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  1. Contributions downloads are at http://fidcal.com/DarkMod/index.htm Note that there is no dedicated beautiful sortable webpage list. I don't have time and also this means less delays. Just browse the folders and click on readmes and images and grab any zips. If anyone submits anything I can just upload it in a few minutes. ~~~~~~~~~~~~~~ If you wish to offer coding, modelling, or any other kind of help got to the I want to help forum for discussion. If you have any extensive assets you wish to discuss also you can go to the I want to help forum. If you simply want to share an FM, prefab(s), textures, whatever then post details in this thread (there are other websites for FMs too.) Generally these need to be zipped up with a description.txt plain text file and optionally an image, and uploaded somewhere I can get them such as a fileshare website like rapidshare. Any problem with that and if you have ftp I can arrange a direct upload to a private temporary folder on my website. All submissions to this thread should be accompanied by a short description summary to go on the download page and optionally a picture(s). Such submissions will be placed on my website download page (wip) at fidcal.com. Anything suspect for any reason I reserve the right to delete. I accept no liability for downtime or even no-continuance of the download section or even the entire website for any reason. Downloaders: I accept no liability if you download anything you'd rather not: download at your own risk. Oh yes, and I am not responsible for global warming, economic depression, you name it; I'm not responsible. From there, any mappers can download what they want. The Dark Mod Team may or may not assess some items for inclusion in future Dark Mod updates. FMs may be assessed for inclusion on the Dark Mod website. Anyone feel free to mirror the download folder. Any suggestions post in this thread too.
  2. A couple more: https://forums.thedarkmod.com/index.php?/topic/21739-resolved-allow-mantling-while-carrying-a-body/ https://forums.thedarkmod.com/index.php?/topic/22211-feature-proposal-new-lean-for-tdm-212/ https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/ https://forums.thedarkmod.com/index.php?/topic/22249-212-auto-search-bodies/
  3. I have a few questions regarding the license of TDM assets in relation to using 3rd party roalty free models and textures (either as is or for derived works). I understand that TDM assets use the CC-BY-NC-SA license. This trivally means that for creating these assets we can use anything licensed under the same license, CC-BY-NC-SA, or anything under CC0. What about other CC licenses? From this page in the CC FAQ I understand that we can also use CC-BY and CC-BY-NC, as those can be relicensed under CC-BY-NC-SA. So far so good. I have noticed, though, that most asset libraries today (free or paid) use some form of "roalty-free license" or "asset license" which allow any type of usage without attribution, even commercial, except redistributing them in their original form. This includes some of the asset libraries that have been link around this forum as usable. This licensing is most prevalent with models, but for example textures.com also uses a similar license. This is from their terms of use: While textures.com explicitly allow using their textures in games in general, this section seems to be incompatible with CC-BY-NC-SA as CC in my understanding explicitly allows redistribution. But while trying to research this licensing issue I noticed that textures.com was used for assets at least in the past. So how does this work? Are there exceptions where TDM assets can use a different license? Or is textures.com a relic of the past from when licensing wasn't enforced? If it's the first case, there would be other potential sources of assets that could be adapted for TDM. For example I'm a paid subscriber to blenderkit.com, a library with almost 2000 models which can be used under a license that doesn't allow redistribution and some of them probably could be used in TDM's setting. They're mostly hipoly with PBR materials, so retopology and some material work would have to be done, but that's less work than creating models from scratch and I want to try to do it anyway. So what's the situation?
  4. Ever since I worked on "Chalice of Kings" with Bikerdude, I have wanted to get flame particles with new particle glares into the core mod. My reasoning was that the candles have glares and the un-glared torches look mismatched. This proposal was met with mixed reactions, so (knowing the history of TDM feature proposals...) I have created a technical demo. You may download it here: zzz_flameglare.pk4.txt (fixed) Just rename without the .txt extension at the end and place it in your Darkmod directory. Here are some screens. Using particles for this is probably the wrong way to go now that Duzenko has an emissive light feature in his branch: http://forums.thedarkmod.com/topic/19659-feature-request-emissive-materialsvolumetric-lights/
  5. The fisheries have had a bad year. Unemployed roam the streets and crowd the pubs. The merchants sleep with one eye open and keep a tight grip on their property amid the unrest. A thief, even a skilled thief like myself, has a hard time finding good, worthwhile work. I began looking for more... unusual tasks. I set my eyes on Thornton Hall, remote and cut off from the outside world. These outlying manors are difficult to find, let alone reach, but they're bound to hold precious trinkets and family heirlooms untouched by anyone. Not few are said to be haunted by one dreadful apparition or another. But it's common for the lords themselves to spread these rumours, to keep unwanted visitors away. This mission is in two parts. Once youre done with the first, on to the next. Download Dropbox- river3In-game downloaderClick continue at the bottom of the login screen if you use the Dropbox link but don't have a login, then place the mission archive in the fms folder of your Dark Mod installation. Changelog, v3, December 14th, 2016: Changelog, v2.5, November 23rd, 2016: Changelog, v2, October 27th, 2016: Notes In response to a question about the relation of this mission to One Step Too Far: This mission started its life as a standalone mission for a Halloween contest, so it takes place in a different setting and begins with its own story. There is, however, a strong link thatll become apparent during the mission. From a mapping perspective it contains areas and ideas that I had originally intended for Of Brambles and Thorns, which is the bonafide sequel, but realised that they wouldn't have space there anymore. So this could be described as being neither sequel nor prequel, but certainly a part of the series that began with One Step Too Far. Solutions Part 1 Part 2 Credits - Inspiration, Story: The Terrible Old Man by H.P. Lovecraft, a short story which leaves much to the imagination. - Inspiration, Setting: Right Up There in the Mountains by Troutpack, a fan mission for Thief 2 which left its mark. - Betatesters Round 1: Abusimplea, ankai, Ryan101, Oldjim, bikerdude - Betatesters Round 2: nbohr1more, bikerdude, crowbars82, jaxa, dunedain19 - Custom voice work: AndrosTheOxen, bikerdude, Goldwell - Custom models: Atheran, epifire, Dragofer - Custom paintings: Airship Ballet - Custom AI path setup: Sotha - Custom ambient tracks: gigagooga, spady, bottle_rocket_fx, dobroide, Dragofer, augustsandberg, bosk1, 01sound - Custom sound effects: kyyrma, cgeffex, speedenza, cabro, joelaudio, robinhood76, klankbeeld, benjaminharveydesign, vate - Bikerdude for not allowing me to stray from the highest standards and perfing troublesome spots - John Atkinson Grimshaw, Ivan Aivazovsyk and William Bradford for paintings used in the briefings and loading screens
  6. The Black Mage ============================================================= Title: The Black Mage Filename: black_mage.pk4 Authors: Grayman, Jack Farmer Testers: datiswous, joebarnin, Shadow, Amadeus, madtaffer, wesp5 Release date: 24.12.2021 (version 1) - 05.03.2022 (version 2) - 23.12.2023 (version 3) Version: 3 (available via in game downloader) ============================================================= Grayman - Mapping, scripting & text for briefing video JackFarmer - Additional mapping & scripting, drafts for readables, conversations and in game comments Amadeus - Revision & editing of all readables, conversations and in game comments Dragofer, joebarnin, datiswous - Troubleshooting ============================================================= Voice Talents (in alphabetical order): AndrosTheOxen - Worried father / Counsel Lester Morlan (fincancial advisor to the lord) Bikerdude - Sami "Sausage" McNulty (the castle's chef) BoyLag - Percy Lockhard (the castle's chronicler) Goldchocobo - Robert (the son of the worried father) / Colton (a fallen Builder) Jedi_Wannabe - Friend of the worried father / Bennett (a fallen Builder) Malasdair - Lt. Godric (chief security officer) New Horizon - Lord Ewan Davenport (the Black Mage) Purgator - The Thief ============================================================= Paintings: New paintings provided by OGDA Grayman avatar painting created by Zerg Rush ============================================================= Assets: New kitchen equipment models provided by STRUNK ============================================================= Geometry: Selected cave architecture orginally created by Bikerdude & Dram for "Blackheart Manor" and later modified for "The Gatehouse" (rearranged with the orignal authors approval) ============================================================= Sound: Wind_rusting trees sound (main menu) taken from freesound.org produced by funwithsound "Madrigal" (briefing video) performed by Anthony Holborne Pub audience sound (briefing video) taken from freesound.org produced by yap-audio-production Footsteps sound (briefing video) taken from freesound.org produced by Nox_Sound Stand up from chair sound (briefing video) taken from freesound.org produced by kupp2 Tape-deck-startup sound (phonogram recording) taken from freesound.org produced by soundjoao Short metal scrape sound (phonogram recording) taken from freesound.org produced by Timbre Chains sound (phonogram recording) taken from freesound.org produced by arnaud-coutancier All other new ambient and sound fx recorded and produced by JackFarmer sometimes with altered sound effects/ambient sounds orginally produced by Gigagooga ============================================================= Video: Story board and sound arrangement by JackFarmer Briefing video produced by SirSmokeALot ============================================================= Known bugs: If you quicksave too soon after killing a fire elemental (within 4-5 seconds), the quickload crashes. (2.09 and 2.10) ============================================================= Production notes: Graymans's son gave this work in progress to the Dark Mod community according to grayman's will in June 2021. After discussions with Dragofer, I overtook this mission in June 2021 and started working on it in September 2021. Since I didn't know what else Grayman had planned, I made up my own story from the end of the briefing. The voice actors did an incredible job. Everyone I asked immediately agreed to complete this work of Grayman. This has now led to a fabulous eight voice actors taking part in this mission - from England, Ireland, Canada and the USA. ============================================================== Let's raise our glasses in Grayman's honor. Otherwise I wish you all happy holidays. Take care of yourself, your loved ones, and all of your friends.
  7. This is probably the most practical way of indicating breakable electric lights and can be done with existing models if the effect consists of something like sparks + flickering.
  8. Public release v1.7.6 (with Dark Mod support) is out. Improvements since the final beta 14 are: Fixed a few remaining bugs with zip/pk4 support. Game Versions window now properly displays TDM version. Import window no longer has a vestigial off-screen TDM field (because TDM doesn't need or support importing). Web search option is now disabled if an unknown/unsupported FM is selected. If an FM with an unknown or unsupported game type is selected, the messages in the tab area now no longer refer to Thief 3 ("Mod management is not supported for Thief: Deadly Shadows"). The full changelog can be viewed at the release link. The de facto official AngelLoader thread is here: https://www.ttlg.com/forums/showthread.php?t=149706 Bug reports, feature requests etc. are usually posted there. I'll continue following this thread though. Thanks everyone and enjoy!
  9. Something I was thinking of: Even if some assets are non-commercial, are all assets at least accounted for to make sure they're credited accordingly and can be distributed? I ask following an issue in another great project I work with called Red Eclipse: They don't have NC assets but did have a few texture packages they had to remove because they later found out their clauses were incompatible with the project. If this hasn't happened in well over a decade it's very unlikely anyone would complain today and request removal for any reason, but if any resource had its license misunderstood that could destroy existing FM's unless perfect replacements were found. Obviously I presume the team never included any asset randomly found on the internet without verifying their explicit requirements in detail, but it doesn't hurt to check. I think the best that can be done otherwise would be to have a list of which assets are libre or have the NC clause: That way a map can choose to use those models and textures that are free if the author wants their FM to be fully libre, albeit this would handicap an author in what packages they can use. If core assets like character models or textures are also NC, the idea is likely pointless as you can't make a FM without those, at best you can skip a few texture packages... not sure about other things like core scripts or defs, since they're technically code I presume those are GPL?
  10. It might then be best to add it to new light models designed for the purpose. The visual cue should be making them more glassy and fragile looking: Existing lamps look pretty solid, we can argue those were made of reinforced glass built to withstand powerful impacts, something something Inventors Guild... in contrast we'd have a few lamps with very transparent glass that show the light bulb inside, their design shows their fragility and makes it clear those are meant to be shot.
  11. Breakable lights might be an interesting concept so long as they are not implemented retroactively. Add a loud sound or other punishment for breaking them as you see fit, but it would still change the difficulty and design intended by level authors if you applied it to all previously made levels. I would also suggest that if you instead intend to make breakable variants of existing light models that you add a clear visual indicator that the light is breakable, otherwise it would require explicit messaging to the player that electric lights are breakable in that particular FM. I’m hesitant to see something of this sort added as it is in stark contrast to Thief precedent, but I would be more supportive of it if it was added carefully and responsibly.
  12. The weapon hack is something that IIRC forces a model to render in front of everything else. It's limited by the fact that it can only apply to .md5mesh models, currently, such as the viewmodel of the player's arm and any weapons attached to the arm.
  13. "...to a robber whose soul is in his profession, there is a lure about a very old and feeble man who pays for his few necessities with Spanish gold." Good day, TDM community! I'm Ansome, a long-time forums lurker, and I'm here to recruit beta testers for my first FM: "The Terrible Old Man", based on H.P. Lovecraft's short story of the same name. This is a short (30-45 minute), story-driven FM with plenty of readables and a gloomy atmosphere. Do keep in mind that this is a more linear FM than you may be used to as it was deemed necessary for the purposes of the story's pacing. Regardless, the player does still have a degree of freedom in tackling challenges in the latter half of the FM. If this sounds interesting to you, please head over to the beta testing thread I will be posting shortly. Thank you!
  14. Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.

     

    1. Show previous comments  1 more
    2. Nort

      Nort

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

    3. AluminumHaste

      AluminumHaste

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

    4. Nort

      Nort

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

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

  15. I was able to reproduce this in 2.12 beta as well as 2.11. Start mission setviewpos -5727 974 292 24 -57 0 Wait for new objective setviewpos 3795 5676 -3164 18 160 0 Wait for objective complete Shoulder body setviewpos -1643 3574 -1903 4 180 0 Drop body on elevator platform Press elevator button Setting "logFile 2", I was able to capture some console messages before the crash. "MISSION COMPLETED" displays twice instead of once. I haven't had a chance to look further into this. WARNING:idClipModel::Handle: clip model 0 on 'bellero' (dc8) is not a collision or trace model WARNING:idClipModel::Handle: clip model 0 on 'bellero' (dc8) is not a collision or trace model WARNING:idClipModel::Handle: clip model 0 on 'bellero' (dc8) is not a collision or trace model MISSION COMPLETED MISSION COMPLETED ----- idRenderModelManagerLocal::EndLevelLoad ----- 0 models purged from previous level, 1031 models kept. --------------------------------------------------- Regenerated world, staticAllocCount = 0. Getting threadname failed, reason: No such file or directory (2) --------- Game Map Shutdown ---------- ModelGenerator memory: 133 LOD entries with 0 users using 2128 bytes. WARNING:idClipModel::FreeTraceModel: tried to free uncached trace model (index=0) --------- Game Map Shutdown done ----- Shutting down sound hardware idRenderSystem::Shutdown() ...shutting down QGL I18NLocal: Shutdown. ------------ Game Shutdown ----------- ModelGenerator memory: No LOD entries. Shutdown event system --------------------------------------
  16. It turns out we have many people who enjoy discussing code My complaint about that code is that all floating point numbers are snapped to integers with same tolerance. The .proc file contains a lot of different data: models, shadow models, BSP tree, visportals. They contain in different combinations: positions, texcoords, normals, distances. Snapping or comparing all of these quantities with same tolerance is a really bad idea. Some data is more sensitive to changes than other. They even have different measurement units, i.e. you position is measures in something like meter-units, while texcoords are usually measured in something like tex-units, and they are as incomparable as meters and seconds. Some data should not be snapped at all because that could break its internal invariants. If you snap coordinates of normal vector, it is no longer normalized, and the receiver has all the fun of dealing with extremely rare cases which normally should not happen. As for Hungarian notation... I do some mesh processing with halfedge data structures. When you have 10 local variables being halfedge handles, 5 local variables being face handles, and 5 local variables being vertex handles, it becomes much easier to understand what's going on if they start with "he" / "f" / "v" respectively. But this is very situational of course. Just starting pointers with 'p' and array-like stuff with 'a' is usually unnecessary, unless you have 3-4 levels (triple pointer or triple arrays), although in that case the code is smelly regardless or how you name variables
  17. As my custom assets work has increasingly shifted from models towards scripting, I'll open a new thread here to contain any scripts that I write which can be reused in other missions, starting with the A ) Presence Lamp This is a Lost City-style lamp that brightens and dims depending on the presence of the player or an AI. It fades between 2 colours and can trigger its targets whenever it switches fully on or off, so it should also be viable in various other situations. The standard setup consists of the following: - a trigger_multiple brush. The spawnarg "anyTouch" controls whether AIs, too, are able to activate it - a presence lamp, highly recommended with a colorme skin - one presence light, or any other light with appropriate spawnargs The targeting chain is trigger brush -> lamp -> light When the player or an AI stands in the trigger_multiple brush, the lamp switches on and starts a short timer. Subsequent triggers reset the timer. If the timer runs out because no one's standing in the trigger brush anymore, the lamp switches itself off. Notes - Multiple trigger brushes can target the same lamp, and one trigger brush can target multiple lamps. However, each presence lamp can only target one light, so if you want i.e. a bouncelight you'll need to hide an additional silent presence lamp somewhere and target it from the same trigger brush. - The lamp and the light use their own colour spawnargs respectively, since setting 0 0 0 on a lamp would make it appear pitch black. - Technically the trigger brush can be exchanged for anything else that triggers the lamp every 0.5s (this number can be changed via "update_interval" on the lamp), i.e. a trigger_timer. - This was originally named the proximity lamp and was one of many scripting jobs for The Painter's Wife. I've renamed it to "presence lamp" because the mapper may place the trigger brush(es) wherever he wishes: proximity to the lamp is not a factor. Credits go to Bikerdude for putting together the crystal lamp models. Download Presence Lamps - Google Drive Place or extract the .pk4 into your FM archive, then look up the presence lamp prefabs. If you already are using other custom scripts, remember to add the presence lamp's .script to your tdm_custom_scripts file. B ) Teledoor This is a Skyrim-style door which opens just a bit into a black_matt "void" before teleporting the player to a different area of the map, which may represent the other side of the door. This is used for connecting physically separated map areas with each other, such as when there's an exterior/interior split of a building or ship to allow for more mapping freedom. [Full Thread] C ) Mass Teleport This is a teleportation setup designed to seamlessly teleport the player and any moveables between two identical-looking areas. This allows the mapper to link 2 physically distant areas with each other while maintaining the illusion that they're connected. The teleportation zones should be free of AIs as they can't be teleported like this. [Post] D ) Automaton Station A station for Sotha's automatons (includes the automatons) which can be switched on and off by patrolling automatons. (Part of core assets as of 2.10) [Post] E ) Camgoyle A sentient turret originally made for the FM Written in Stone. It's based on the new security camera entity and augmented with scripting to allow it to fire magical projectiles at the enemies it detects. People are more than welcome to use it and to convert it into something else, such as a mechanical turret. [Post] [Download] F ) Audiograph The audiograph is an Inventor's Guild device for playing back recordings stored on spindles, which are small metal cylinders the player can pick up and store in his inventory. [Post] G ) Turret A new companion to security cameras familiar to Thief players. It will become active as soon as an enemy is detected by a targeted security camera, firing projectiles to fend off the intruders. Similar to the security camera and the camgoyle sentry, turrets are highly customisable in their behaviour and appearance. [Thread] G ) Fog Fade Dynamically change fog density depending on what location the player is in. [Thread]
  18. DarkRadiant does not care about engines at all, it only cares about file formats. Whether you can use DR with your Godot-based game will therefore depend on whether your game's assets are arranged in the same way as TDM. More specifically: Your game will need to read map data from the Doom 3 .map format. If it does not, there will be no way to save your map from DarkRadiant in a form that your game can access. Export to OBJ is available but if all you want to do is produce OBJ models then DarkRadiant isn't the right tool for the job (you should use a proper 3D modelling app like Blender/Max/Maya/LightWave etc). Your game assets will need a tree of .def files defining important entities to be placed in your map, including certain "fixed" entity types which are used directly by DarkRadiant itself. There will need to be a light entity defining light volumes, a func_static entity defining a static model, an info_player_start entity to define the starting position, a speaker entity to define sound sources, and probably several others. If these entity types are not defined, then built-in features like "Create light" and "Place player start here" will not work correctly. Your game will need a tree of .mtr files defining material shaders, referring to image paths which will be resolved to either uncompressed .tga files in a textures/ hierarchy, or compressed DDS files in a dds/ hierarchy. If these material shaders are not defined, no materials will appear in DarkRadiant. DR does not make any attempt to load "raw" image file hierarchies which are not referred to by material shaders. Your game will need to define a hierarchy of 3D models in ASE or LWO format. No other formats will show up in the model selector. These models can be stored directly on disk (there is no "model shader" tree required like with materials).
  19. 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.
  20. Well some good news for those who have the 2080 ti and no money to upgrade to the 4000 series. Alan Wake 2 runs at > 70 fps with the FSR3 mod on it at high at 4K need to set "m_bLensDistortion": false, in AppData\Remedy\Renderer.ini to get rid of some ghosting effect on the main char when moving, but other than that it looks quite nice. the FSR3 mod is here -> https://www.nexusmods.com/site/mods/738 an alternative is this mod -> https://www.nexusmods.com/site/mods/757 which also supports intels xee models. there is also one for slightly older AMD cards but it is a paid mod and the author got himself into quite a shitstorm due to some rude behaviour so i wont link it here, look for LukeFZ if you really must. The other FSR3 mods require an RTX or Xee card so for nvidia everything from a 20 series and 30 series. The LukeFZ mod also supports the older GTX 10 series. One thing to note is that your card must be able to handle atleast 30 FPS minimum else it will look like crap and if movement is laggy without it it will still be laggy with framegen (this also applies to cards that support it natively like the 40 series).
  21. 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".
  22. Welcome to the forums Ansome! And congrats on making it to beta phase!
  23. Dark Radiant includes an entity list. By pressing "J" this should appear on you screen: As already mentioned, everything but each separate brush with the classname worldspan is an entity. The total of all worldspawn brushes is equal to one entity (entity name: "world"). Only sealing geometry should be in the "worldspawn" class. If you have non sealing brushes, you should convert them into func_statics (and surround them with MC when AI can get involved). Converted func_static brushes must not necessarily be linked together - you can also have free space between the brushes. I vaguely recall that someone (maybe grayman) once mentioned, that, If you want to use multiple instances of a func_static (consisting of brushes), then you should convert the grouped brushes into a model and you should not convert the brushes into func_static and clone it. Func_static is also the classname for models in general. The "show help" info for func_static says, that "func_statics are brush models" - not sure what that means, maybe it should read "func_statics are groups of brushes converted into a func_static or models from the models list."
  24. All I want to do is import a basic, static model into the editor. The model is in .lwo format, the polygons are all triangles, the UV's are all mapped correctly. I am not a modelling noob. The textures are all square, and in .dds format. The model does not need a collision mesh or a shadow mesh. It is just a small teddy bear. The problem is that I do not know how to associate a material with this custom model in DR. And in the wiki, which is so out of date now, there is a page that specifically deals with this issue but the example images do not load! Does anyone have the example images from this page? https://wiki.thedarkmod.com/index.php?title=Model/Texture_Guidelines Because I see that I need the path info for the model textures to be embedded in the .lwo mesh file, but the example of the path I'm supposed to use does not load in the wiki. Or maybe someone could please just give me a short description of how to import custom models into DR? I am an experienced modeler and texture artist, so no need to ELI5, it's just associating the custom model with a material file in DR that I cannot find any info on. EDIT: Is it something to do with entity .def files? https://wiki.thedarkmod.com/index.php?title=DEF_Files
  25. Woo!! 2.10 Beta "Release Candidate" ( 210-07 ) is out:

    https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/

    It wont be long now :) ...

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