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  1. Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.

    1. Show previous comments  4 more
    2. nbohr1more

      nbohr1more

      OK, looks like the button is supposed to evenly spread the pixel density of the texture across the selected surface tris so that the UV range is from 0 to 1.  https://help.autodesk.com/view/MAYAUL/2022/ENU/?guid=GUID-3FDE8873-2169-412F-9A07-26F44E52C5DD

    3. OrbWeaver

      OrbWeaver

      That's what I'd normally understand by "normalise", but that's not what the button does (you can achieve that effect using the Fit button with values of 1.0 and 1.0). It seems that Normalise is designed to take an extreme offset like 250% and reduce it to a corresponding smaller value like 50% without changing the visual appearance. But I'm not sure when you'd need to do that or how you would end up with such an extreme offset in the first place (the Surface Inspector wraps the offset value if you move past one texture width).

    4. thebigh

      thebigh

      I've never understood what it's for either. Are there people in the D3 community who'd know that you can ask?

  2. Complaint From Players The player must pick up candles before extinguishing them, and then the player must remember to drop the candle. The player must drag a body before shouldering it (picking it up), and the player must remember to frob again to stop dragging the body. The player finds this annoying or easy to make mistakes. For players who ghost, some of them have the goal of returning objects back to their original positions. With the current "pick up, use item, and drop" system, the item might not return easily or at all to its original position. For example, a candlestick might bounce off its holder. (See player quotes at the bottom.) Bug Tracker https://bugs.thedarkmod.com/view.php?id=6316 Problems to Solve How can the "pick up" step be eliminated so that the player can directly use or interact with the item where it is in the game world? How can so much key pressing and mouse clicking be eliminated when the player wants to directly use an item? How can candles be extinguished and lanterns toggled off/on without first picking them up? How can bodies be shouldered without first dragging them? Solution Design Goals Make TDM easier for new players while also improving it for longtime players. Reduce tedious steps for common frob interactions. Make it intuitive so that menu settings are unnecessary. Do not introduce bugs or break the game. Terms frob -- the frob button action happens instantly. hold frob -- the frob button is held for 200ms before the action happens. (This can be changed via cvar: 200ms by default.) Proposed Solution Note: Some issues have been struckthrough to show changes since the patch has been updated. Change how frobbing works for bodies, candles, and lanterns. For bodies: Frob to shoulder (pick up) a body. Second frob to drop shouldered body, while allowing frob on doors, switches, etc. Hold frob (key down) to start drag, continue to hold frob (key down) to drag body, and then release frob (key up) to stop dragging body. Also, a body can be dragged immediately by holding frob and moving the mouse. For candles/lanterns: Frob to extinguish candles and toggle off/on lanterns. Hold frob to pick it up, and then frob again to drop. Frob to pick it up, and then frob again to drop. Hold frob to extinguish candles and toggle off/on lanterns. For food: Frob to pick it up, and then frob again to drop. Hold frob to eat food. For other items: No change. New cvar "tdm_frobhold_delay", default:"200" The frob hold delay (in ms) before drag or extinguish. Set to 0 for TDM v2.11 (and prior) behavior. Solution Benefits Bodies: New players will have less to learn to get started moving knocked out guards. With TDM v2.11 and earlier, some players have played several missions before realizing that they could shoulder a body instead of dragging it long distances. Frob to shoulder body matches Thief, so longtime Thief players will find it familiar. Second frob drops a shouldered body. Players still have the ability to both shoulder and drag bodies. Compatible with the new auto-search bodies feature. Dragging feels more natural -- just grab, hold, and drop with a single button press. There is no longer the need to press the button twice. Also, it's no longer possible to walk away from a body while unintentionally dragging it. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Candles: New players will have less to learn to get started extinguishing candles. With TDM v2.11 and earlier, some players didn't know they could extinguish candles by picking them up and using them. Instead, they resorted to throwing them to extinguish them or hiding them. Hold frob to extinguish a candle feels like "pinching" it out. Once a candle is picked up, players still have the ability to manipulate and use them the same way they are used to in TDM v2.11 and earlier. For players who ghost and have the goal of putting objects back to their original positions, they'll have an easier time and not have to deal with candles popping off their holders when trying to place them back carefully. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Solution Issues Bodies: Frob does not drop a shouldered body, so that might be unexpected for new players. This is also different than Thief where a second frob will drop a body. "Use Inv. Item" or "Drop Inv. Item" drops the body. This is the same as TDM v2.11 and earlier. This is the price to pay for being able to frob (open/close) doors while shouldering a body. Patch was updated to drop body on second frob, while allowing frob on doors, switches, etc. Candles: Picking up a candle or lantern requires a slight delay, because the player must hold the frob button. The player might unintentionally extinguish a candle while moving it if they hold down frob. The player will need to learn that holding frob will extinguish the candle. The player can change the delay period via the "tdm_frobhold_delay" cvar. Also, when the cvar is set to a delay of 0, the behavior matches TDM v2.11 and earlier, meaning the player would have to first "Frob/Interact" to pick up the candle and then press "Use Inv. Item" to extinguish it. Some players might unintentionally extinguish a candle when they are trying to move it or pick it up. They need to make sure to hold frob to initiate moving the candle. When a candle is unlit, it will highlight but do nothing on frob. That might confuse players. However, the player will likely learn after extinguishing several candles that an unlit candle still highlights. It makes sense that an already-extinguished candle cannot be extinguished on frob. The official "Training Mission" might need to have its instructions updated to correctly guide the player through candle manipulation training. Updating the training mission to include the hold frob to extinguish would probably be helpful. Similar Solutions In Fallout 4, frob uses an item and long-press frob picks it up. Goldwell's mission, "Accountant 2: New In Town", has candles that extinguish on frob without the need of picking them up first. Snatcher's TDM Modpack includes a "Blow / Ignite" item that allows the player to blow out candles Wesp5's Unofficial Patch provides a way to directly extinguish movable candles by frobbing. Demonstration Videos Note: The last two videos don't quite demonstrate the latest patch anymore. But the gist is the same. This feature proposal is best experienced in game, but some demonstration videos are better than nothing. The following videos show either a clear improvement or that the player is not slowed down with the change in controls. For example, "long-press" sounds long, but it really isn't. Video: Body Shouldering and Dragging The purpose of this video is to show that frob to shoulder a body is fast and long-press frob to drag a body is fast enough and accurate. Video: Long-Press Frob to Pick Up Candle The purpose of this video is to show how the long-press frob to pick up a candle isn't really much slower than regular frob. Video: Frob to Extinguish The purpose of this video -- if a bit contrived -- is to show the efficiency and precision of this proposed feature. The task in the video was for the player to as quickly and accurately as possible extinguish candles and put them back in their original positions. On the left, TDM v2.11 is shown. The player has to highlight each candle, press "Frob/Interact" to pick up, press "Use Inv. Item" to extinguish, make sure the candle is back in place, and finally press "Frob/Interact" to drop the candle. The result shows mistakes and candles getting misplaced. On the right, the proposed feature is shown. The player frobs to extinguish the candles. The result shows no mistakes and candles are kept in their original positions. Special Thanks @Wellingtoncrab was instrumental in improving this feature during its early stages. We had many discussions covering varying scenarios, pros, and cons, and how it would affect the gameplay and player experience. Originally, I had a completely different solution that added a special "use modifier" keybinding. He suggested the frob to use and long-press frob to pick up mechanics. I coded it up, gave it a try, and found it to be too good. Without his feedback and patience, this feature wouldn't be as good as it is. Thank you, @Wellingtoncrab! And, of note, @Wellingtoncrab hasn't been able to try it in game yet, because I'm using Linux and can't compile a Windows build for him. So, if this feature isn't good, that's my fault. Code Patch I'll post the code patch in another post below this one so that folks who compile TDM themselves can give this proposal a try in game. And, if you do, I look forward to your feedback! Player Complaints TTLG (2023-01-10) Player 1: TDM Forums (2021-03-13) Player 2: Player 3: TDM Forums (2023-06-17) Player 4: TDM Discord (2021-05-18) Player 5: TDM Discord (2023-02-14) Player 6: Player 7: Player 8:
  3. Is there something wrong with the forums lately, or is it my browser? I've been having trouble formatting posts, and just now I couldn't format anything at all.

    I'm using Vivaldi.

    Usually I have to: select text, click bold, nothing happens, select again, click bold, then it works. 

    Same for other stuff, like creating spoilers, bullet points, links. Nothing works the first time. 

    1. datiswous

      datiswous

      I have no problem. I use Firefox. @Zerg Rush also uses Vivaldi. Have you tried without extensions, or in another browser?

      (btw. bold, italic and underline have shortcut keys: Ctrl B, Ctrl I and Ctrl U, you could try that)

       

  4. So I was reading the DarkRadiant Script Reference and it gives an example to move the cameraview by setting coordinates: import darkradiant as dr camview = GlobalCameraManager.getActiveView() camview.setCameraOrigin(dr.Vector3(50,0,50)) This works, but then I wanted to use the tdm position coordinates that you can get by doing getviewpos in the console in tdm. But these coordinates don´t give the same position in DR. Why is that? Is there an other way? Edit: WHOOPS it does actually work. (some layers in the testmap were disabled)
  5. 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
  6. The concern that newcomers and players that play the game occasionally don't know or cannot figure out some features looks like a recurring topic. Since we cannot rely on the training mission alone I propose a "global tip system". First, we need a setting: In-game tips: Yes/No This setting must be easily accessible and therefore it should be included in the main menu or stand out in the settings screen. Now, when the setting is enabled players will get tips in ANY and ALL missions when triggering a condition for the first time. Examples: Player frobs a (shoulderable) ragdoll for the first time: To shoulder a body frob it and press "Use". Drop the body by pressing "Use" again. Player frobs a moveable extinguishable light for the first time: You can extinguish a candle by pressing "Use" while holding it. Find fire sources to relight candles. Player frobs a moveable switchable lantern for the first time: Press "Use" while holding moveable lights to switch them on and off. Player unlocks a door (or object) with a key for the first time: You can lock it again by selecting the appropriate key and pressing "Use". Player shoots a water arrow for the first time: Did you know water can clear blood stains and make moss grow stronger? Player shoots a rope arrow for the first time: Press "Attack" while hanging on the rope to swing. ...
  7. Here is an alternative way to simplify extinguishing candles and shouldering bodies. Player can double-press / double-click frob button to do a mixed frob + use action. The test build is available in tdm_installer as "test-frob-stgatilov". Attached the source code patch too: FrobUse_By_DoubleClick.patch The original TDM controls are left unchanged. The difference starts only when double-click is registered (which unfortunately can happen accidentally). Also, the double-click action always continues the single-click action. So when you grab a body/candle, the single-click action happens immediately: there is no need to delay it. The maximum time between double-clicks is controlled by cvar in_doubleClickDelay, default is 200 ms. In principle, you can set it to zero to return to the old behavior: then double-clicks won't be registered. Here is how it works internally. There is an utility class which tracks held buttons (which are called "impulses" --- Doom 3 has too few "buttons"). I have extended it to also register double-click. So whenever player clicks frob and this is registered as double-click, then: If there is nothing grabbed, then do ordinary "frob" to grab item (this allows to double-click on already grabbed item). If there is nothing grabbed now, then fall back to normal single-click frob (this happens for ungrabable stuff like doors). If there is something grabbed, then "use" it (that's the main part: it shoulders/extinguished/eats the thing). Unless we have a body shouldered, release currently grabbed item (we want to ungrab extinguished candle). And there is also a special case: If there is something equipped at the moment of double-click, the just "use" it instead of anything else (this allows to unshoulder body by double-click).
  8. in assassins creed origins I retrieved a sword in a chest in my home but I cannot find it in my inventory or in my gear. Nor is it a quest item. How do I equip it? Or sell it?
  9. For those wondering how to use the slow match to ignite something: Take the slow match out of your inventory using "Drop Inv. Item" key. That puts the slow match into your "hands". Physically touch the slow match to what you want to ignite, such as a candle. The "Parry/Manipulate" key can help. To put the slow match back into your inventory, use the "Use Inv. Item" key. Originally, I tried to use the slow match using the "Use Inv. Item" key while a candle was frob-highlighted, but it did nothing. I was confused, and my web searching found no info on how to use it properly. Also, the wiki doesn't have instructions yet: https://wiki.thedarkmod.com/index.php?title=Slow_match
  10. Hello Guys I need some help/hints/advice It´s because i prefer being/working offline , and also my Brother in france has no real internet (he mostly needs to go to a public Library ) So my idea was to get the DarkRadiant Sektion from the WIKI downloaded for offline use . therefore I tryed "HTTrack_64-noinst-3.49.2" which I got from "Heise.de" It´s told that the Standard use is good for most webpage-downloads --- but after more than 10hrs and over 10Gib with million off external stuff I stopped the download . 1. the Download is making a total mirror of "wiki.thedarkmod.com/..." even with the setting to ".../index.php?title=DarkRadiant" this wouldn´d be bad but wasn´t intendet 2. My most concern is about the millions off external links , which mostly look like useless stuff .(and often seems have nothing to do with TDM/DR) (it looks like it has downloaded the whole "thief.fandom.com/wiki" and at the end before i stopped it "en.wikipedia.org/wiki" So my question is how to trigger the App to get maybe just the internal links to work , or does one need alll the others ? P.S. ? had anyone tried this before ? succcessfull ? and how big would the download be ? I appreciate any comment you can give me and maybe a PM from a German would be nice Greetings from Bergante
  11. Currently the components that make up a LOD-enabled model are usually stored in various different places. Taking the aphrodite statue as an example: - The most detailed model stage is found in darkmod/decorative/statues. - All the other stages are found in darkmod/misc/lod, probably so that the decorative statues folder is less cluttered. - The LOD entity that makes use of all these stages is in a different menu altogether, Create Entity > LOD/decorative/statues. I've seen that a lot of the times, even though a LOD entity is available for a particular model, mappers just use the most detailed stage in a simple func_static, missing out completely on the LOD optimisation. I suppose this is because mappers mainly use the Model Chooser instead of the Entity Chooser for decorating the map and don't realise how the LOD system works/forget to check every time whether a LOD entity exists for any of the models they create. Some possible ways to address this: - Let the Model Chooser check whether there's a LOD entity that makes use of a model the mapper is about to create. If yes, it could create that entity instead of a func_static. - Wellingtoncrab suggested an overhaul by combining the Entity Chooser and Model Chooser into an integrated asset chooser which could show flags for certain models, i.e. LOD. This would also make it easier at a glance to see what's available.
  12. 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.

  13. People who use Blender for object editing sometimes run into a problem with material names. It has a character limit of 63. That's usually fine but some existing TDM materials have names which are longer than that, so it becomes impossible to use them. An FM author can make a copy of the material with a shorter name, but that might be adding unnecesary complexity for people who are just making standalone objects to share. I've been mounting a valiant campain on various Blender forums, and some of their LinkedIn posts, to get them to increase the limit, but to no avail. So it's time to take a different approach. Would it be feasible for TDM to rename long materials? The rendering system would have to intercept and replace calls to the original names, or something like that. I'm not sure if that would be an easy thing to implement or if it would set off a chain of complex events or coding etc. Another possible approach could be a material ID sytem, so in Blender the material name could be WoodPlanks_4ACFB987B, which would correspond to something like TDM\long\path\to\material\WoodPlanks That might even be beneficial for shorter material names, as even they are not user friendly to look at in some interfaces.
  14. 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 :) ...

  15. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.

      Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

  16. I've extracted tdm_installer.exe v1.10 into my existing Dark Mod folder. I try to run it with Get custom version and Advanced settings both unchecked. I get a Downloading finished message, then it says its analysing certain missions but very quickly after that I get ERROR: Minizip error -3 and it won't proceed. What gives please? The installer log indicates the error occurs while Analysing "tdm_ai_humanoid_beasts01.pk4"...
  17. Since I saw many good missions with foggy and dusty areas, I was checking the wiki for advice. However there's scarce information about how to achieve this (if you don't really know what you're looking for at least). So I wanted to kindly ask the people who know the engine far more well than me and the ones who maybe already created a dusty indoor area. My goal is to create a cellar which has torches in it that looks foggy / dusty. I already have that cellar which consists of multiple rooms with their torches and some decal patches on the surfaces. Still it looks very bright and clean. How would I implement a foggy area here (also in terms of performance)? I tried volumetric lights, which results in a really good looking result, however I notice a performance drop (because of the unnessesary shadow calculations I guess) I tried a func emitter, but it seems to be emitting the fog even when the player isn't in that area (again, performance reasons could apply here if I would place multiple emitters there I guess). Also the particles are not bound to that area, so you can see them in the rooms above the cellar sometimes I guess in the end it can be a mix of multiple methods. What's your suggestion? What technologies would you choose?
  18. Dear fellow TDM members, as I recently came back to catch up with some TDM playing the question came to my mind: Why are so few missions using narrative elements like NPC dialogues or let the player's character expressing his thoughts by speaking to himself? In the original Thief games, NPCs talking to each other and Garrett commenting what happens added much to the story a mission would pursue. In most TDM missions, the narrative comes only from readables and NPCs just walk their routes up and down mumbling to themselves. Please note, that this is not meant to be as critique to those FMs and their authors! It's just my personal experience, that leads me to two things to discuss: Why are scripted dialogues / sequences used so sparingly in FMs? Which FMs do you know, that make use of these elements? I would like to hear your persnoal thoughts on this. Thank you!
  19. I hope I'll return to Connection feature in DarkRadiant soon. Since better GUI is the first on the TODO list, I decided to create a poll about used features. Almost half a year have passed, and hopefully some usage patterns exist now. Unfortunately, our forum only allows 3 questions in a poll, so I created poll in google forms. Here it is: https://docs.google.com/forms/d/e/1FAIpQLSf8ITryAHqiByvXIKdRJcfQnnvgDxgN8gNlFckxXtr2rms-IQ/viewform?usp=sf_link Depending on results, some features can be removed from the GUI, or put to less obvious location (like "advanced" tab or whatever).
  20. Hello everyone, Firstly, and at the risk of seeming dishonnest for starting this with compliments considering what I'm gonna ask in this topic, I'd like to congratulate every one involved in creating "The Painter's Wife": all of you did an incredible work, at Thief 2 "Life of the Party"'s level of quality and even better yet in that there are a few occurences where the ambiance varies, with different "tones" evoking different feelings in one same big mission -that specter was chilling, especially its disturbing "voice(s)", congrats to everyone involved in its creation ! I haven't had the possibility to try other missions yet, since according to what I've read a SSD must always have ~20% of its capacity left free for and my SSD is at 40Go left before going full, but of the couple of "one-shot missions" I've tried for the moment, The Painter's Wife stands out, with Sir Taffsalot's Sword being a great hommage to the member of your forum that made this sad decision. Now, the heart of the matter. I'm 39, handicapped and almost unemployable due to both my handicap and my professional life at this point, too weird for the local anal-retentive standards on a job resume. That's why I decided to create a video game. No less... but since I'm very roughly "the Richard Halliwell / Sheldon Pacotti-kind of guy", having been creating homemade tabletop wargame & RPG rules as well as fictional universes since the last 20 years, and being aware of what can and cannot be done after modding various games until now, I know I can make it. I have my back against the wall anyway, so it's almost not like if I have a choice After months of hard thinking and spent reading all the documentation I could find about the Id Tech 4 engine, I think that using Dark Radiant as an engine is the way to go for me: I'm in favor of free software in the GNU sense of the word, I want my game to also be a modding platform where everything needed to create a FPS-RPG is already built-up by making all my RPG game design systems usable freely by anyone by releasing all of that intellectual property, fictional universe of the game included, under a Creative Commons license, as a way of sticking the finger to what the video game industry has become -DLCs and all these scams like disc-locked content that'd be made illegal in 5 seconds if it concerned any other industries, I scream your name with reeee-ing rage. So here's the question I'd like to ask to the ones here that have built Dark Radiant / The Dark Mod: would you allow me to use it as a base on which to build my game ? (bolding and italics just to make the question stand out from that wall of text) Knowing that of course, my game will be sold: the price I'll be asking is for the whole universe and game systems I've created, I'm not aiming to "make money on your efforts" of course. If my understanding is correct, Dark Radiant is a fork of the Id Tech 4 and includes enhancements not present in the original basic Id Tech 4, so using TDM / Dark Radiant as a base will allow me to save a precious time during the development instead of re-beginning a new engine from scratch, that's why I'm asking. In exchange, everything I plan to add to "my fork" of the Dark Radiant Engine will be freely available for everyone and thus re-usable for The Dark Mod, which means including not just my game design sub-systems for gunfights, for stealth, for dialogue simulation etc but also everything that I plan to implement, such as for instance procedurally generated faces for npcs like Far Cry 2 did, as well as all the 3D models I'd have commissioned during development, etc. But only, of course, after the release of the game. I may also contract various people here for work I can't afford to take the time to learn on my own, by the way: programming, 3D models, and animations, mostly. Who is interested ? Hoping this topic will receive quick replies 'cause the clock is kinda ticking for me these days professionally-wise, I wish to anyone having read until this point to have a nice day, and if you've spotted grammatical mistakes in what I wrote, please let me know, English is not my maternal language so even if I write fluently I'm not beyond progressing yet -actually as long as I won't pass as a native I won't be satisfied
  21. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  22. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  23. Could you get back to @Bikerdude on steam? He could use some guidance with rotation hack in the shadowhide map

  24. I recently learned from https://haveibeenpwned.com/ that my login data has been compromised. It is probably outdated, but regardless, it is out there somewhere in the web. Breaches on pupolar websites like Facebook etc. are inevitable. So, as an individual, there is nothing you can do about that, your login data will get compromised eventually. The only thing you can do is, setting up unique passwords for each web-service (and changing them upon breaches), so that an attacker only gains access to one service, instead of all of them. To implement that, you need a photographic memory, or a password manager (PM). Since I am not that smart, I am going for the latter. I have been planning to setup a PM for a long time, but never found the motivation to do so. I guess a compromised login is motivation enough now. ? In this very good (but German) article, some security concerns of password managers are discussed and recommendations/solutions are provided. Trust: You have to trust the company that they did not install any backdoors in their software / servers, and that it is vulnerability free. Solution: Open-Source Forgetfulness: What happens if you lose your master password? You lose access to all your accounts. Solution: Regularly print out all your passwords. Hackers: A weak masterpassword can be quickly hacked, especially with hirable computational power. This probably only applies to high-value targets like CEOs etc. Recommendation: Do not use cloud-based PMs, but file-based password databases. Cloud: What happens if the PM-host is not reachable or blocked by a certain country? What if the connection is not secure? Solution: Open-Source and file-based password database. After this initial research, I set out to find the ideal password manager. My requirements are: complex password-generation, multi-platform (Android, iOS, Windows), multi-device (cloud-based or file- sync based), ease of use (browser-autofill etc.) and open-source. So far, "Bitwarden" checks most of these requirements. It is cloud-based, but you can optionally host your own server. According to this list on wikipedia, there are actually no real alternaives to Bitwarden. "Mitro" has been continued as "Passopolis", but then discontinued with the recommendation to migrate to Bitwarden. "Password Safe" does not offer android and iOS apps natively. However, there are clones that do, but I don't know about interaction between these clones. So, I guess I will simply use Bitwarden. But before I go ahead and just setup Bitwarden (which will be a lot of work), I wanted to hear from you guys: what PMs do you use and why?
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