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  1. OMG! that guy has my cabbie and he is also using the same ram i use in my really retro with a core 2 quad 6600 "corsair dominator ram" hahahah. mine does do better than the pentium D but yeah the cpu's from that time are extremely slow compared to modern ones. that said if you use an OS from that time it does actually work reliably enough. but it goes to show how much crap has been showed up newer html standards when a browser can literally slow a PC to a crawl. i dont have a geforce titan for mine but i run it with a geforce quadro FX 1800 and for most games from that time it does pretty well. mine also does not overclock to well and it is not because it gets massively hot it just refuses to post if you push it. performance wise the fx 1800 is nothing to write home about though it can handle light gaming. examples it runs fine is dead space (the original), fallout 3, mass effect (the original), bioshock 1 and 2 remastered, and older ones like the wheel of time, undying, unreal and unreal 2 at high fps. my 560 ti is more than 4x faster and in SLI it actually manages pretty well in modern DX11 games. what both cards lack is vram. the fx 1800 only has 758 mb vram (GDDR3) and the 560 ti has 1 gb vram (GDDR5) so both are severly hampered with big texture sizes. both cards support dx11 well the FX1800 only supports it with feature set 10_1 and none of them support vulkan. the 560 ti in SLI runs quite a few games like crysis 1 2 and 3, fallout 4, mass effect legendary edition, Doom, control (in DX11 mode), witcher 1 2 and to some extent 3 (the old version before the dx12 patch), half-life 2 and episodes, dead space 2 and 3, quantum break, and many more.
  2. 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.
  3. aye one of the biggest problems with many old cabbies was that they had restrictions on how big a gfx card and cpu cooler they could take. air circulation was usually also a big problem. back then most gfx cards were not that big (comparing my old ATI radeon X1900 to my RTX3070 and the latter is a monster that is 4 times bigger ). even compared to my geforce 560 ti it is double the size... cpu coolers also had some serious growing issues over the years (though you could actually get some pretty monstrous ones back then also). a better way of handling the fan mount in the front would be to get a sheet of 1.5 mm aluminium and bend the sides so that you can mount it in the drive bay with screws. you then need to do some measurements of the fan mounting holes and drill 4 holes for the screws. to get as much air in you could use a big circle drill to make a nice cutout for the fan intake in the alu mount. heh only ata disk i have that is still in working order is more than double the size of your old maxtor 128 gb. my old gigabyte mainboard takes both ATA and SATA drives as well as floppy but i no longer posses any floppy drives so i skipped that. i did have an old matrix printer i could use with it which still works well. the PSU in mine is an old corsair 620HX which can actually deliver allmost 750 watt (the model was tested and found very good). sadly the old gigabyte board only has one gfx card slot so i could not run my two geforce 560 ti in that setup and had to settle for an old geforce quadro fx card. the cpu is a core 2 quad 6600 and the setup actually runs win 10 quite well but to keep it retro i installed XP on it. the cabinet is a phoenix which was used a lot by do it yourself people back then. its not exactly the best quality (front is plastic and it is missing the latch for the front usb/headphone connectors) since it is made of thin sheet metal the screw holes all went to hell many years ago so i had to get crafty and used punch nuts (sounds painfull i know hehe). punch nuts are simply nuts that can be mounted on sheet metal by hammering them in. they have an expandable ring of metal that expands into the sheet when hammered. it runs most programs that dont require microsofts universal runtime.
  4. ============== -= IRIS =- ============== WELLINGTONCRAB TDM v 2.11 REQ Ver. 1.3 *For Maureen* -=- "Carry the light of the Builder, Brother. Unto its end." -Valediction of the Devoted "What year is this? Am I dreaming?" -Plea of the Thief Dear Iris, I am old and broken. When we were young it felt like the words came easily. Now I find the ink has long dried on the pen and I'm as wanting for words as coin in my purse. I can tell we are nearing the end of the tale; time enough for one more job before the curtain call... ============== -Installation- Requires minimum version of TDM 2.13 -Iris does not support mods or the Unofficial Patch- Download and place the following .pk4 into you FMs directory: Iris Download ============== Russian Language Translations by @kalinovka Mirror #1: yandex.ru Mirror #2: Google Drive ============== *Thank you for playing. Iris is a large mission which can either take as quickly or as long as you are compelled to play. I hope someone out there enjoys it and this initial release is not completely busted - I tried the best I could!* *Iris both is and isn't what it seems. If commenting please use spoiler tags where appropriate. If you are not certain if it would be appropriate a good assumption would be to use a spoiler tag* *Support TDM by rating missions on Thief Guild: https://www.thiefguild.com/* ============== WITH LASTING GRATITUDE: OBSTORTTE - Whose gameplay scripts from his thread laid the foundation which made the mission seem like something I could even pull off at all. Also fantastic tutorial videos! DRAGOFER - Who built upon that foundation and made it shine even brighter! And whom also provided immeasurable quantities of help and encouragement the past couple years on the TDM discord. ORBWEAVER & GIGAGOOGA - For generously offering their ambient music up for use. EPIFIRE - Who lent me his fine trash and trash receptacle models. AMADEUS - Who was the first person who wasn't me to play the damn thing and provided his excellent editorial services to improving the readers experience playing TESTERS AND TROUBLESHOOTERS: AMADEUS * DATISWOUS * SPOOKS * ALUMINUMHASTE * JAXA * JACKFARMER * WESP5 * ATE0ATE * MADTAFFER * STGATILOV * DRAGOFER * KINGSAL * KLATREMUS - What can I possibly say? Playing this thing over and over again could not have been easy. Deepest thanks and all apologies. -=THANKS TO ALL ON THE TDM DISCORD AND FORUM=- ==SEE README.TXT FOR ADDITIONAL ATTRIBUTIONS & INFORMATION== HONORABLE MENTION: GOLDWELL - If I hadn't by chance stumbled into Northdale back in 2018/2019 I would probably still be trying to get this thing to work in TDS, which means it probably would not exist - though more details on that in readme. ============== Boring Technical Information: *Iris is a performance intensive mission and I recommend a GTX 1060 or equivalent. I find the performance similar to other demanding TDM missions on my machine, but mileage may vary and my apologies if this prevents anyone from enjoying the mission.* *Iris heavily modifies the behavior of AI in the game, how they relate/respond to each other and the player. So they may act even stranger than they do typically in TDM. Feedback on this is useful - as it can potentially be improved and expanded upon in future patches.* -=- This is my first release and it has been a long time coming! If I forgot anything please let me know! God Speed. 2.10 Features Used:
  5. Today I am happy to announce the release of my first FM for The Dark Mod. After 6 years of using this lovely game creation engine, I'm finally able to contribute my own project for it! It took roughly two weeks of non-stop work to do everything from start to end... there's always some little detail to come back to when mapping, thus there were a few little things left out to prioritize others, but at the end of the day this came out almost exactly as I envisioned it. In this mission you play as the typical professional thief. You've been hired to retrieve a scroll containing forbidden knowledge from the mansion of a wealthy noble, put there by the builder church who is close to its owner and found it a more suitable spot. A banquet is being thrown by the lord who owns the mansion which is the perfect opportunity to make your move. Nothing out of the ordinary: You're to retrieve this scroll and get paid for your work... simple, right? Notice: Performance in some areas may be poor. I optimized the lighting setup as much as possible, trying to use as few long range light sources as I could. To achieve the desired theme however I had to leave parts of them map relatively open. Hopefully this won't be a hindrance to anyone... if it is you may need to lower some graphical settings. For people who don't like surprises and may be sensitive to certain themes, read the spoiler below. If you're okay with anything don't as it will ruin the experience! For people who are stuck and don't know how to proceed, instructions are provided in the spoiler below. Only read them if necessary. A tip that needs no spoilers: The key in this FM is exploration and reading everything carefully. There are secrets to be found: Always look everywhere and closely at everyone! I'm eager to hear what your experience with this FM is. Use spoilers when referring to specifics, but do let me know what your thoughts are! Especially with this being my first FM I could use tips, including technical ones if you look at the map in DarkRadiant. Here are a few screenshots of the main areas (intended for the installer): And finally the download links. Unzip and place the main directory inside your fms folder, this should get it to show up in the mission list. Mirror 1 Mirror 2
  6. ThiefGuild has some tags: https://www.thiefguild.com/fanmissions/?advanced_search=&series=&collection=&table=&page=&works=&work_lists=&sort_by=newest&search=&games=5&released_from=all&released_to=all&genre=all&original_games=fms Not sure how complete or accurate those are, after all either the author or users add the tags to the missions.
  7. For the people eager to play with the latest state of development, two things are provided: regular dev builds source code SVN repository Development builds are created once per a few weeks from the current trunk. They can be obtained via tdm_installer. Just run the installer, check "Get Custom Version" on the first page, then select proper version in "dev" folder on the second page. Name of any dev version looks like devXXXXX-YYYY, where XXXXX and YYYY are SVN revision numbers from which the build was created. The topmost version in the list is usually the most recent one. Note: unless otherwise specified, savegames are incompatible between any two versions of TDM! Programmers can obtain source code from SVN repository. Trunk can be checked out from here: https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/ SVN root is: https://svn.thedarkmod.com/publicsvn/darkmod_src Build instructions are provided inside repository. Note that while you can build executable from the SVN repository, TDM installation of compatible version is required to run it. Official TDM releases are compatible with source code archives provided on the website, and also with corresponding release tags in SVN. A dev build is compatible with SVN trunk of revision YYYY, where YYYY is the second number in its version (as described above). If you only want to experiment with the latest trunk, using the latest dev build gives you the maximum chance of success. P.S. Needless to say, all of this comes with no support. Although we would be glad if you catch and report bugs before the next beta phase starts
  8. So a long standing issue with the light model entities in the core, is that the main light source is hard bound to the origin of the model. This isnt great, because it means the origin of the light is then directly in the same plain as a wall or ceiling @ 0, 0, 0. which has an unpleasant effect visual effect on a lot of the stock textures. If the engine code could be updated/edited so the main/default light for each light entity could be somewhere that isn't the at 0 0 0 of a model, I would have no issue taking on the task of checking and fixed every stock light.. In my humble opinion, this should 'not' significantly break any existing FM's, because all we will be doing is moving the origin of the light source to where light would be emitted from IRL, eg the housing, bulb or arc etc.
  9. Here's a .blend file with a Darkmod NPC rig: https://drive.google.com/file/d/1-odjc8A54ED5qgO7pA01Nr59U2_2jFmL/view?usp=sharing set up to be used with this motion capture animation pack https://www.rokoko.com/mocap/free-mocap-assets It's a stripped down version of this Blender rig. Exporting works the same way. For retargeting you'll need to install this addon: https://github.com/Mwni/blender-animation-retargeting It works in Blender 3.6 as well as 4.5. Animation playback of longer files is waaay faster in 4.5 but the drawback is that md5 file exporter won't work with anything newer than 3.6. This pack contains different skeleton standards. This setup was made for Mixamo which seems to be majority of files. Import .fbx file with scale 48, manual orientation: x forward to match the Darkmod skeleton. When selected, keyframes of the imported animation will be displayed. Select armature_control. In the retargeting addon tab (in right panel), in 'Source' box choose the imported skeleton name. Load config file: Darkmod_male_NPC_mocap_Mixamo.blend-retarget This should pair up both skeletons. First frame in animations is a t-pose. Proper animation starts at frame 2. Typically animations start offset from the center. You can move the character to the center at the start of the animation simply by dragging armature_control object. Similarly, character model may be slightly below ground level. Move armature_control up to adjust. Origin bone in tdm_ai_proguard has constraints to follow the pelvis. Otherwise it would stay in center. Here's what happens when origin bone stays in the same place. This is idle animation playing: And here's what happens when origin bone follows the character: I found that in order to match imported skeletons I had to bend darkmod skeleton forward a little bit. That pose is saved as "tpose_mixamo" single frame animation. I don't guarantee that this is the best way you can do it. Perhaps skeletons could be matched in a more ideal way. Remember that there are bones for clothing in Darkmod, that aren't in the motion capture files and need to be animated by hand :)
  10. 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
  11. void R_HardwareOcclusion (void) { int i; entity_t *ent; int numOccluded = 0; float mins[3]; float maxs[3]; byte boxindexes[] = { 0, 1, 2, 3, 4, 5, 1, 0, 3, 2, 6, 7, 5, 4, 7, 6, 1, 5, 6, 2, 4, 0, 3, 7 }; float boxverts[24]; // disable texturing glDisable (GL_TEXTURE_2D); // because we don;t know the orientation of the bbox in advance... glDisable (GL_CULL_FACE); // disable framebuffer and depthbuffer writes glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); glDepthMask (GL_FALSE); glEnableClientState (GL_VERTEX_ARRAY); glVertexPointer (3, GL_FLOAT, 0, boxverts); for (i = 0; i < cl_numvisedicts; i++) { ent = cl_visedicts[i]; // don;t bother with these are they're included with the world if (ent->model->name[0] == '*') continue; // get mins and maxs points VectorAdd (ent->origin, ent->model->mins, mins); VectorAdd (ent->origin, ent->model->maxs, maxs); // CPU grunt to the rescue!!! boxverts[0] = boxverts[9] = boxverts[12] = boxverts[21] = mins[0]; boxverts[3] = boxverts[6] = boxverts[15] = boxverts[18] = maxs[0]; boxverts[1] = boxverts[4] = boxverts[13] = boxverts[16] = maxs[1]; boxverts[7] = boxverts[10] = boxverts[19] = boxverts[22] = mins[1]; boxverts[2] = boxverts[5] = boxverts[8] = boxverts[11] = maxs[2]; boxverts[14] = boxverts[17] = boxverts[20] = boxverts[23] = mins[2]; // begin the occlusion query glBeginQuery (GL_SAMPLES_PASSED, OcQueries[i]); // draw as indexed varray glDrawElements (GL_QUADS, 24, GL_UNSIGNED_BYTE, boxindexes); // end the query // don;t read back immediately so that we give the query time to be ready glEndQuery (GL_SAMPLES_PASSED); } glDisableClientState (GL_VERTEX_ARRAY); // restore basic state glEnable (GL_TEXTURE_2D); glEnable (GL_CULL_FACE); // enable framebuffer and depthbuffer writes glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDepthMask (GL_TRUE); // some implementations don't reset the primary colour properly after restoring the colormask glColor4f (1, 1, 1, 1); // now we read back for (i = 0; i < cl_numvisedicts; i++) { ent = cl_visedicts[i]; // don;t bother with these are they're included with the world if (ent->model->name[0] == '*') continue; // get the object and store it in the occlusion bits for the ent glGetQueryObjectiv (OcQueries[i], GL_QUERY_RESULT, &ent->OcclusionBits); if (!ent->OcclusionBits) numOccluded++; } // testing // Con_Printf ("Occluded %i Entities\n", numOccluded); } this code was made for quake so there are a few things that needs changing. feks. if (ent->model->name[0] == '*') continue; this tests against quake's transparent models (water / slime / teleports) and skips occlusion tests for those but idtech4 uses something different. or these cl_numvisedicts / cl_visedicts which are used to make a list of visible entities in quake but idtech4 uses a different approach on these as well. so quite a lot of changes nessesary before it can be used. the occlusion queries are actually generated in another piece of code in the check for OpenGL capabilities. that code is this -> // occlusion queries if (glGenQueries && glDeleteQueries && glIsQuery && glBeginQuery && glEndQuery && glGetQueryiv && glGetQueryObjectiv && glGetQueryObjectuiv) { // get number of query bits // an implementation is allowed to support occlusion queries but have no bits available!!! // therefore we only store query bits as a cap and test against that glGetQueryiv (GL_SAMPLES_PASSED, GL_QUERY_COUNTER_BITS, &GL_Caps.GL_QueryBits); Con_Printf ("%i Occlusion Query Bits\n", GL_Caps.GL_QueryBits); if (GL_Caps.GL_QueryBits) { // generate occlusion query objects extern int OcQueries[MAX_VISEDICTS]; glGenQueries (MAX_VISEDICTS, OcQueries); Con_Printf ("Generated Occlusion Query Objects\n"); } else Con_Printf ("Did not Generate Occlusion Query Objects\n"); } else GL_Caps.GL_QueryBits = 0; the renderer in quake uses it like this -> // occluded if (!cl_visedicts[i]->OcclusionBits) continue; which just skips over drawing anything that is occluded. for lights / shadows we are not actually drawing an object so the method would also have to be changed for this purpose. there is also the problem with hardware occlusion queries that they tend to lag 1 frame behind which would cause otherwise occluded objects to shine through for a split second before it catches up.
  12. I'm sad I have not noticed this thread earlier I wonder from where I should start reading... The current approach with distance culling is: mapper either uses prebuilt LOD model which switches to simplified version, or sets hide_distance to make object hide when it is far. Both features were implemented purely in game code at the time when rendering engine was closed. I absolutely agree that it would be better for the engine to handle it automatically without mapper effort, but I don't see how it is possible, it needs manual tweaking on case-by-case basis. Simplified mesh can look indistinguishable from far enough, but hiding a mesh almost always looks bad IMO. And something like a global cvar will exactly do this: hide lots of stuff. Unless you plan to generate LODs automatically? I personally hate how this hiding/poping looks, so I prefer to simply disable even LODs in game settings, luckily the game is lightweight enough to tank it. I believe the perfect "solidness" is the strong point of Doom 3 engine, especially compared to modern engines. And yes, the engine does traverse distant 5-pixel portals. Because if you stop doing that, player will notice these 5 pixels toggling while he moves towards/away from them.
  13. Agree with this sentiment 100 percent. Just come ask for help on these forums before asking chatgpt there are tons of knowledgeable folks here, especially those who know how materials work
  14. in the material file: tdm_forest_treebark_mossy The normal texture has a typo: .../forest_treebafork_mossy_local should read: .../forest_treebark_mossy_local
  15. @CyPuckI would start with confirming you are on the full release version of 2.14 - many of these assets were added to the core game towards the end of the beta period and then subsequently removed from the mission archive, which a likely explanation for why it cannot locate the model (if it’s neither in the base game, or the mission archive)
  16. hmm if it is an amd the wraith spire cooler is pretty noisy and that one is not even that old . most zalman coolers i had over the years have been pretty silent so im not sure. there was a tower cooler from coolermaster at some point that was shaped like an X which was pretty noisy (fits both intel and amd) cooled pretty well though. the old intel push pin models could get loud if the cpu got hot. most modern coolers i have heard are pretty silent compared to the older models (developers got better at making the fans silent). hmm come to think of it the thermalright macho models could get a bit noisy at higher temperatures. EDIT: the thermalright fans are indeed pretty noisy on the older models (i have an lga2011 model) mostly because they spin rather fast > 2000 rpm on a 140mm. the macho model is pretty old but still sold as it still cools ok despite it being a single fan model on a tower that is close to the size of noctuas NH-D15S. this was one of zalmans older models
  17. I don't know who has what skillset, as I am still pretty green on the forums. However, I do know that shader development does require some voodoo black magic! I understand the fundamentals of shaders, but understanding the basic how and why is very, very different from creating them.
  18. When loading the game I get a game error shutdown, "id_Movable 'ATDM_Moveable_Loot_Goblet_Golden01_1': cannot load collision model Models/Darkmod/Loot/Loot_Golden_Goblet01.ASE". I am running DarkMod 2.14 but not sure if it is the beta version. Any suggestions?
  19. Nice work! Is there a build/code that other users can download and try? Please merge back the code with TDM VR, see topic: https://forums.thedarkmod.com/index.php?/topic/20468-the-dark-mod-vr-210-alpha-is-now-available/ === Reddit topic: link Video of JAKE's work:
  20. For more info, read this topic: https://forums.thedarkmod.com/index.php?/topic/23261-i-made-full-vr-support-for-the-dark-mod-new-bow-climbing-mechanics-and-more/ He based his code of TDM VR, so I referred him to this topic.
  21. We have been collecting textures for 4+ years, by nearly a dozen different people. It is inevitable that some textures will not stand up well in terms of quality. This thread is the place to nominate textures you think are poor and should be either fixed or removed. The following process will be followed (we are currently on step 1):
  22. So following on from the conversation here - Here is the first draft of a basic block-out of that church, if there is interest I will complete the creation info a flashed out prefab and model - church.pfbx
  23. Well... if I remember correctly, Ctrl+Ins and Shift+Ins were present in DOS, while Ctrl + C and Ctrl + V became widespread in Windows. Somewhat similar to Ctrl + Shift versus Alt + Shift for changing keyboard language. Also, Ctrl+C and Ctrl+V often mean something in Linux terminals, some kind of escape characters, I don't know myself. The point is: they don't work as I expect often. For instance, it did not work for me in pure terminal until I had set it as hotkey in the settings. And even now, some embedded terminals (e.g. in Kate) still don't work as expected. In general, I have a feeling that the only reason some Linux versions support Ctrl+C and Ctrl+V out of the box is to make us poor Windows users feel at home, and not as some traditional option.
  24. I think it is. It is a but-for cause of this. But-for these betrayals and bannings: Mircea would not have gone down the path to the end. The citation of victorian morality is a reference to this >Back to the present, recent events are mostly why I stopped making art: I do not create with a Taliban style morality police holding a gun to my head, telling me what thoughts are permitted and who's allowed to see what in the name of "protecting" children from heresy or God even knows any more... it's not how I work, nor how I will exist. Before 10 years ago I hoped America would avoid China's cultural revolution (and model of running the internet) or at least the world at large wouldn't return to an 1800's Victorian era... then I knew better. You can read how it affected Mircea Kitsune on the blog: https://mircea-kitsune.livejournal.com/27701.html https://mircea-kitsune.livejournal.com/27604.html https://mircea-kitsune.livejournal.com/28610.html
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