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  1. It seems that there is a reverse engineer group ( Amernime \ Nimez ) who are back-porting newer AMD drivers to older GPU versions. Terrascale 1 support is currently a "work in progress" : https://forums.guru3d.com/threads/amernime-zone-amd-software-adrenalin-pro-driver-release-nemesis-22-10-3-whql.436611/ If you are interested, they might have beta versions up on their terrascale discord. The downside is that these are community created drivers rather than official ones by AMD. Maybe AMD will release some sort of maintenance for terascale like they did for some of their other old GPU's.
  2. There are a couple of official DLCs (e.g. Scythe, Zombicide, and some others) that actually cost some money, but all other games are community made and have not further cost. Most boardgame designers seem to have no problem with people recreating their game on TTS. Some even use it as a platform to test their games. E.g. I have supported the boardgame Middara on Kickstarter and they released the first chapter of the game on TTS (for free) and used the feedback they got there to improve their game, while it was still in production. If you are interested in specific games, just take a look at the Steam Workshop page of TTS or ask here, then I can look if they are available for you.
  3. I know there are some board-game fans here. I wanted to recommend a game that I've been playing for the last few months...Tabletop Simulator. It is essentially a sandbox platform that allows you to play almost any boardgame you want in a virtual space. It's been a godsend during quarantine. Over the last couple months I've played the Conan boardgame, Scythe, Dead of Winter, the Game of Thrones strategy game, tried the new Massive Darkness 2 that's currently on kickstarter, and played several games of X-Wing, all using Tabletop Simulator. Not only is it a great way to get to play boardgames with people who don't live with you, it's also a great way to try games that you don't actually own. There are hundreds of games available in virtual form, most of them for free. For anyone with basic modding know-how, it's also extremely easy to create and release your own boardgames. Anyway, if you're a boardgame fan it's definitely worth a look. It's about $20 on Steam and it regularly goes on sale.
  4. I can also recommend this. The controls are sometimes a bit clunky, but you can get used to it (if you are used to DR, it gets hard to switch between scrolling with MBM rather than LBM; but you can get used to it). I have played Gloomhaven with a couple of friends IRL, but due to distance we played a lot of games with Tabletop Simulator as well, which has the benifit of scripts that really make your life easier in some regards. Recently I have played Middara (which I backed on Kickstarter) in solo mode and there are still some games I would like to try. If anyone is interested in trying out new games, I would be glad to try it with anyone here. In general, I am more interested in co-op games, but I would also be open to some competitive games.
  5. From a design perspective, the mission types are a mixed bag consisting of locations (mansion, city), genres (horror) and game play types (platforming). Ideally we'd want to split these 3 groups and allow multiple tags in each group. This would cover both single missions and campaigns. It could possibly facilitate an advanced tag-based search if we'd ever want one. And maybe even something fancy, such as a mission recommendation system based on, for example, highest percentage overlap of type tags from already finished or downloaded missions. I wouldn't do those features in C++. Python has easier access to data science tools to do such things. To keep it simple, I'd say the wiki mission type list has a high overlap with the TTLG mission type list that has been in use since 2006. So after 13 years of use, maybe it's just a good list. Mission authors can choose a single mission type that most represents their mission. It can be an artistic decision. A campaign simply remains a "campaign" and missions without a type remain a "single mission". I added a screenshot of the mission download menu with mission type included in the existing layout, marked with red. Because the release date value is fixed in width, there's room for a type value next to it. Since type names are not finalized yet, we can make each type name fit in that type value space. This would always be a single value. I don't know how missions are uploaded. If it's a form, the mission author can select a mission type from a drop-down list. If it's a PM, maybe the mission author can simply mention the mission type in the PM. Because it's a fixed type list, I think we should exclude type from darkmod.txt. Otherwise we'd either have to allow a free type text that could deviate from the online types in the mission manager, or guarantee fixed types in the mission manager by matching the type text with the fixed type name list using something like Levenshtein distance. I'd say the mission type is always read from the online mission mirrors. I think the idea is to help players to more easily select missions to download. Once a mission is downloaded, we can assume players have already made their preferred selection, so mission types in the offline mission manager are less important and more a nice-to-have. I don't know how missions are updated, can I assume they are updated the same way they are uploaded?
  6. I can't login to Steam forums. Please visit the Thief release threads and mention TDM Thanks!

    1. Bikerdude

      Bikerdude

      Ive done the honours over on TTlg.

    2. stumpy

      stumpy

      its already been mentioned there last year, and bumped this year, but not by me.

  7. skacky's new Thief 1 mission, Shadow Politics: http://www.ttlg.com/forums/showthread.php?t=139048 Just wonderful!

    1. Show previous comments  6 more
    2. Bikerdude

      Bikerdude

      Just finished playing this morning, this was awesome, in an old skewl way - would love to make a TDM homage to it...

    3. Sir Taffsalot

      Sir Taffsalot

      I'm using the CD with TG, T2 and T3 on it. Darkloader doesn't like it. I can't get TG FMs to work

    4. Sir Taffsalot

      Sir Taffsalot

      I assume it works with a TG only CD

  8. -> https://forums.thedarkmod.com/index.php?/forum/13-music-sfx/
  9. I mentioned this in the improvements thread - https://forums.thedarkmod.com/index.php?/topic/11058-things-that-could-be-improved/page/95/#comment-473534 Bright readables in a game that is 99% darkness literally burns my eyes.
  10. @HMart, you took issue with me saying: This was my summary of what I thought you meant in these post fragments from a forum linked to by Ref 10 (namely, https://forums.thedarkmod.com/index.php?/topic/20100-idtech-4-gui-scripting/#comment-439778 )... I see I probably shouldn't have added the "[as float parameters]" to the ambiguous "as well" phrase, and perhaps "recommended TDM try" is too strong. Overall, would this be better? "In Ref 10, it is noted that in transition statements, a 4-value color vector must be either a literal or (less reliably) a definevec4. Using a #defined macro for the color vector won't work currently... an idea for a future improvement?" EDIT - I see that a broader revision was needed. So changed to this in https://wiki.thedarkmod.com/index.php?title=GUI_Scripting:_TDM_vs_Doom_3,_Quake_4 ====transition 4-6 parameters==== Often, transition statements have a pair of 4-value color vectors as their 2nd & 3rd parameters. As the discussion in [[GUI Scripting: References & Resources | Ref 10]] indicates, each vector is traditionally represented by a double-quoted literal: transition "matcolor" "1, 1, 1, 0" "1, 1, 1, 0.8" "300" This was id Studio's preferred method, but using a definevec4 user variable was a possible alternative. In addition, TDM can #define colors for transitions. Unfortunately, due to syntax differences, for a particular color, it is not possible to create a single #define that would work with both properties and transitions; thus: #define INACTIVE_COLOR 0,0,0,0.50 #define SINACTIVE_COLOR "0 0 0 0.50" See [[GUI Scripting: Preprocessor Directives]] for further examples. (Possible future improvement: Changing TDM's parsing to let a transition also accept color vectors with commas.) See also the discussion above about 4vect properties and _x, _y, _z, _w suffixes.
  11. For a while, I've been researching the under-documented GUI scripting language and writing up a new wiki series about it. Fruits of this labor can be seen here: https://wiki.thedarkmod.com/index.php?title=GUI_Scripting_Language As time, interest, and need allows, I hope people will it check parts of it out. It is certainly possible that I didn't get everything right; feedback can be offered here: https://forums.thedarkmod.com/index.php?/topic/21642-feedback-on-wiki-gui-scripting-language-series/ Thanks
    1. Show previous comments  1 more
    2. Ladro

      Ladro

      It will be really cool if a super talented editor like Gaetane will try TDM.

       

      I really hope this one :-D

      (and also Sterlino another editor that a like a lot)

    3. Melan

      Melan

      I've been waiting for it for a while. :)

    4. demagogue

      demagogue

      Gaetane along with Lady Rowena are my favorite 2 authors.

  12. Gosh.. Since when did the image upload in the forums stop working... Anyway.. I tried out the new view setup - thanks a lot for all the advices. I positioned a little "attribute bar" to the right. So as soon I select an entity I can see its spawnargs. However what did not matter as it opened as a new window before does come to light now that it is just a small bar: The size of the spawnargs view is really small and there's lots of empty space that could be used for it instead - however I cannot enlarge the attribute / value part of the window - it just stays by a few rows. Maybe I'm doing something wrong - maybe it is a possible new feature in the next update - here is the screenshot: https://ibb.co/PcSmFT2
  13. Awesome. The forums support transparency in avatars. :)

    1. Show previous comments  4 more
    2. Sonosuke

      Sonosuke

      very nice stifu^^

    3. GameDevGoro

      GameDevGoro

      Doomguy is the coolest guy ever.

    4. jaxa

      jaxa

      hah well the feathering isn't the best but i'm sure it will do for now.

  14. 1. If you want to use custom work (sound, models, textures) from released missions, best thing is to ask the author if he/she agrees. So far, Sotha is the only one who permits unlimited usage of his custom work (he expressed that here on the forums). He just wants to be credited. 2. If mission authors from released maps are not available anymore, then I do not know what to do. @Dragofer@nbohr1more: Any suggestions? I would say, that's the same situation as described above, just replace "released mission" with "abandoned work". As for my released work, feel free to use whatever you want.
  15. Also, fllood isn't active on the forums a lot it seems, so maybe another person can give authorisation when @fllood isn't around? Just an idea. I guess I could pm this to fllood. Edit:
  16. Would be interesting to also see a shot of the mission in DR too for mappers to get a better idea of how much there is and how dense (brush, patch and entity counts would be good too). @Baal Have you tried sending a PM to fllood? Simply pinging them with @ only gives them a notification when they log into the forums, while a PM will also get sent to their email.
  17. I'd say the Tech Support forums are the correct place for rendering issues like this. The DarkRadiant forums are for development and feedback on DR, while the Newbie DarkRadiant Questions thread in the Editing Guild is for general mapping questions. Regarding the silver platter, if I'm not mistaken it contains a reflective stage in its material, which might be conflicting with your mirror. It's not a very noticeable reflection imo, so could derive a new material without that stage and apply it via a skin as a workaround (if nothing else works).
  18. I miss the brown borders dividing up the sub forums. This great big block of grey looks ugly.

    1. modetwo

      modetwo

      Back in the days it was actually dark-red. Let's call it evolution :-P

  19. So... What was up with the forums all day yesterday..?
  20. Hello! I just joined the forums to report an annoying bug. I don't know if it's specific to this map or just a game bug but I have played most of the other missions and this is a first for me. Before i picked up the key to the junkroom i tried to open the door and i got the "needs junkroom key" message on my screen... but that message never went away. I had to complete the mission with that on my screen the entire time, overlaying all the other messages that appear. a reload/restart didnt do anything to solve the problem. A few of the on-screen messages at the beginning didn't make sense to me and were kind of cryptic, like a riddle i didn't get. one of them was something about an alarm? otherwise i liked the mission, pretty challenging and I know i missed some spots. cheers
  21. What I was trying to get at that there is no real difference. The end result is the same. The biggest drawback to the "theme" thing is that to create multiple themes, you have to visit almost everything mutliple times - or make one grand swep through things and assign the into multiple themes - at which point you might just as well "tag" them. For me this is semantic hair splitting, regardless on wether you use: * theme A: contains element a, b,c, d * theme B: contains element a, b,x, y or: * element a: tags A, B * element b: tags A, B * element c: tags A * element d: tags A * element x: tags B * element y: tags B The result from a point of getting the search result is the same, search for A and you get the same "set" in both cases. Just the storage is a bit different laid out. You are storing the same information in both cases, and with the over 10000 "things" we have in TDM (possible 15..20000), you need some sort of central storage and editing, anyway, because there is NO WAY you are gonna sort 2000 material shaders into themes, or tag them manually, and then repeat the same for sounds, particles, skins etc. Edit: Searching for "A" is a bit easier with the themes, because you can just "take" everything in the theme. But thats a storage algorithgm difference, and needs not to be visible to the user. The idea here is that a theme works good if the users wants anything in the theme, but breaks down if you add search modifiers. Like "give me everything from theme A but no sounds, and then add every entity from theme B". At this point the user might as well say "give me everything tagged with A except sounds, and every entity tagged with B" and there is no difference in output. Just that parts and mixing themes makes no so much sense as just saying "give me a list of things that match these tags", which essentialy is. The "theming" thus leads the user to believe they get something different, which they don't.
  22. Welcome to the Dark Mod forums! I enjoyed browsing your gallery. =-)

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