how did the buttons on the side of the phone continue to persist? If there is some absurd logic that can be put forth about why side buttons are more water resilient than a front button, then why not move the Home Button to the side? So I went around looking for iPhone 15 critique videos and to my utter dismay nobody was complaining about the removal of the Silence Toggle switch. Instead they bemoan that the iPhone 15 is "more of the same" even though the CPU, GPU, RAM, and Storage are all significantly upgraded. The common complaint is that Apple hasn't improved the physical aspects of the phone such as not having a folding or flip phone design. I find that to be a completely crazy take on things. The classic buttons worked fine. The form factor did not need to be substantially changed. The underlying CPU and GPU is where you should expect to see improvements for products like these. Beyond bringing back the Home Button and Headphone Jack ( and preventing the full removal of the Silent Mode toggle ), the only "form factor" change I would like to see is some sort of accessory that approximates a slider era cellphone keyboard so I can type out texts or phone numbers with real keys as feedback. Nakey Jakey sorta touched on a few of these issues in one of his newer videos:
  8. Nice walkthrough, i made it in Hard mode, entering in the sitedoor, which i think is somewhat more tricky than with the Ropearrow (not disp. in the Hard mode), Without KO nearly impossible, at least for me. I made it with 782 loot and 0 stealth. Inside is easy, normal stealth level, also~20 min. In the Bar no stealth needed, at least when you don't rob the coins of the card player, they don't like it with the lights on. Also don't try to frob the Key for the Main entrance, not healthy with a Guard with torch, who turns in a half second without the key.
  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. Mandrasola is a small sized map in which aspiring thief Thomas Porter steals some herbal products from a smuggler. The mission was created by me, Sotha and I wish to thank Bikerdude, BrokenArts and Ocn for playtesting and voice acting. Thanks goes naturally to everyone contributing and making TDM possible. This mission occurs chronologically before the Knighton's Manor, making it the first mission in the Thomas Porter series. Events in chronological order are: Mandrasola, The Knighton's Manor, The Beleaguered Fence, The Glenham Tower and The Transaction. The winter came early and suddenly this year. Weeks of strong blizzards and extremely harsh cold weather hit Bridgeport hard. With the seas completely frozen, a rare occurence indeed, most of the City harbor commerce has stopped completely. Vessels are stuck in the ice and no ship can leave or enter the City, resulting in the availability imported goods declining and their prices skyrocketing. One of these imported items is Mandrasola, a rare herbal product, which is imported overseas from the far southern continents. Mandrasola has its uses in alchemical cures and poisons, but mostly this substance is used for its narcotic qualities by commoners and even the nobility. The problem with Mandrasola is that excessive use is extremely addicting and the withdrawal effects are most grievious. Many are utterly incapable of stopping using Mandrasola and are transformed into quivering human ruins if they do no get their daily dose. And now this expensive and rare substance is running out from the whole City. Me and my fence, Lark Butternose, would love to grab this monopoly to ourselves: selling the last few doses in the City would probably be worth a fortune. According to Lark's sources, there remains only one smuggling lord who still has Mandrasola in stock. The problem is that this individual maintains an exclusive clandestine operation and only supplies a few nobles. Despite our best information gathering efforts we couldn't learn who the smuggler is and where he or she operates. Luckily we have an alternate plan. While searching for Mandrasola related information, we learned that a noblewoman called Lady Ludmilla is addicted to the substance and has paid high prices for small amounts of it. We also know that she has visited frequently someone in the Tanner's Ward waterfront, and since she goes to the area personally we believe she is visiting the smuggler. The plan is simple: I must monitor Ludmilla's most likely entryway to the Waterfront and then follow her to the smugglers hideout. I'd better be very careful around Ludmilla. She must not realise I'm following her or she probably won't lead me to her dealer. Hurting her is also out of the question. After she leads me to the smuggler's hideout, I can take my time to break in carefully and steal all the Mandrasola I can find. While I'm there it wouldn't be a bad idea to grab some loose valuables as well. I've now waited in the blistering cold for a few hours already. Looks like there are a few city watch patrols in the area to complicate matters... I think I heard a womans voice beyond the north gate. That must be lady Ludmilla, I haven't seen many ladies in these parts. I'd better get ready.. Links: Use the ingame downloader to get it. WARNING! Someone always fails to use spoiler tags. I do not recommend reading any further until you've played the mission.
  11. It is possible that this is a setting that needs to be activated to work: https://mantisbt.org/forums/viewtopic.php?t=23221
  12. 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.
  13. 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.
  14. It's that time of the year where I come here to recommend a game that really blew my mind and I wish more people would play it. Lair of the clockwork god on Steam This is from the creators of Ben there Dan that and Time gentlemen, please. Lair of the clockwork god is, at its core, a point and click adventure game. Except the gimmick is that it's also a platformer. You can control either character at any time, one wants to be a platformer the other is still clinging to the point and click genre. OK, so the gimmick is just a hook and it fades to the background quickly; that's not why I recommend it, I recommend it because the game itself is just utterly brilliant and hilarious. It made me laugh out loud many times. And the cleverness of the puzzles made my jaw drop many times. It's hard to take someone's word for it, but it's harder to give examples without spoiling the game. It was launched recently but I already think it has been criminally overlooked and underrated.
  15. These frustrations are real and they are actively preventing people from playing the game. There are plenty more examples in the first post. The idea that TDM is "alive" but nothing can or should be done to help these players into the game doesn't make much sense to me. If I experience 0% of the frustrations described above and actively enjoy playing the game more will something be included as a option for me and these players? I think of Deus Ex: Mankind Divided which has a heavily revised control scheme to allow for more complex interactions, but allows you to select the Human Revolution controls if you prefer those. Nothing as far as two entirely separate control layers. But were there is an object interaction mode where you can pick between "TDM" which is how it is today and an "Classic" mode where these interactions are more intuitive for these players. Then at least they would have some hope of finding an answer in the options menu for them.
  16. 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/
  17. Included in the beta for 2.12 is a new companion to security cameras familiar to Thief players: the automatic turret. It will become active as soon as an enemy is detected by a targeted security camera, firing projectiles to fend off the intruder. Similarly to the security camera and the camgoyle sentry, turrets are highly customisable in their behaviour and appearance. There are two main variants of turrets at the moment: the cannon and the flamethrower. Thanks to Goldwell for digging up custom sound effects and Bikerdude for creating the models. Both were originally written as scripts, and meanwhile the cannon has been converted to C++ and integrated into the core assets for 2.12-beta1. One of the aims of the 2.12 beta is to test the readiness of the turret for release, given that it's a brand new and complex entity. The question of whether it's released with 2.12 or pushed back 2.13 is decided based on feedback by testers, so plentiful testing is of the essence and can be posted here. At the time of the 2.12 beta, the flamethrower is available as a script-based downloadable addon [here]. Its mode of action is to fire a lance of fire at its target, a novelty in TDM. While the scripting engine is powerful, there are some significant potential benefits in a C++ version. The main one is access to array variables to store and process data about all emitted flames, which would allow the flamethrower to spray fire in an arc instead of firing a single stream at x position. For this reason the flamethrower isn't offered as a core asset yet. Another feature of 2.12 is the refurbishment of Doom-era code for guided projectiles, tricky for even the nimblest players to dodge. Switching to guided projectiles only requires changing a projectile's spawnclass from idProjectile to idGuidedProjectile, and more spawnargs can be found in the new entity base class for guided projectiles. A guided version of the cannon turret's projectile is available in 2.12-beta1. Work was also done on introducing Thief-style bouncing projectiles but, as a hybrid between projectiles and moveables, these aren't part of 2.12 because changes to existing code at a deeper level are needed.
  18. From my status update feed a few weeks ago: Dear ChatGPT, What are The Builders in the Dark Mod? The Builders is a popular game mode in the video game community called "Dark Mod," which is a fan-made tribute to the classic "Thief" series of stealth games. In this game mode, players assume the role of builders who construct structures in a dark and ominous environment while trying to avoid detection by patrolling guards. The Builders game mode is unique in that it offers players the opportunity to create and design their own levels using the in-game tools and resources provided. Players can experiment with different building materials, construct intricate traps and puzzles, and create their own unique gameplay experiences. While The Builders game mode is not an official part of the Dark Mod, it has become one of the most popular and well-loved aspects of the game, thanks to its emphasis on creativity, strategy, and stealth.
  19. In the light of a post by Obsttorte, I am opening a dedicated topic for discussion: Some thoughts of mine, trying to keep existing mechanics in mind: The feature should work with regular, standard doors only: avoid sliding / custom / fancy-opening doors... Locked doors will stop you to a halt, obviously. The door-opening animation must be way faster, obviously. Because doors can open towards you, we will probably have to make doors frobable before their time (when running). Forget, at least for now, about "slamming doors close" when running. Not only it is difficult to achieve with the mouse and keyboard but it would make AI following you look clumsy (unless they learn to slam doors as well). Let's not think about "slam door sounds" for now. Current sounds perhaps work just fine. And now the fun stuff: To keep things simple, slamming a door open would make AI react just like if a heavy object was thrown to a non-carpeted floor in that point. AI that is right behind that door gets pushed away (if the door opens towards them, that is). What's important here is that nearby AI get out of your way. We can further elaborate the idea: On duty: AI gets pushed and fall to the floor but stand up right after OR AI gets pushed and goes into "flash-bomb" mode. Civilians: Random possibility for civilians to remain permanently knocked out on the floor? Undead: I don't know. Zombies get torn to pieces? Discuss!
  20. 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
  21. 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.
  22. Hello. Is it possible to switch game into windowed mode(I mean turn off fullscreen) with some setting in darkmod.ini (can't find any docs on configuration parameters)? I can't start game in fullscreen (some glitch with multiple monitors on linux).
  23. Dear ChatGPT, What are The Builders in the Dark Mod?

     

    The Builders is a popular game mode in the video game community called "Dark Mod," which is a fan-made tribute to the classic "Thief" series of stealth games. In this game mode, players assume the role of builders who construct structures in a dark and ominous environment while trying to avoid detection by patrolling guards.

    The Builders game mode is unique in that it offers players the opportunity to create and design their own levels using the in-game tools and resources provided. Players can experiment with different building materials, construct intricate traps and puzzles, and create their own unique gameplay experiences.

    While The Builders game mode is not an official part of the Dark Mod, it has become one of the most popular and well-loved aspects of the game, thanks to its emphasis on creativity, strategy, and stealth.

     

    You guys did not know that, did you?

    1. datiswous

      datiswous

      Quote

      While The Builders game mode is not an official part of the Dark Mod

      Ehhh...

      After seeing 2 different versions of the Builders blocks (the mission by Jesps and an asset made by @MirceaKitsune that I can't find anymore), I'm now intriguiged about a new in-game Builder game.

       

      Btw. You should ask about maps. Because there are 2 types of maps in TDM (map file and in-game navigation map).

    2. jaxa

      jaxa

      The chat bots that can Google/Bing and pull in info to answer might actually get it right.

  24. List of major console variables and commands: PLAYER tdm_holdfrob_* --- set of variables that affect the reworked frob controls. tdm_autosearch_bodies --- automatically take items attached to unconscious bodies on frob. pm_headbob_mod, pm_lean_* --- allows to reduce some player movements. HELPER tdm_show_viewpos, screenshot_viewpos --- embedding viewpos into screenshot for better bug reports. tdm_open_doors, tdm_close_doors --- cheats to make mission testing faster. TROUBLESHOOTING r_useLightPortalFlow, r_useLightPortalFlowCulling --- improved light-entity interaction culling. Most major effect on shadows. This cvar is responsible for causing light leaks with stencil shadows, please report all of them! (thread) r_useNewRenderPasses --- selects from several renderer backend code paths. This is similar to the old r_useNewBackend cvar which has been deleted. r_shadowMapSinglePass --- faster code path for filling shadow maps. r_useEntityScissors, r_animationBounds --- improved bounds estimates for rendered entities. r_postprocess_dither --- new dithering in tonemap postprocessing for less color banding. r_shadowMapAlphaTested --- experimental mode for alpha-tested surfaces with shadow maps, where transparent areas of texture don't cast shadows. s_realTimeDecoding --- selects code path for decoding sound samples. tdm_subtitles_* --- many cvars for subtitle improvements (location cue, duration extension, debug text).
  25. 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?
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