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  1. 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)
  2. I suggest following CMOS in this case. That sorting style would also be easy to implement on the web page, on the wiki, and anywhere else too. One detail may remain, though: How do we list a title like "The Lieutenant 1: In Plain Sight"? * "Lieutenant 1, The: In Plain Sight", or * "Lieutenant 1: In Plain Sight, The" I'm pretty sure the first alternative is better because it connects the title to the word it modifies.
  3. 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?
  4. 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.
  5. Mandrasola is a small sized map in which aspiring thief Thomas Porter steals some herbal products from a smuggler. The mission was created by me, Sotha and I wish to thank Bikerdude, BrokenArts and Ocn for playtesting and voice acting. Thanks goes naturally to everyone contributing and making TDM possible. This mission occurs chronologically before the Knighton's Manor, making it the first mission in the Thomas Porter series. Events in chronological order are: Mandrasola, The Knighton's Manor, The Beleaguered Fence, The Glenham Tower and The Transaction. The winter came early and suddenly this year. Weeks of strong blizzards and extremely harsh cold weather hit Bridgeport hard. With the seas completely frozen, a rare occurence indeed, most of the City harbor commerce has stopped completely. Vessels are stuck in the ice and no ship can leave or enter the City, resulting in the availability imported goods declining and their prices skyrocketing. One of these imported items is Mandrasola, a rare herbal product, which is imported overseas from the far southern continents. Mandrasola has its uses in alchemical cures and poisons, but mostly this substance is used for its narcotic qualities by commoners and even the nobility. The problem with Mandrasola is that excessive use is extremely addicting and the withdrawal effects are most grievious. Many are utterly incapable of stopping using Mandrasola and are transformed into quivering human ruins if they do no get their daily dose. And now this expensive and rare substance is running out from the whole City. Me and my fence, Lark Butternose, would love to grab this monopoly to ourselves: selling the last few doses in the City would probably be worth a fortune. According to Lark's sources, there remains only one smuggling lord who still has Mandrasola in stock. The problem is that this individual maintains an exclusive clandestine operation and only supplies a few nobles. Despite our best information gathering efforts we couldn't learn who the smuggler is and where he or she operates. Luckily we have an alternate plan. While searching for Mandrasola related information, we learned that a noblewoman called Lady Ludmilla is addicted to the substance and has paid high prices for small amounts of it. We also know that she has visited frequently someone in the Tanner's Ward waterfront, and since she goes to the area personally we believe she is visiting the smuggler. The plan is simple: I must monitor Ludmilla's most likely entryway to the Waterfront and then follow her to the smugglers hideout. I'd better be very careful around Ludmilla. She must not realise I'm following her or she probably won't lead me to her dealer. Hurting her is also out of the question. After she leads me to the smuggler's hideout, I can take my time to break in carefully and steal all the Mandrasola I can find. While I'm there it wouldn't be a bad idea to grab some loose valuables as well. I've now waited in the blistering cold for a few hours already. Looks like there are a few city watch patrols in the area to complicate matters... I think I heard a womans voice beyond the north gate. That must be lady Ludmilla, I haven't seen many ladies in these parts. I'd better get ready.. Links: Use the ingame downloader to get it. WARNING! Someone always fails to use spoiler tags. I do not recommend reading any further until you've played the mission.
  6. 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)?
  7. Because internally these two actions are called _jump and _mantle, and you are looking at .cfg file where internal names are used. If someone makes a submenu for configuring controllers, I guess it can be named as jump/mantle there. You probably find answer here: https://github.com/fholger/thedarkmodvr/wiki/Gamepad-support No idea what you mean exactly, so I suppose it will not. In general, experimental controller support was initially done by @cabalistic and there was no user-friendly configuration. Nothing changed since then.
  8. 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.
  9. In the first post of the other topic Geep proposed: Then Stgatilov's answer: But I think applying subtitles in different languages shouldn't be too hard I would think, but I don't know how the current translation system works. The engine should apply the correct subtitles based on the applied language setting, this doesn't need a whole new language system I think. Not sure who's going to write those subtitles though. I can only do Dutch and English and nobody needs Dutch I think. I suggest further discussion of this to take place in topic https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/
  10. The output of condump log would be nice. Please hook up a monitor the troubled displayport and load the mission using some start-parameters. After And post the output of the condump in this topic. Maybe we can answer it by giving some driver setting changes. More info: https://wiki.thedarkmod.com/index.php?title=Debugging_TDM_systemerrors
  11. Try this, it's the development WIP of those dat files that Tels was patching to include features for other languages: fontstuff.zip See also: https://wiki.thedarkmod.com/index.php?title=Font_Conversion_%26_Repair
  12. I don't know if it's mentioned anywhere else on the Wiki, but it's worth mentioning that the first global keywords are for sound: // Use on of the predefined surface types like: // none, metal, stone, flesh, glass, wood stone And this: //surftype15 //description "carpet This is a carpet texture." I think this is sound as well, but I also think 'description' does other stuff, for example for using with vine arrows: stone description "vine_friendly" If someone has a list (or link to code) where all this is defined for TDM so mappers are aware, that would be useful. I would also move the 'special keywords' section up so it's before the obsolete stuff - that old stuff needs to be relegated to the very bottom. I would also change the title of that section from 'No ambient and frob -stages needed' to something like 'Deprecated stages' and say it's just there for historical reference.
  13. I made changes: https://wiki.thedarkmod.com/index.php?title=Material_Files Suggestions?
  14. Ok thanks. I simply didn't understand how materials work I guess. I have to revisit the wiki.
  15. I've created a very simple tutorial on my Wiki home page on how to create a material/texture from an online source (e.g. textures.com) using GIMP. This is something I didn't know how to do and wished that it existed when I started. Yes, there are some existing Wiki pages that kind of describe how to do this, but they are wildly out of date with respect to the tools used and are full of gaps to the uninitiated. What I've pieced together mainly came from existing Wiki sources, but updated with the current version of GIMP. I obviously realise that to a lot of people here this is 101 level stuff, but for myself and other complete n00bs that want to build something, basic tutorials like this are invaluable. It's using GIMP just because it's free and does most things a n00b will want to do, especially when it comes to dealing with older file formats that TDM requires. Anyways, the point of this post is I would like to ask if anyone who DOES know what they are doing could cast their eye over the tutorial and point out any gaffes or downright incorrect/misleading information. Not so much in the proofreading sense or GIMP-specific things (although that would be welcome too), but more around the images/properties themselves. I've labelled some sections with (ADVICE NEEDED) for stuff that I really don't understand very well but the whole thing is fair game. The tutorial is very short, and if anything is glaringly wrong it should be easy to spot by knowledgeable people. The main things I don't understand are the image properties when exporting - there are a million options and I don't know what most of them do. I've looked some of them up, but I don't necessarily know what's best for TDM. All I know is that what I've written seems to work. Perhaps if this gets into a state that makes sense we can add it to the main Wiki and clean up some of the existing sections on this. Link here: https://wiki.thedarkmod.com/index.php?title=User:Frost_Salamander#Creating_a_material_using_existing_images_(e.g._from_textures.com)_using_GIMP
  16. jaxa

    2016+ CPU/GPU News

    https://en.wikipedia.org/wiki/GeForce_40_series#Desktop 4070 Super adds performance, 4070 Ti Super adds performance and +4 GB VRAM, 4080 Super adds very little performance but constitutes a ~20% price cut. 4070 Ti and 4080 are discontinued, 4070 non-Super remains but gets an official price cut. Nvidia repaired their lineup somewhat, and that could be good tidings for some. No. It looks like a premium mobile product. 4+4 cores, 64 EUs, an NPU, 16-32 GB RAM on-package, VVC/H.266 decode support, etc. Perhaps it's less expensive from being smaller and having about half the cores and graphics than larger mobile dies. The current "Atom" is Alder Lake-N with no P-cores and 8 E-cores (Gracemont). The quad-core chips such as the N100 are extremely popular in sub-$200 mini PCs right now. The rumor mill says Alder Lake-N will get refreshed as "Twin Lake", with no major changes at all. Looks like you are very late to the party on Apple news. It's a decent price cut for those who couldn't stomach a ~$300 5800X3D. Hopefully with not too much of a performance loss from clocks. Reviews will sort it out. AM4 is a massively popular platform and these latest releases could help the POORS who don't live in places like 'MERICA. There's always big talk coming from the labs. I was supposed to get my holographic discs 15+ years ago.
  17. On wiki page: https://wiki.thedarkmod.com/index.php?title=GUI_Scripting:_Commands#Examples_2 I see: I don't see this defined in tdm_gui01.pk4\guis\readables\readable.guicode
  18. Announcing the release of the fourth William Steele mission! Summary Steele is in what’s left of the quarantined Warrens, where he searches for the elusive murderer Gyles Deacon and evidence that Deacon was responsible for murdering Steele’s parents. The William Steele Missions The Warrens is the fourth of several Steele missions. Altogether they'll tell a story of corruption, greed, and revenge. At some point, I might package them as a campaign, in addition to the single missions. (We’ll see about that.) If you haven’t played WS1: In the North, WS2: Home Again, or WS3: Cleighmoor I suggest you complete those before playing WS4: The Warrens. Download The mission is available from the in-game download page. In addition, it can be obtained here. Place ws4_warrens.pk4 in your fms folder. TDM will recognize it as a new mission. Build Time Nearly 4 years. I18n The Warrens is ready for translation. EFX This mission is the first William Steele mission to take advantage of EFX, so make sure you turn that on. Thanks Thanks to the TDM team for creating a terrific platform for storytelling and stealth gaming. Thanks to my beta testers: Abusimplea, Aluminum Haste, Bikerdude, Boiler's_hiss, Cambridge Spy, ERH+, nbohr1more, Ubersuntzu, unfairlight, and Xarg. Thanks to Goldwell for his voice work on the opening monologue and the voice on the cylinder. Thanks to Sotha for a praying animation for the priest. And thanks to YOU, for playing! Known Issues If you experience low frame rates, please consult the Performance Tweaks page on the Wiki. Important This mission requires TDM 2.06 or later. The William Steele story relies a lot on readables. Please try to read every readable you find. Most importantly, Enjoy! Screenshots WS5: Commerce Bank Commerce Bank finds William Steele seeking important information in the halls of a prestigious institution. You can find it here.
  19. Announcing the release of the third William Steele mission! Summary Cleighmoor takes Steele inside Cleighmoor Gaol, where Warden Fielder likes nothing better than a glass of wine and some cheese, while watching a miscreant hang from his gallows. Steele is tracking down the evidence of his parents’ murder. The mission starts in the sewers, and progresses to Cleighmoor’s compound. The William Steele Missions Cleighmoor is the third of several Steele missions. Altogether they'll tell a story of corruption, greed, and revenge. At some point, I'll start packaging them as a campaign, in addition to the single missions. If you haven’t played WS1: In the North, or WS2: Home Again, I suggest you complete those before playing WS3: Cleighmoor. Download Cleighmoor is available in the in-game downloader. Problem with Suicidal AI Occasionally, someone reports that a distant AI commits suicide. Since one of the mission objectives is to kill only in self-defense, this fails the mission when it occurs. To avoid that, I've created a replacement *.map file that you can obtain here. After you've downloaded and installed the mission, create a new folder named "maps" so that you have: darkmod/fms/ws3_cleighmoor/maps/ Unzip the replacement *.map file and place the new *.map file into the maps folder. So now you have: darkmod/fms/ws3_cleighmoor/maps/ws3_cleighmoor.map This should solve the suicide problem. A new version of the mission will be released after TDM 2.05. Build Time Nearly 4 years. (This was my first attempt at a mission, and it sat on the back burners until being folded into Steele’s story.) I18n Cleighmoor is ready for translation. Thanks Thanks to the TDM team for creating a terrific platform for storytelling and stealth gaming. Thanks to my beta testers: AluminumHaste, Bikerdude, Goldwell, Xarg, Lux, Moonbo, Deadlove, and plotzzz. Thanks to Goldwell for his voice work on the conversations. And thanks to YOU, for playing! Known Issues This is a large mission. To ease the burden on older systems, consider shutting doors behind you as you go. If you experience low frame rates, please consult the Performance Tweaks page on the Wiki. Performance Tweaks For very low end PCs I recommend the following settings: V-sync is off AA is off Aniso is 4x or lower Advanced settings are simple/default Post processing is disabled Anyone having performance issues with TDM missions can put the following cvars into their Darkmod.cfg file. This will improve the framerate and stutter/chop when in-game, but may increase loading times a little. image_usePrecompressedTextures "1" image_useNormalCompression "2" image_useAllFormats "1" image_useCompression "1" image_preload "1" Important This mission requires TDM 2.01 or later. The William Steele story is heavy with readables. Please try to read every readable you find. Most importantly, Enjoy! Screenshots WS4: The Warrens Steele ventures into The Warrens, a dangerous area near Bridgeport's docks. You can find it here.
  20. @stgatilov: Could you help me create an account on the TDM wiki?
  21. No "opposition", I just wonder what you think needs explaining elaborately so that it warrants a dedicated article for it. It's basically a visibility meter. Don't get me wrong, it's nice that you want to help, but, a wiki which is cluttered with articles of the most basic things which are already covered in other articles is maybe not the best idea either. Just my opinion.
  22. There is no dedicated article for it, but, it's covered in quite a lot of articles, including the "The Dark Mod Gameplay" article, which is surely one of the starting points for new players: https://wiki.thedarkmod.com/index.php?search=lightgem&title=Special%3ASearch&profile=default&fulltext=1 It's also pretty straight forward anyway?
  23. I want to help out with the content there in general. Writing articles, linking, categorizing, etc. I am familiar with the wiki type (Mediawiki). There is no article "lightgem", so creating that article is at the top of my list.
  24. Yeah, you can start here: https://wiki.thedarkmod.com/index.php?title=Creating_Multiple_Skins_For_A_Model You can make a custom skin for just about every model in TDM. DR also now has a skin editor which makes this process a bit easier
  25. I feel like I've seen spinning fans in vents before on maps I've played in the past, but going through the models/prefabs/etc in DarkRadiant, I can't find anything pre-made for it, and searching the Wiki didn't turn up anything I could find. I know Entities can be moved in DR (hence doors, windows, elevators, etc) but what would I need to do to make a fan blade model spin on its axis inside a fan frame?
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