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  1. I was so enchanted by this FM, I had to sign up to the forums the same day I finished it to come thank the authors Genuinely, truly incredible work! I was so overwhelmed in places that I resorted to just shouting joy at my monitor two, three, maybe four entirely separate times while playing. Exploring, puzzling, finding something new, trying to use it, and finding it does a whole new, separate, wonderful thing! There aren't enough words inside me to describe the feeling. It was breathtaking. I don't have any specific feedback that hasn't come through this thread before Thanks so much for making this, for all the inspiration and ingenuity and effort it took. If I never play another level this good, in any other game, in my life, I'd be fine with that.
  2. I'd never heard of BRDF until I got on these forums, so didn't know where to begin. I came across the OpenGL theory page that talked about BRDF, and, while it gave code snippets, they didn't put it all together the way urho3D did. Urho3D's version was the first complete version I stumbled across that was simple and straight-forward when random googling. Their implementation of BRDF was easy to understand and plug-n-play in-a-day. Right now I'm just doing some quick-n-dirty messing around to see if BRDF teamed with the fake AO/spec maps does anything magical. I'm looking at Disney's a bit and it's ... pretty complex. At least for me. They've got GLSL mixed in with C code to do a whole application to explore things. Would take time to dig in and figure out what parts to use. If real BRDF / PBR was being implemented in TDM, it'd be good to look at Disney's version. But, for now, I'm just messing around. (I'm killing time farting around on this while I'm looking for a job, so I don't go stir crazy.) Disney's license looks pretty open, though. TDM has a LICENSE.txt file. Could just chuck the 3rd-party licenses into that as sections, then in the code make comments like "this code pulled from (web-site), and has license in TDM's LICENSE.txt file, section XYZ". Didn't mean to derail the topic talking about licensing. Just something I suddenly thought about after pasting in and using tons of code I found and going "crap, this is pointless if there's going to be a license issue."
  3. Ulysses 2: Protecting the Flock By Sotha The mission starts some time after the events of Ulysses: Genesis, and continues the story of Ulysses. It is a medium sized mission with a focus on stealthy assassinations and hostage liberation. BUILD TIME: 12/2014 - 05/2015 CREDITS The TDM Community is thanked for steady supply of excellent mapping advice. Thanks goes also to everyone contributing to TDM! Voice Actors: Goldwell (as Goubert and Ulysses), Goldwell's Girlfriend (as Alis) Betatesters: Airship Ballet, Ryan101. Special Thanks to: Springheel and Melan (for proofreading). Story: Read & listen it in game. Link: https://drive.google.com/file/d/0BwR0ORZU5sraRGduUWlVRmtsX3c/view?usp=sharing Other: Spoilers: When discussing, please use spoiler tags, like this: [spoiler] Hidden text. [/spoiler] Mirrors: Could someone put this on TDM ingame downloader? Thanks!
  4. for everyday use where you dont use a ton of programs / games i agree linux is pretty damn good for people who dont muck around with things to much. for an old windows power user who has been around since before the DOS days it is a bit more demanding but most of us can figure out how to get our stuff working. Then there are the next generation users who grew up on windows and have newer had to use the commandline and who are so used to everything being online all the time that most newer give a shit about loosing theyre data to greedy companies or being able to play a singleplayer game if the network goes down hell most movies today refuse to play if they cant get the license from the net unless you use players who just dont give a ...
  5. @datiswous, made that correction fm_test.subs --> fm_conversations.subs @stgatilov, about srt naming and file location, would you be OK with the following edit? New/changed stuff in italics: srt command is followed by paths to a sound sample and its .srt file, typically with matching filenames. An .srt file is usually placed either with its sound file or in a "subtitles" folder. The .srt file format is described e.g. [1]. The file must be in engine-native encoding (internationalization is not supported yet anyway) and have no BOM mark. It contains a sequence of text messages to show during the sound sample, each with start and end timestamps within the sample's timeline. It is recommended to use common software to create .srt files for sound samples, instead of writing them manually. This way is more flexible but more complicated, and it is only necessary for long sounds, for instance sound sample of a briefing video. It's a simple enough standard that it can be shown as an short example, demonstrating that subtitle segments can have time gaps between them. And the example can show correct TDM usage, without requiring a trip off-site and picking through features that TDM doesn't support. Specifically, the example shows how to define two lines by direct entry, rather than using unsupported message location tags (X1, Y1, etc.). And skips other unavailable SRT font markups like italics, mentioned in the wikipedia description. The example would also show the TDM-specific path treatment. The example could be inserted before the sentence "It is recommended to use common software...."
  6. Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"

    1. Show previous comments  2 more
    2. kano

      kano

      Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

  7. OK I think I've got to the bottom of this. I've created this forum thread (with bug report): https://forums.thedarkmod.com/index.php?/topic/22221-bug-drowning-ai-in-shallow-water/ I can apply a workaround, although it won't be perfect and the bug itself needs fixing in the engine. There are a few other things that need fixing so will put an update together soonish.
  8. If any mappers have encountered weirdness with kill objectives not working with drowning AI, I think I've found out why. I don't think it would be a particularly difficult one to fix either. I've raised this bug report: https://bugs.thedarkmod.com/view.php?id=6323 Some context here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=487316 I think this is a bug, but just raising here in case some people think otherwise.
  9. One thing I didn't think about until just now... licensed usage of code I plugged in. I looked at the urho3D github for a license for the BRDF / PBR ... they have a very open-ended MIT license... https://github.com/urho3d/Urho3D/blob/master/LICENSE just asks that the copyright be included with the code. I can paste that into the "interactions.pbr.glsl" code file no problem. The code snippet I copied from the Filament github for specular AO... I went up the tree on their project, and they have an Apache license. https://github.com/google/filament/blob/main/LICENSE Section 4 talks about redistribution of code with several steps to provide notice and attribution. Not quite sure how to do that. Not sure if that's something to think about now or later .. or at all? Since TDM is a big project, just trying to dot the i's and cross the t's to make sure things are done in a semi-official manner to avoid issues.
  10. I may have to see such a license to understand what is truly required, because from a technical perspective, an "unopenable package" is clearly nonsense. The game would have to be able to open it, and with the game being open source, that would immediately tell anyone who is interested how to do it. Add to that the potential effort and added complexity to implement any sort of protection (which takes dev time away from other areas) and potential increase to load times, I'm very sceptical this would be worth it. For me, this is a common theme with DRM measures - they tend to hurt the honest people more than the dishonest ones. As for the broader topic: there should be no doubt that authors have the sole authority to dictate how their works should be used. This is typically guaranteed by copyright law, but even if not, it isn't up for debate. Obviously, if your work builds on existing work, you have to adhere to any restrictions that come from that. Now, as a coder I may have a slightly more relaxed stance concerning my own contributions, because with the advent of the open source movement it is now fairly common practice to release code under a permissive license, and I typically do so even if I'm not obligated to (as TDM code contributions are by the original Doom3 GPL license). Yes, it is initially scary to do this, to "let go" of your own creations, knowing that anyone could do any kind of stupid shit with it. But it can also be very liberating, and the benefits usually outweigh the bad outcomes. Personally, I think asset creators could also benefit from a more relaxed approach here, because I frankly don't agree that code is somehow fundamentally different. In fact, I find that a little demeaning, as it suggests asset contributions are somehow of an inherently higher value that deserves greater protection?! But again, this is an individual choice and your choice alone. What I do strongly suggest for anyone to do is to make the terms of what you deem acceptable usage clear. To that regard, every mission, asset pack etc. should include a license.txt that states what uses are acceptable and also lists any non-core third-party assets included and their respective author and license. This is common practice in the software development world, and I think it would also benefit the mission-makers. Because more so than any DRM mechanism, it clearly states the acceptable terms of use, and whoever then disregards those is simply a dick.
  11. This doesn't stop them. Let's just hope nobody does that with TDM. Although it might be that the above game doesn't have a license, then people can just claim your game. I downloaded the game and couldn't find a license file and there is also no license info on their site.
  12. I would say this is pretty important because if I understand it correctly all the content in TDM is licensed by a Creative Commons license by default and CC licenses are in direct conflict with the textures.com license because they explicitly allow redistribution. So maybe the textures.com guy gave permission to use his assets, but using them in TDM without declaring a compatible license means explicitly saying "you are allowed to redistribute them" to anybody who extracts them from TDM. The same applies to other "asset licenses" which are essentially "do anything you want except redistribution and resale".
  13. I wouldn't focus the lidless eye on our comrades over in the thief community for really no reason - Xorax should do this if he wants to derive and distribute textures from the site. If you like the images you see in the pack I would just get them straight from the source where they are available for free at twice the resolution. The owner of site took most of the images himself, so you may even want to consider paying for some. If you like the color grading and grunge filters that have been added it's not difficult to replicate - but the higher resolution image will in my experience at a minimum be a help when making the derived normal and specular maps. I would still ask his permission directly when it comes to using them in a tdm mission given the core mod is open source and images are freely accessible from the .pk4 - this is also iffy with his license agreement. He remembers us and has been ok with his textures being used in people's missions, but he will often simultaneously reiterate things which are in his license agreement which gave me the overall impression it was not worth the risk going forward. He asked me to include this information in my readme "One or more textures bundled with this project have been created with images from Textures.com. These images may not be redistributed by default. Please visit www.textures.com for more information." At a minimum you could perhaps include that if you want to use Xorax's modified textures, but I can only speak personally it's very hard for me to know or even suspect someone does not want something done with their creative work and then consciously continue doing it or benefiting from it, so everyone has to make their own call there. You should look at the license agreements from the other sites that he mentions in the thread as most "free" sites have these clauses.
  14. Lots of good stuff in here - but I would caution there are clearly quite a few images in here which are licensed from "www.textures.com" - I recognize them as I have used them to make my own TDM materials. This is acknowledged in the forum thread - where it stated that since it was from a free site there must not be a license associated with it - not quite! While he has given written permission for his textures to be used in TDM missions in the past (including to me when I asked him) and there is free licensing available, the license strictly prohibits distributing his work, modified or not, as a texture pack which I think this probably qualifies. https://www.textures.com/support/faq-license While you could rationalize that using derivative images that are almost half the resolution of the free ones in a small community is pretty low risk, and the nature of licensing agreements change over time so the terms of use could have been different at the time the images were sourced, I would probably not assume what the creator is comfortable with outside of their own licensing agreement or at least attempt to correctly attribute the creators work.
  15. Author note: It's hard to believe it's already been a year since Act 1 came out! Well during this mission the player will be following Corbin into the Grimwood district to followup on a lead from last night (Act 1) .. the mysterious tablet! This mission is my first time including full EFX support as well as a HD briefing video file, additionally a new script has been added crafted by the talented Obsttorte which has loot flying towards the player when you pick it up. On a level design front I have tried to change things up a bit by really catering towards a number of play styles, this mission can be completely ghosted or you can use the tools at your disposal to wreak havoc on the citizens of Northdale. For the first time I have tried to create more sandbox environments which don't offer clear answers handed directly to you, so if you're having trouble figuring something out try a different method. This mission takes between 1 - 2 hours to finish depending on the difficulty you play on and how thoroughly you explore. I hope you enjoy your night in Northdale! - Goldwell Voice actors Fen Phoenix Goldwell Random_taffer Yandros Beta testers Amadeus Boiler's Hiss Cambridge Spy Chakkman Crowind Epifire Kingsal SquadaFroinx Custom Assets Andreas Rocha DrK Epifire Grayman Kingsal MalachiAD Obsttorte Sotha Springheel SquadaFroinx Purgator With special thanks to Epifire for creating a large collection of custom models, Grayman for helping out with coding, Kingsal for drawing the ingame map and Moonbo for his script revision on the briefing video. Available via in-game downloader MIRROR File Size: 417 mb EDIT: If you are having performance issues please consult this post by Nbohr1more which may address your issue http://forums.thedarkmod.com/topic/19936-fan-mission-shadows-of-northdale-act-ii-by-goldwell-20190320/page-2?do=findComment&comment=436271
  16. How you can help depends a lot on what skills you have. I can Record Video Recording "Let's Play" videos or simple walkthroughs of existing missions and posting them to Youtube is great exposure for the mod (see example .) Be sure to let us know so we can link to them. If you have some editing ability, Video tutorials, where you explain how the mod works, or how to use specific tools, would also be great. Video trailers, showcasing interesting places and features, are also great for publicity. An example is . I can Write Writing reviews for missions are always nice, especially if they include good screenshots. Not only does it give us something to post on other forums, but it makes mappers feel good when their mission gets attention (especially if it's positive). We have a collective thread to post reviews in: http://forums.thedar...s-walkthroughs/ Writing reviews of the mod as a whole, targetted an an audience that doesn't know much about TDM, is also very useful. You could also try offering your services to mappers to create interesting readables, or to proofread for their mission. I can Act and Record Audio We are always on the lookout for good quality audio recordings for vocal sets. If interested, you can pick a few different lines from this script: http://wiki.thedarkm...t:_Average_Jack and send the recordings to Springheel, who then writes a script based on the type of voice you have. I can Translate We could always use translations of our menu/hud into more languages. Also, only a few FMs are aavailable in more than one language, so there is a lot of work there, see the I18N Translator's Guide in the Wiki. I can Model Great! Take a look at the model request thread:http://forums.thedar...-requests-here/ and pick something that interests you. Or just post a, "Hey, anybody want a model?" thread in this forum and I'm sure mappers will get back to you. I can Animate Fantastic. We can always use more good animations. Our current character rigs use a Maya skeleton. PM Springheel for more info. I know C++ Have a look at our coding section in the wiki, pick an issue or feature from the bugtracker of the mod or the leveleditor, download the recent sourcecode release (or better ask for an SVN checkout) and get cracking. Make sure nobody is already working on that specific issue and feel free to ask questions. I can Edit Images We can always use completely new textures and/or improved versions of older textures. How to get started and how to import them into the mod. I can Take Photos Good quality photos of useful textures (medieval-ish building facades, dirt, rocks, wood, etc) are always welcome. The fewer directional shadows and higher resolution, the better. I don't have any skills Even if you can't do any of the above, you can still help out. Talk about TDM in other forums; share your (preferably positive) experiences with other gamers you know. Last, but not least, compliment people when you like their work. Saying "thanks", to a developer or, "I really enjoyed your mission" to a mapper will make their day. -------------------- I'll update this further as more things occur to me.
  17. Here are our license details: https://github.com/fholger/thedarkmod/blob/master/LICENSE.txt The code is all open source but is a mix of GPL and BSD licensing because 3rd party libraries and implementations have been integrated. The Assets: Unless explicitly stated otherwise, all maps, textures, models, def files, audio assets, and all other non-software components that are distributed with The Dark Mod are licensed under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported license, as specified at http://creativecommons.org/licenses/by-nc-sa/3.0/legalcode and described at http://creativecommons.org/licenses/by-nc-sa/3.0/ ( The exception being cgtextures as outlined in the License.txt above )
  18. Another utility program, "findToolLongSubtitles", is now available, which scans a directory for .subs and .srt files, and checks the length in characters of each subtitle line against a maximum fieldwidth expressed in characters: Win executable C++ source code file It is more fully described in the latter as: findTooLongSubtitles.cpp By Geep, March, 2023, for The Dark Mod, under the terms of its open-source license. Purpose: Given a particular subtitle maximum fieldwidth, evaluates TDM subtitles - contained in .subs and .srt files - and reports those that don't fit. Assumes a maximum 2-line subtitle field. If a subtitle doesn't currently fit (or suboptimally relies on auto-word-wrap to fit), but could be made good by inserting or adjusting a linebreak, locations where that break could be positioned are shown. This program only examines a single folder at a time for contained .subs and .srt files. If your FM has these files in multiple places, run this program more than once. For an "inline" subtitle, a string-embedded "\n" causes a manual linebreak. When shown in this program's output, that subtitle has 2 lines, as in the game. This allows use of a common output routine for inline & srt subtitles. Console program invocation: findTooLongSubtitles -m maxSubtitleCharsPerLine [default is 42] -d dirWithSoundFiles [default is current dir] -o output file [default is stdout] Build: Requires C++ 17 or later For example outputs, evaluating subtitles found in the 2.11 releases of FMs New Job and St. Lucia against a proposed 42-character fieldwidth, see here.
  19. I found this the other day, to get pictures, although I don't know if they can serve our purpose. It is from an artist who has released all his old works into the public domain, free for any use. But because it is freely downloadable, they come in a 90Gb ZIP, which obviously for me, with an SSD that has only 120Gb free is too much. In case anyone dares, here is the link. https://spark.adobe.com/page/ucLFuLOEKK9Uo/ License text DO WHATEVER YOU WANT TO PUBLIC LICENSE Version 1, October 2020 Copyright (C) 2020 Stéphane "Wootha" Richard <art@wootha.com> Everyone is permitted to copy and distribute verbatim or modified copies of this license document, and changing it is allowed as long as the name is changed. DO WHATEVER YOU WANT TO PUBLIC LICENSE TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION 0. You just DO WHATEVER YOU WANT TO with the images contained in this archive.
  20. Hello TDM-ers. I am encountering an issue where textures seem to partially disappear. I tried searching the forums, but, I don't know what to search for. The missing textures are a worldspawn brush acting as a roof with {for now} flat iron texture. There are other worldspawn brushes right below to create an attic ceiling with roof framework board texture. These gaps appeared a few edits ago. I can't "undo" to get back before whatever edit did this. The gaps are only visible during play and are not visible during editing. Closing and reopening DR and TDM do not fix anything. Some of the brushes overlap in areas behind the play area but I have never seen an issue doing that. The attached image has the effect I am now seeing. Ideas on where to start debugging this? Very much appreciated. Clint
  21. (I apologize for the odd poll question layout. I wasn't able to add five yes-no questions, because polls are limited to three questions.) Hi everyone, I've recently been working on some patches for issues that I've read about from players on the TDM and TTLG forums — and Discord. My goal is to make it as easy as possible for players, especially new players and those who need usability/accessibility options, to find what they need in order to have a better TDM experience. I've already written the GUI and game engine code for these settings, which I've been using in my personal build. The reason for this poll and discussion is to both guide the finalization of my work and collect data to help inform the dev team. Which patches I submit depend on the outcome of this poll, discussion, and what the dev team agrees to accept. Once decided, I can coordinate with the dev team. I've attached screenshots of what the new settings menu would look like if all of the settings are accepted. Below, I have detailed each menu setting, so you can have an easier time understanding each one. Very important to keep in mind: None of these settings change TDM default behavior. They are all opt-in. If you are already happy with the behavior of 2.10, 2.11, etc. and these menu settings are accepted, nothing will change for you. Rename "Always Run" to "Run Mode" with options "None, Always, Toggle" After 2.11 was released, @i30817 requested that "toggle run" be added to the settings menu. Its cvar is already in TDM as "in_toggleRun" (same as Doom 3). I propose renaming the "Always Run" setting to "Run Mode" with options: "None", "Always", and "Toggle". None = in_alwaysRun 0; in_toggleRun 0 Always = in_alwaysRun 1; in_toggleRun 0 Toggle = in_alwaysRun 0; in_toggleRun 1 Show Blackjack Helper @Wellingtoncrab suggested that the new blackjack helper be added to the settings menu. Its cvar was added to 2.11 as "tdm_blackjack_indicate". More info: It's the new blackjack helper added to 2.11. When the game detects that the blackjack can be used for a successful hit or KO, the blackjack will rise slightly. I propose a "Yes/No" setting for this. Slider for "View: Head Bob" @ChronA requested a way to disable head bobbing, because a viewer watching him play was having severe motion sickness. Also, there was a bug in TDM that made setting the head bob in the console not stick after loading a saved game. (Even with 2.11, if a mission overrides the "tdm_player_thief.def" file and sets "pm_bobroll", "pm_bobpitch", "pm_bobup", and other cvars, it will override player preferences.) As far back as 2008, players have had trouble setting head bob. Another one from 2018. At the end of 2022, @Shadowex3 registered just to voice the need for a way to control head bob. I propose that a slider be added to adjust the amount of head bob. This would use a new "pm_headbob_mod" cvar with a value between 0.0 and 1.0 (default 1.0, no change). The "pm_headbob_mod" would be a multiplier for "pm_bobroll", "pm_bobpitch", and "pm_bobup". The advantage to this approach is that missions like Volta 2 and Hazard Pay would not need to adjust their "tdm_player_thief.def" files for head bob to work properly. And, the player can still adjust "pm_bobroll", "pm_bobpitch", and "pm_bobup" as they like. Slider for "View: Mantle Roll" This is similar to head bob for those who are sensitive to motion. Its cvar was added to 2.11 as "pm_mantle_roll_mod". A Thief player on Discord said, "2.11 will have a cvar to tune down the mantling animation at last." I propose that a slider be added for "pm_mantle_roll_mod". Auto-Search Bodies @Zaratul requested the "auto-search bodies" feature from Thief 1 & 2. Its cvar was added to 2.12 dev16783-10307 as "tdm_autosearch_bodies". I did a poll on the a Thief Discord server and roughly 20% of players there use the Thief auto-search bodies feature. I propose a menu setting for this, so that players coming from Thief 1 & 2 can easily find it.
  22. Awesome! Post is up! https://forums.thedarkmod.com/index.php?/topic/22200-beta-testing-the-house-of-delisle/#comment-487365 Thanks!
  23. The reason ID worked around the Carmarck's Reverse patent is very specific: when you make a GPL release, the license requires that you grant a patent license for any patent which might cover the code. Since this was a known patent which was not owned by ID, they could not legally grant this license, and therefore had to remove the patented algorithm from the code before making the GPL release. I don't think they were particularly worried about being sued by Creative, otherwise they would have removed it from their closed-source code long before the GPL release (or maybe they negotiated a commercial license with Creative, which covered the commercial Doom 3 but not any subsequent GPL releases). Note that some people have said that the Creative patent is actually invalid, and as far as I know it has never actually been taken to court, so this whole thing is something of a theoretical risk (a bit like open-source implementations of FAT which are widely used despite possibly infringing patents by Microsoft).
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