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  1. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  2. Also the same linking problem is happening for me with 2.10, after I got past the doctest problem. [ 31%] Building CXX object CMakeFiles/TheDarkMod.dir/sys/posix/platform_linux.cpp.o /home/user/Games/tdm210/sys/posix/platform_linux.cpp: In function ‘void Sys_ReLaunch()’: /home/user/Games/tdm210/sys/posix/platform_linux.cpp:410:41: warning: ‘int readdir_r(DIR*, dirent*, dirent**)’ is deprecated [-Wdeprecated-declarations] 410 | while( readdir_r( devfd, &entry, &result ) == 0 ) | ~~~~~~~~~^~~~~~~~~~~~~~~~~~~~~~~~~~ In file included from /home/user/Games/tdm210/sys/posix/platform_linux.cpp:28: /usr/include/dirent.h:185:12: note: declared here 185 | extern int readdir_r (DIR *__restrict __dirp, | ^~~~~~~~~ [ 32%] Building CXX object CMakeFiles/TheDarkMod.dir/sys/posix/posix_input.cpp.o [ 32%] Building CXX object CMakeFiles/TheDarkMod.dir/sys/posix/posix_main.cpp.o [ 32%] Building CXX object CMakeFiles/TheDarkMod.dir/sys/posix/posix_net.cpp.o [ 32%] Building CXX object CMakeFiles/TheDarkMod.dir/sys/posix/posix_signal.cpp.o [ 32%] Building CXX object CMakeFiles/TheDarkMod.dir/sys/posix/posix_threads.cpp.o [ 33%] Linking CXX executable thedarkmod.x64 Error copying directory from "/home/user/Games/tdm210/glprogs" to "/home/user/Games/tdm210/../darkmod/glprogs". make[2]: *** [CMakeFiles/TheDarkMod.dir/build.make:8574: thedarkmod.x64] Error 1 make[2]: *** Deleting file 'thedarkmod.x64' make[1]: *** [CMakeFiles/Makefile2:83: CMakeFiles/TheDarkMod.dir/all] Error 2 make: *** [Makefile:91: all] Error 2
  3. 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.
  4. Dear all, I know you all can contribute with hundreds of great/crazy ideas of all kind but, may I ask you stick in this topic to restricting saves in creative ways? Let's also please avoid heated discussions, chances are nothing of this will ever be implemented... Consider this a for-fun topic. I failed to follow my own rule , you can discuss whatever you like... -------------------------------------- I would personally like to have an "Options" section in the initial "Objectives" screen where I can choose special modes or settings for the mission. Thinking of "restricting saves in creative ways", here are some takes: Chronos mode: Unlimited saves but you must wait 5 minutes - from the beginning of the mission or from the last save - for the next save to be available. Lethal mode: Each time you save you hear a painful sound and health decreases by 1/5, to the point where you can die from saving. Health potions become a necessity. Treasure mode: Saving is enabled as soon as you pick up a piece of loot. If you use your save, saving gets disabled and you must pick up more loot to save again. Get ready to backtrack a lot! Ironman mode: You have a single save available throughout the whole mission. Will you use it? You get the idea... can you think of other creative / challenging / fun modes? Additional threads: Wikis: https://wiki.thedarkmod.com/index.php?title=What's_new_in_TDM_2.03 https://wiki.thedarkmod.com/index.php?title=Altering_the_savegame_behaviour_of_TDM
  5. I took the liberty to change the title of the existing issue and link it to this topic here. https://bugs.thedarkmod.com/view.php?id=6472
  6. 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.
  7. I compiled DR with no extra options on Ubuntu 23.10, and installed it, all without any error, but when I try to launch DR it comes out with "no game type selected" and after ok, the code Aborts due to a memory overflow, I opened a bug in: https://bugs.thedarkmod.com/view.php?id=6472 where I supplied the log, any idea of what might be going wrong?
  8. Fiver, there are many ways you can contribute. Several ways are described on the forum and wiki. You pointed us to some locations in missions. Please read the forum posts & the wiki, watch some youtube editor tutorials, download and use the mission files & darkradiant to try fix/change the things you mentioned. For starters, And https://wiki.thedarkmod.com/index.php?title=DarkRadiant
  9. 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".
  10. 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:
  11. Ah I didn't read this part (in bold): I think I'm going to change the text there. It's not very clear. Edit: I changed it so it's more clear: https://wiki.thedarkmod.com/index.php?title=Console_Useful_Controls#Spawning_entities
  12. This is now fixed in SVN. The toggled run state is now saved to and restored from the saved game file. https://bugs.thedarkmod.com/view.php?id=6458
  13. It is possible that this is a setting that needs to be activated to work: https://mantisbt.org/forums/viewtopic.php?t=23221
  14. 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.
  15. Horror themed fan mission - exploration of seemingly deserted keep in the middle of swamps. Spiders, undead, darkness. ----------------------------------------------------------------------------------------------------------------------------- This is the story about the fate of my family. My uncle, Ralph Mac Roberts, is the baron of a keep nestled deep within the Rahenaen marshes. It was once an important outpost tasked with guarding one of the few Builder roads that cross the marsh, but after the Inventor`s Guild built a system of nearby dams that flooded the whole land, the road closed and there was no longer anything to watch over anymore. The keep itself needed reinforcement against the raising water level and the trade routes become almost impassable, not only for the carriages but for lone couriers as well. There hadn`t been any messages coming from the keep for over a year and my father was about to assemble a caravan so he could go on an expedition to the keep himself. However, in the middle of the night before he was set to leave, a carrier pigeon landed on his windowsill. My father received the letter and read the apologies from my uncle and his family, excusing their long absence. As a way to make reparations for their extended silence, my uncle invited me to the keep to stay there for a fortnight or so. My uncle had instructed me to leave my horse three leagues away from the keep by the nearest charcoal burning hut and hike the remainder of the road on foot, as the trek through the marsh is treacherous for horses. The weather will be awful this time of year, but my father insists that I should go anyways to ensure that our relatives are okay. These plains become dreadfully deserted - to the point where you more expect to meet the dead than the living. And by the way - I think I`m lost. ----------------------------------------------------------------------------------------------------------------------------- Download link: https://1drv.ms/u/s!Aj1DVS465udZgVkXteBbr6cUxdPH Thanks: to the TDM team for great tools, and all the contributors for their assets, to betatesters: Amadeus, Bienie, Boiler's_hiss, Dragofer, Filizitas, Judith, nbohr1more, s.urfer, again to Amadeus for proofreading and text tweaks, and to all the players for their time! Few screenshots: http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=434716 http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=429558 http://forums.thedarkmod.com/topic/19886-fm-marsh-of-rahena-beta-testing/?p=434507 Enjoy! Walk-through !major spoilers! Finding a way across the marsh area: Getting inside: Bed objective: Light sources: Maps: Enemies: Room objective: Hut objective: Sealed objective: Gold: Key: Bodies:
  16. In that case, separating libre components from non-libre components does not seem possible, and like you say we may then have to assume it is CC-BY-NC-SA. That is something we may want to address, but I'll start a new topic for that. According to the TDM license (https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/LICENSE.txt), both GPL and BSD "3-clause license" apply for the source code: * The portions base on Doom 3 (1999-2011) is GPL * The portions by Broken Glass Studios / The Dark Mod Team (2005-2011) "were"(?) distributed under "revised BSD license". According to the Debian Free Software Guidelines (https://www.debian.org/legal/licenses/): * Both GPL and "modified BSD License" are accepted into the Debian "main" repository * "Non-Commercial License" (it sounds likely CC-BY-NC-SA falls into this category) is accepted into the Debian "non-free" repository ("revised BSD license" and "modified BSD License" are different names for the BSD "3-clause license", see https://en.wikipedia.org/wiki/BSD_licenses)
  17. Yes, the description is somewhat unclear. When it says "The in-game downloader might show something different than the main menu.", I don't perceive that as a problem. Sorting a list by titles (articles last) is one thing; presenting the full title (with article first) is another. And they serve two different purposes: * When presenting the title in a list along with other titles by other authors, I would want to put more emphasis on functionality, usability and the overall presentation of the list as a whole. It is in everybody's interest that the list is functional and neat. * When presenting the title by itself, I would want to put more emphasis on the author's wishes. I think the web page and the list on the wiki should follow CMOS too, for the same reasons. By the way: the web page (https://www.thedarkmod.com/missions/) has a column "Type" which has values "S" or "C" but it does not explain the difference. Does anyone know?
  18. I've been asked to post about the increased mantle speed in 2.12 as some folks have been curious about the change. After a lengthy internal discussion along with testing and input by several mission authors, it was agreed internally to increase the mantle speed. But during 2.12 beta testing, we would like feedback on any bugs or issues that you find. The reason for the change was to address feedback from players that mantling was "painfully slow", "slow and clunky", "mantling sucks - it's just slow", and so on. Several mission authors supported making mantling faster, and so the dev team decided to tweak the mantle speed. There were multiple implementations with the final implementation being a compromise. Also, the dev team studied some parkour techniques to ensure that the mantle phases and timings were good enough. The changes include: The original mantle phases were kept as that is what longtime TDM players are used to, and only the duration of some phases were reduced. Changed the pull animation so that it has both acceleration and deceleration rather than just deceleration. Tweaked the swaying back and forth a bit to work better with the increased speed. When the player in forced into the crouch position at the end of a mantle, crouch near the end of the mantle rather than the beginning in order to remove the sudden "dip" of the player's view. A majority of dev team members were against adding a menu setting, so being able to toggle between the old and new mantle speeds will not happen. It is recommended that you try out different "Mantle Roll" values as some prefer "0.1" and others prefer "0.5". We hope you all enjoy this adjusted mantle speed, especially the overhead mantle, which is now more consistent with the other mantle types. Bug tracker: https://bugs.thedarkmod.com/view.php?id=6343
  19. So we are gonna revert to 2.05 style: https://bugs.thedarkmod.com/view.php?id=4499 ? Needs a vote I suppose.
  20. If you disable VL by spawnarg, I believe they act like normal lights. Pretty sure you could use lod_bias args so that moonray patches show at low and lowest detail settings while VL would render at normal to highest. https://wiki.thedarkmod.com/index.php?title=LOD_Bias Still, VL performance hit is pretty low in 2.11 and newer.
  21. If someone wanted to tackle a Libre mission, the mission with the smallest size and fewest assets is "Closemouthed Shadows": https://www.thedarkmod.com/missiondetails/?internalName=closemouthed_shadows
  22. See the section "Additional Information" in https://bugs.thedarkmod.com/view.php?id=6402 for a possible workaround where you control the movement type (creep, walk, or run) by the left analogue trigger. What you are requesting may be something like "control movement type by movement speed" mentioned higher up in the description of that issue.
  23. I just commented out the lines you suggested in CMakeLists.txt and redid the cmake setup: Same issue. Yet I managed to fix it: Doing a fresh SVN clone resolved this problem. I have no idea what could have gotten stuck in the old one... even after a fresh build directory, no errors from SVN itself, and two different SVN reset commands. Compilation now works up to 77% after which it fails with a standard compile error. To avoid making a new thread I'll just share it here, something in the engine code is unhappy with my compiler or OS libraries I take it? [ 77%] Building CXX object CMakeFiles/TheDarkMod.dir/game/physics/Physics_Player.cpp.o In file included from /home/mircea/Games/Quake/TheDarkMod/engine_SVN/idlib/../game/Game_local.h:1248, from /home/mircea/Games/Quake/TheDarkMod/engine_SVN/build/TheDarkMod_pch/precompiled.h:105: /home/mircea/Games/Quake/TheDarkMod/engine_SVN/idlib/../game/physics/Physics_Player.h: In constructor ‘idPhysics_Player::idPhysics_Player()’: /home/mircea/Games/Quake/TheDarkMod/engine_SVN/idlib/../game/physics/Physics_Player.h:980:49: warning: ‘idPhysics_Player::m_bMidAir’ will be initialized after [-Wreorder] 980 | bool m_bMidAir; | ^~~~~~~~~ /home/mircea/Games/Quake/TheDarkMod/engine_SVN/idlib/../game/physics/Physics_Player.h:975:49: warning: ‘float idPhysics_Player::m_fPrevShoulderingPitchOffset’ [-Wreorder] 975 | float m_fPrevShoulderingPitchOffset; | ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /home/mircea/Games/Quake/TheDarkMod/engine_SVN/game/physics/Physics_Player.cpp:3021:1: warning: when initialized here [-Wreorder] 3021 | idPhysics_Player::idPhysics_Player( void ) | ^~~~~~~~~~~~~~~~ In file included from /home/mircea/Games/Quake/TheDarkMod/engine_SVN/idlib/../game/Game_local.h:1248, from /home/mircea/Games/Quake/TheDarkMod/engine_SVN/build/TheDarkMod_pch/precompiled.h:105: /home/mircea/Games/Quake/TheDarkMod/engine_SVN/idlib/../game/physics/Physics_Player.h:977:49: warning: ‘idPhysics_Player::m_ShoulderingStartPos’ will be initialized after [-Wreorder] 977 | idVec3 m_ShoulderingStartPos; | ^~~~~~~~~~~~~~~~~~~~~ In file included from /home/mircea/Games/Quake/TheDarkMod/engine_SVN/idlib/../game/Game_local.h:1248, from /home/mircea/Games/Quake/TheDarkMod/engine_SVN/build/TheDarkMod_pch/precompiled.h:105: /home/mircea/Games/Quake/TheDarkMod/engine_SVN/idlib/../game/physics/Physics_Player.h:273:49: warning: ‘float idPhysics_Player::m_fSwimTimeStart_s’ [-Wreorder] 273 | float m_fSwimTimeStart_s; | ^~~~~~~~~~~~~~~~~~ /home/mircea/Games/Quake/TheDarkMod/engine_SVN/game/physics/Physics_Player.cpp:3021:1: warning: when initialized here [-Wreorder] 3021 | idPhysics_Player::idPhysics_Player( void ) | ^~~~~~~~~~~~~~~~ In file included from /home/mircea/Games/Quake/TheDarkMod/engine_SVN/idlib/../game/Game_local.h:1248, from /home/mircea/Games/Quake/TheDarkMod/engine_SVN/build/TheDarkMod_pch/precompiled.h:105: /home/mircea/Games/Quake/TheDarkMod/engine_SVN/idlib/../game/physics/Physics_Player.h:278:49: warning: ‘idPhysics_Player::m_fSwimSpeedModCompensation’ will be initialized after [-Wreorder] 278 | float m_fSwimSpeedModCompensation; | ^~~~~~~~~~~~~~~~~~~~~~~~~~~ /home/mircea/Games/Quake/TheDarkMod/engine_SVN/idlib/../game/physics/Physics_Player.h:274:49: warning: ‘bool idPhysics_Player::m_bSwimSoundStarted’ [-Wreorder] 274 | bool m_bSwimSoundStarted; | ^~~~~~~~~~~~~~~~~~~ /home/mircea/Games/Quake/TheDarkMod/engine_SVN/game/physics/Physics_Player.cpp:3021:1: warning: when initialized here [-Wreorder] 3021 | idPhysics_Player::idPhysics_Player( void ) | ^~~~~~~~~~~~~~~~ /home/mircea/Games/Quake/TheDarkMod/engine_SVN/game/physics/Physics_Player.cpp: In member function ‘void idPhysics_Player::PerformMantle()’: /home/mircea/Games/Quake/TheDarkMod/engine_SVN/game/physics/Physics_Player.cpp:5099:50: error: ‘numeric_limits’ is not a member of ‘std’ 5099 | float floorHeight = std::numeric_limits<float>::lowest(); | ^~~~~~~~~~~~~~ /home/mircea/Games/Quake/TheDarkMod/engine_SVN/game/physics/Physics_Player.cpp:5099:65: error: expected primary-expression before ‘float’ 5099 | float floorHeight = std::numeric_limits<float>::lowest(); | ^~~~~ make[2]: *** [CMakeFiles/TheDarkMod.dir/build.make:5856: CMakeFiles/TheDarkMod.dir/game/physics/Physics_Player.cpp.o] Error 1 make[1]: *** [CMakeFiles/Makefile2:83: CMakeFiles/TheDarkMod.dir/all] Error 2 make: *** [Makefile:91: all] Error 2
  24. In the file DarkmodPadbinds.cfg (https://wiki.thedarkmod.com/index.php?title=Bindings_and_User_Settings): 1) bindPadButton LONG_PRESS PAD_B "_mantle" is listed and does what it says. bindPadButton LONG_PRESS PAD_A appears to do "jump-mantle". Standing in front of a box and doing jump will differ from doing "jump-mantle". Why is "jump-mantle" not listed in the file? (And how come it works without being listed in the file?) 2) bindPadButton MODIFIER PAD_L2 appears to bind a modifier functionality to the "button name" PAD_L2. If a user wants to find out the "button name" of other buttons on their gamepad (e.g. buttons which are not currently listed in the file), what would be a good way to do that? 3) Will TDM be able to recognize unusual "button names" (i.e. be able to capture any "button name" or will button names have to be implemented in the code before it works)?
  25. Check this: https://wiki.thedarkmod.com/index.php?title=Location_Settings#Ambient_sound Look for the headline "Sound fading". Maybe it comes in handy in your case.
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