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Found 5367 results

  1. Story: "Sir Barrington, as he likes to be known, enjoys a prestigious reputation of having lavish yet intimate dinner parties. I've heard the tales about what goes on in the noble's dining room, but I believed none of them 'till now. Orbach, a local shop-keep who makes special deliveries to the people of 'high stature' heard Sir Henry Hughbellow raving about Sir Barrington's special 'Elixir', It cures your ails and gives you vigor... By the Hammer, it extends your very life! he exclaimed. Orbach begged Sir Henry for a small sample, and after one sip he was sure that the potion was nothing more than mineral water and spirit. He asked Sir Henry if other folks were as fond of the elixir as he was, and he found out that folks are paying handsomely for these small vials on a weekly basis. Some lords pay for exclusive treatments and bathe in the tonic. Lord Barrington even brings in an occult expert every month, where supposedly the power of the elixir is renewed by the full moon. Never one to pass up the opportunity for a good scam, Orbach has decided to take a cut of this 'elixir' business. He has made an elixir of his own, but needs to convince Sir Henry that it's really the same as the 'magical' tonic that Lord Barrington has been selling. And that's where I come in. Its rumered that Sir Barrington's prized possession is a painting of the revolutionary inventor 'Guillermo de Sohase' the day after he won the Battle of Billinsdune. If I can steal this painting, Orbach can use it to 'prove' that he also got the elixir from Sir Barrington. Once Sir Henry tells all his friends that Orbach's stolen elixir is healing his heart, soothing his pains, and igniting his libido, they'll be lining up at his shop. Its time to go." Build Time: Version 1.0 was speed build of sorts, to build upon Springheels video's with the new modules. Took roughly 20hrs to build but this ended up happening over the space of a few months.http://forums.thedarkmod.com/topic/18808-bikerdudes-speedish-build-using-the-new-modules/?hl=%2Bspeed+%2BbuildThanks: Co-auther: Obstortte for all his custom entities, scripting and showing me a thing or two about perfing.Resource: Springheel - new modulesReadables: nbhor1moreTesters: Bienie, Judith, Abusimplea, Cambridge Spy, Gerberox, MayheM, Amadeus, Goldwell, nbhor1more.Download: - mega Info: Repeat after me, "Read and explore, Read and explore"Known issues: This mission has been heavily tweaked and worked on to provide a playable experience for even low end machines.For very low end PC's please make use of the in-game LOD slider, as not only are details reduced, but the ambient_world fog is removed at the lowest setting.The medium difficulty is partially broken, the mission wont end when the player gets to the exit location. As this is the only issue with that difficulty level, I will fix this when I next update it to include the intro.
  2. If you don't want the player to be visible in any reflections (or other third person camera views) in the mission, then you could try reskinning the player's world models with something invisible. Or $player1.hide() might work. If you want the effect just for this water surface, and you want real-time reflections, I don't know of a way. Edit: it turns out this is an open bug: https://bugs.thedarkmod.com/view.php?id=800 2014 discussion, with suggestion of skin-swapping per location: http://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/217/
  3. This has gone pretty much under the radar but looks very interesting. Even though it's released by Cyan Ventures (the publishing department of Cyan) and the creator worked on Myst, it doesn't have a lot of puzzles (or just very easy ones) and it's more story. Reviews are divided as the game seems to be quite different from what was promised during the kickstarter. ZED is the story of an aging artist, lost in regret and the haze of dementia. Inside the dreamscape of this creative mind come undone, players reassemble the artist’s fragmented memories into a final, lasting legacy: a loving gift to his granddaughter. Making its debut on PC (with optional VR support for Oculus Rift and HTC Vive), ZED is a surreal trip, with an unexpected narrative that unfolds across fanciful, fractured lands. Spanning regret, reconciliation and redemption, it’s a bittersweet story that’s both deeply personal, and undeniably universal. Released in partnership with Cyan Ventures, the new publishing arm from the creators of the legendary games Myst and Riven, ZED is the vision of Chuck Carter, part of the team behind the original Myst. Co-written by Joe Fielder (Bioshock Infinite, The Flame and the Flood) and David Chen (Metal Gear Solid series, Narcosis), the game also features a riveting performance from veteran video-game voice actor Stephen Russell (the Thief and Fallout series).
  4. So...good mission overall, but I've searched as many places as I can and now I'm left with the dreaded key search, which for me is like the big Monty Python Boot squelching down on the mission. I hate key searches. I have opened every door I can. What's left is unpickable. Tiring of going in circles, I have three places where a key is needed: Armory Locked cupboard Blue door. And sorry for the lack of spoiler tags, but I can't seem to locate the appropriate icon.
  5. I just ran into the problem discussed in this older thread: http://forums.thedarkmod.com/topic/18562-dr-unhandled-exception/ I checked darkradiant.log and it said: 2019-03-13 14:19:54 (13600) XMLRegistry: Importing XML file: C:/Users/user/AppData/Roaming/DarkRadiant/filters.xml2019-03-13 14:19:54 (13600) Unhandled Exception: Unable to load file: C:/Users/user/AppData/Roaming/DarkRadiant/filters.xml I looked at filter.xml and it was an empty document (well, a bunch of spaces). I deleted it and then DR started up fine. So all is well. Attached is the bad 'filters.xml' file, if anyone is interested. Seems like a pretty minor bug. filters.xml
  6. Oh boy it seems like we really have to do this... "sigh" So lets address some points to hopefully shed some light into this and structure things up (I really wanted to avoid this cause all it is going to do is costing me time that I won't be able to invest into modding). I am modder. It's what I have been doing for quite some time now with various game engines and to various degrees of project completion. A modder by definition is somebody who takes existing assets and/or code and modifies it into (hopefully) a new and interesting context which he (and eventually other players) enjoy to play. Now let's take a look at what footage I recently have "shared" with the community that sparked this discussion: Video Description: At no point in time have I claimed to have been the original creator of the map or the assets shown in the video. It was strictly a showcase about multiplayer clientside network replication (a topic very dear to me as I personally consider multiplayer game development the supreme discipline within game development). But it doesn't matter since again, I am a modder and my job is to put existing code and assets into new context and in the best case to create an (for me personally) enjoyable experience. I produce several videos a day when I do modding related work to document the progress with the vast majority of those videos never getting publicly shared. Due to time constrains most of those videos contain very few (if any) details about the source art/code used especially when they are in a WIP unreleased project state with plenty of the assets & code still being subject to change. Do I read the feedback in the community forums about the footage that I post ? Absolutely ! Does other people's feedback about my shared footage morally or legally oblige me to take it into consideration when working on my mod projects ? Absolutely not. I always have, am and will create mods for my personal satisfaction first and foremost. And even if you told me that the strong contrast in my footage melted away your retina and blinded you permanently I would probably shrug it off and ask why you kept watching it then in the first place... You don't pay my time/work on the mod nor my monthly bills so your opinion's impact could be described as "mild" at best (especially when I quote users multiple times to the optional client setup showcase without getting even a response/reply to that). The reason I share my work/footage with the community is because I firmly believe that I am not the only person longing for stealth-medieval-fantasy themed games WITH online cooperative multiplayer functionality. I always gladly will answer questions (about asset origins for example) but in this specific case and in this specific thread since the question about the map origin was already self-answered before I was able to read and reply to the question there was no point in re-answering the already answered question. Now about the "taking the drama with me from another community page": This is the demented level of commenting I have to deal with on a regular basis on that page (I specifically picked a fresh and mild one to not give that person more attention than he/she desperately seems to seek from me): I stopped posting updates on those community forums for several years now but when I updated my thread about my project with this week's footage the same trolls crept up and started again instantly trash posting. This is the plague that I wanted to avoid taking with me over to the TDS Forums because I witnessed how (also because of that constant trash/trolling drama) plenty of valuable users/modders left that community over the years basically leaving it a dead place of trolls. Some of the toxic trolls from those diseased community forums I see now commenting in my thread here at the TDS forums (hence the wording "toxic stalkers"). I really hope this post contributes to explaining the entire background so that in case similar questions by other users come up again in the future I can then simply link to it while at the same time keeping the discussion content topic related.
  7. Hello! Tracking down information on software and plug-ins that work with D3 / TDM can be a tough. So I have created a thread here where people can post what software/ plug-ins/ tutorials or other references they've had success or failure with in TDM. 3DS MAX 2013 64bit .ase - Default .ASE model exporter works. However you have to open the .ase file in text edit and manual change the *BITMAP line on each material to read something like: "//base/textures/common/collision" which allows the engine to read the correct material path. md5.mesh / animation - Beserker's md5 exporter/importers for 3dsmax. http://www.katsbits.com/tools, Importing and exporting works. The model must be textured, UV'd, with a skin modifier attached to the bones to export. PM me (Kingsal) for help with this. Imported models using the script will not be weighted appropriately, so this is not recommended if you are simply trying to edit existing tdm content. (Use blender instead) MAYA 2011 32bit md5.mesh - So far I've not had any luck with Maya 2011. I am using Greebo's MayaImportx86 for Maya 2011. I've got the importer working however I get a "Unexpected Internal Failure(kFailure)" and the import fails. This could be due to something finicky in Maya that I am not doing correctly. Will keep trying.. Blender 2.7 about - Blender is commonly used and pretty well supported on the forums/ wiki. Various versions may work as well - https://www.blender.org/download/ md5.mesh / animation Blender MD5 importer/exporter (io_scene_md5.zip): https://sourceforge.net/projects/blenderbitsbobs/files/ Sotha's guide Blender Male/ Female rigs by Arcturus - Here
  8. jaxa

    Raspberry Pi 4

    According to what I'm finding so far, actual Bluetooth 5 features may be non-existent: https://www.raspberrypi.org/forums/viewtopic.php?f=63&t=245492&p=1499926 https://www.raspberrypi.org/forums/viewtopic.php?f=63&t=244386#p1497702 Looks like you can't expect higher speeds, longer range, or any particular benefit at all. I'm not sure if there would be any positive outcome from using a Bluetooth 5 device with RasPi 4, so it may be a very misleading selling point. Seems like with any two Bluetooth devices, one of them will be the weakest link. If it's as bad as claimed, attaching a BT5 USB dongle to the Pi might yield better results. https://www.androidauthority.com/bluetooth-5-speed-range-762369/ Bluetooth 5 can potentially "double" or "quadruple" range, knocking max data rate down to 500 Kbps or 125 Kbps respectively. If you were to use a super-efficient audio codec like Opus, 100 Kbps should be more than enough for podcasts and even streaming music. But when I was researching Bluetooth 5 headphones, I found zero indication of Opus support anywhere, with many of them relying on the old SBC codec, even though Opus or any other codec could be added as an optional extension to A2DP. Here's some discussion. Someone compared RasPi 4 CPU performance to the Intel Core2 Duo T5600, a 2006 dual-core mobile chip with a 34 W TDP. I'm not sure if I buy that, and it's hard to find good direct comparisons right now. Also, a fresh new firmware update has apparently increased performance while reducing operating temperatures. You might be able to get a substantial boost from having a heatsink, metal case, or small fan. I think it's plausible that RasPi 4 could run some TDM missions at a playable (low) framerate, but more research is needed. Now for something more interesting. The user guide for the RasPi 4 possibly makes reference to a variant with 8 GB of RAM. See the heated discussion in the comments. There doesn't seem to be an actual 64 Gb (8 GB) LPDDR4 chip with a 32-bit bus, or something like that. Compare to this new 12 GB LPDDR4X chip from Samsung that has a 64-bit bus. I'm in the "more RAM is best" camp, even if on the face of it, it seems absurd to have that amount attached to this device. Raspbian or other desktop-focused OSes should be able to take advantage of the full amount, caching stuff that would otherwise be loaded from a slow microSD card (unless you are booting from an external SSD). Maybe we will see a $75 RasPi 4 variant in 2020 with 8 GB of RAM and fixed USB-C charging implementation. So if you were on the fence about this thing, you could kick the can down the road and see what they do next year. At the same time, 4 GB is going to be enough for a lot of use cases, and the USB-C problem is not that serious.
  9. Hi, I thought I should document this discussion here, for future reference, as info on this subject has become quite scattered and out of date. I've been wrestling with MD5s for a while now with no success. Importing works but the meshes and armatures are problematic. I decided to start with an animated model from scratch. Followed a few instructions in videos or tutorials (most recently trying out Sotha's solution http://forums.thedarkmod.com/topic/14970-blender-rig-for-standard-male-npc/?do=findComment&comment=325423 ) but have yet to be able to export successfully. The animation oddly enough is working correctly (on the model viewer, havent gotten into the game yet), but the mesh itself is getting horribly deformed. Im using the io_scene_md5 importer/exporter. Going back to version 2.72 didnt solve it for me. In blender After exporting Any thoughts?
  10. ahh, i see that now in the "Activity" area... hadn't really seen that area. i think a link like this will work for me ok ad others can be customized: http://forums.thedarkmod.com/index.php?/discover/followed-content/&stream_read=unread&stream_date_type=relative&stream_date_relative_days[val]=365&stream_date_relative_days[unit]=d
  11. Speaking of workaround: I think it is possible to override timezone for one process only. Just set TZ environment variable in the shell from which you start TDM. See more details in this comment. Duzenko, the DST flag should have been set to "uncertain" (negative value). I have started discussion in developer forums about how should we fix the problem, and I believe removing the whole piece of code is much more reliable than trying to fix it
  12. Wiki editing credentials are not granted to everyone who just registered on forums. It's even better when users post their tutorials on the forums first, to get some feedback on quality of their work.
  13. got a email about this. link https://www.kickstarter.com/projects/1252280491/firmament?ref=section-homepage-projectcollection-staff-picks-popular
  14. Well, I never supported anything on Kickstarter before.... until now. Hopefully this campaign is successful, it looks great
  15. Biker continues to haunt these forums from beyond the ban it seems, but lets please divert this topic to another thread, maybe even the one discussing his ban.
  16. Years ago, to try and do a little Moddb participation project, I wrote a little blog piece about my take on the whole Doom 3 mod scene. At the time, I was roughly trying to parse out the factions within that community and my general feelings towards both the original game and the mods affect on it. Results, pretty much an awkward Myspace post about Doom 3: http://www.moddb.com/members/nbohr1more/blogs/reasons-to-own-doom-iii Oh well, hindsight is 20/20 eh? The general premise still stands though. Doom 3 is a game that uncomfortably straddles between a mindless shooter and a survival horror title. It's interesting to consider that Doom 3's cerebral attributes seem to be inherited from System Shock which heavily influenced it's design whereas I can now confidently say that Doom 2016 is a byproduct of Doom 3, Brutal Doom, and HL2 \ Black Mesa (with the latter being a particularly strong influence). While there are some flashes of brilliance in the early levels of the game, the true glories of the Doom 3 experience are in the Hell levels where the organic environments and intense demon fighting action take center stage compared to the claustrophobic jump-scare maze of offices in the research facilities. Still, there is SOMETHING there in that early gameplay that feels like it had the potential to be far more interesting than the version that shipped. I think that is why so many mods have tried to tinker with ammo amounts, difficulty, AI accuracy, etc to refine what was good about these areas. Alas, most of these endeavors have failed. Up 'till this point, Dentonmod was really my go-to gameplay modifier. I mostly used it for the included gore and weapon physics. It was more satisfying to watch my weapons display more powerful damage effects even if they didn't inherently change any of the difficulty behaviors. (I keep putting it on the back-burner but I have planned to fiddle with Flaming Sheep's Classic Doom 3 and Denton mod to make a combined mod so that all the functionality from both remains intact.) (Action Side) So, one evening, when scanning the Doom 3 mod section I came across the DoomReborn mod which I had seen a few times before and decided to finally give it a try. Up to this point, I had avoided it because it looked pretty garish and I thought that Classic Doom 3 had already accomplished this feat much more appropriately with better level design. I was surprised to find a completely different experience that was really a thrilling throw-back to the original Doom 3 feel. DoomReborn may not look so great in screen-shot form, but when played it's dimensions, player speed, and color scheme all subliminally link you back to the original Doom game and it makes you feel more like you are playing the most advanced Doom 1 graphics mod rather than a Doom 3 modded to play Doom 1 levels. I think it's a shame that the two projects were developed independently. Classic Doom 3's smaller, more closed-in, levels and slower pacing feel somewhat limp compared to the bombast of DoomReborn's sprawling 1000mph blast fests. So, I'll give a resounding "recommended" to DoomReborn if you are a fan of the arcade style action of the original Doom games: http://www.moddb.com/mods/doomreborn (Survival Horror Side) After that, and tinkering with a few other Doom 3 mods that mostly were variants of Sikkmod with Wulfen textures, I decided to check out one mod that was constantly mentioned in Steam forums. Strelok's D3 Enhancements. http://www.moddb.com/mods/streloks-d3-enhancement-mod I was absolutely floored! Stelok has done something quite special here. He's finally made the base Doom 3 game live up to it's survival horror leanings. Enemies no longer awkwardly lurch towards you as you fire ineffectual rounds at them. Now they rush at you in a way that recalls the menace of contemporary Zombie films. The whole feel of navigating the early missions is completely nail-biting. Also, weapon reloading is a manual affair. Once you run out of ammo, the game no longer wrests controls from the player and auto-reloads but instead leaves you firing empty clicks. You must take the initiative to reload. Another nice survival horror touch! The only down-side, I've encountered thus far are the Imp's. They are also sped-up and more aggressive to the point that it is very difficult to survive an encounter with more than two at once. With Doom 2016 out, this mod makes the virtues of Doom 3's design stand much further in contrast. If Doom 3 had launched like this, surely it would've been considered to be in the company of classic survival horror titles like the Resident Evil series. (Footnote) I have yet to revisit everyone's standard Doom 3 mod, Perfected Doom 3. The last time I tried this it was a horrible mess with inappropriate self-shadowing and strange "sharpened" textures with halo\emboss artifacts at the shading boundaries. (And it performed like a dog.). It looks like V-games may have made some significant improvements since I last looked into this, so I look forward to seeing the progress.
  17. After a long time and a lot of delays, I'm extremely happy and relieved to announce the release date for my first map; Lords & Legacy, on Friday the 30th of August, 2013! Lords & Legacy v.2.1 Resume: Screenshots: http://imgur.com/a/Lj8UJ#0 Notes: Build time: 2013/03/30 - 2013/08/30 To install, simply put the .pk4 file in your fm folder and install from the in-game mission menu. It is a large mission with optional objectives, so make sure to save often. The ropes in the beginning have a 'slick' surface, to simulate being 'slack lines'. They are difficult, but once you get a hang of the slide they can be fun. A couple of the large areas can be a bit rough on performance, and can be improved by adjusting the LOD slider in video options. A few of visportals open only when you get close. This is to keep the frames smooth inside the respective building, due to early inexperienced design. If you find any bugs which affect the gameplay experience, then you're very welcome to post them here, but please use the spoiler tags. Big thanks to 'Obsttorte', 'Springheel', 'Greyman', 'Bikerdude', 'Sotha' and rest of 'The Dark Mod Team'for all the help, guides and tricks. Also thanks to the other TDM users who provided fantastic support and feedback during the build. Thank you for beta-testing: 'Bikerdude', 'TylerVocal', 'Simplen00b', 'nbohr1more', 'Briareos H.' Special thanks to: 'Danus', 'Dsx' & 'Stanleh' for testing, help and support. v.2.0.1 changelog: Bugs: -The "Master Thief" challenge was impossible to do for a while, due to incorrect values. Fixed. -Getting seen by "The Killer" now also fails the "Ghost" challenge. -The 3 cardplaying guards no longer float mid air, as their chairs are now nailed to the floor. -Fixed the sound of the furnace continuing after the flames were extinguished. -Fixed weird glittering on the power cables around the map. -Fixed some moonlight popping in and out. -Fixed openable windows in Commons, clipping into the frame. -Fixed a book dropping through a desk. -Fixed visportals closing too close in Lancel's Tower, slight hit on performance though. -Added more monsterclip to Service Tower and Robert's Tower's entrance. -Improved a few vis_portals with func_portals. -Replaced curbs in Slums and Commons with some more detailed versions and changed textures. And a lot more little unecessary tweaks. Gameplay: -Added new challenge: (Jack White) - Do not knock-out anyone. -Reduced the amount of starting gear, depending on difficulty. -Added cubemaps to most windows on the map. -Redid most func_statics in Commmons Quarter to reduce tris and increase performance. Draw count is still somewhat high. -Removed all transparent windows as they didn't have actual gameplay value, just a performance drain in exchange for glitchy visuals. -Lancel's safe can no longer be picked. Find the key! -Added a couple minor cosmetic details in the sewers. -Moved a coinpurse from a wealthy commoner's sleeping butt to his nightside table. Also adjusted his furniture so thieves can better move around. -Changed sounds for several doors across the map. Once again, a big thanks to 'Bikerdude' for taking the time help out and locate room for improvement! v.2.0 changelog: Bugs: -Fixed various textures and surfaces and a few minor tweaks. -Tweaked some sounds to be in line with TDM 2.0 changes. -Fixed 2 certain AIs being too sensitive rather than drunk. (Thanks to AluminumHaste!) -Tweaked LOD on some objects, to prevent windows "popping" in and out. Gameplay: -Added more monsterclip to the towers, so the AI can now run up and down stairs. Only the stairs in the small tower has issues still. -Added more monsterclip in the city so the guards can follow you up all stairs. -Added a few minor details. -Windows in the city now dims sound, resulting in less aggro from guards and more convincing soundscape. -Reduced 'draw calls' in all the large areas, increasing performance. The map is still heavy at certain areas. Another big thanks to 'Bikerdude' and 'Greyman', for taking time out of their own schedules to help optimize the map's draw count and other significant adjustements! v.1.0.3 changelog: Bugs: -Fixed 4 black chairs in one of the towers -Fixed a floating painting -Fixed several clipping objects v.1.0.2 changelog: Bugs: -Fixed zfighting in the library's bookshelves -Fixed a black window in one of the towers -Fixed several typos in readables Gameplay: v.1.0.1 changelog: Bugs: -Fixed an issue with the main objectives not being in "sync". -Fixed console spam from a script Gameplay: -Adjusted required loot for each difficulty from "3000, 4000 and 5000" to "2500, 3500 and 4500".
  18. Welcome to the New Mappers Workshop! This is a communal workshop for new mappers who have never made a TDM mission before. Each week or two I will make a tutorial video and help to guide everyone through the process of creating a small, complete mission. I'm hoping the participants will feel free to ask questions, no matter how small--we're all here to learn from and encourage each other. Since I expect this thread to get fairly busy, I'm going to be heavy-handed about removing off-topic content. ====================================================================================================================================================================== Lessons often include links or other written instructions; direct links to the lessons are collected below: Lesson 1: Planning http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/?p=407999 Lesson 2: Visportals http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/?p=408253 Lesson 3: Your First Room http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/?p=408484 Lesson 4: Decorating Your Rooms http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/?p=408785 Lesson 5: Connecting Your Rooms http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/?p=409215 Lesson 6: Outdoor "Rooms" http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/?p=409322 Lesson 7: Creating Doors http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/?p=409547 Lesson 8: Functional Props (ie, entities) http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/?p=409731 Lesson 9: Immersive Details (sound/particles) http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/?p=410258 Lesson 10: Advanced Brushwork (ladders/water) http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/?p=410667 Lesson 11: AI http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/?p=411192
  19. Welcome to the forums and TDM, and thanks for the kind words. Glad you enjoyed it.
  20. Stuck early, lol... PS: I wish there was a 'spoiler' tag icon among all the other icons when composing a reply. (If it's there, what does it look like?) I don't post here a lot, and I even more rarely need to use spoiler tags... so when I do need to, I can never remember if the spoiler tag is [ s ] or [ spoiler ] or some other tag. So, I try to go to advanced editing and check there, but that doesn't help much; and/or I have to preview post and make sure my attempt works.
  21. 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
  22. An other way to search for errors is to check the required objects. you can check if the video/opengl works by installing package mesa-utils and run glxgears. info from glxinfo, would also be nice. (=if that doesnt work, install other video drivers.) And here is a aur for tdm of old version 2.05 32 bit. https://aur.archlinux.org/packages/darkmod/ Please check / install the dependencies. (be careful with the 32 bit dependencies) other packages: http://wiki.thedarkmod.com/index.php?title=Installer_and_Manual_Installation#Installing_TDM_on_Linux_-_Installing_other_packages After this, In darkmod.ini you can change the 0 values to 1 of all options, except the "logClass_". (but i dont have any experience with this) Darkmod.cfg is the config file thats generated during the first succesful startup. But you can create your own by copying the content from the followin link and change where needed: http://forums.thedarkmod.com/index.php?/topic/19919-problem-with-207-some-level-unplayable/&tab=comments#comment-437702
  23. If I really don't want to touch Blender?:- http://forums.thedarkmod.com/index.php?/topic/20008-brushwork-generators-mapgen/&do=findComment&comment=438388 I already agreed with you, batching and atlasing is important. Where I disagree is the implication that it's something that suddenly became an issue within this thread, because of this technique. You could still LOD these chunks of details like anything else, but it comes down to TDM not having a very good LOD implementation (from the HDD with limited stages VS from within vertex-buffer using more stages) and/or smooth distance-culling. You're actually pointing out issues with the engine itself rather than issues with any editing approaches or tricks. Takes much much longer, it's not very noob-friendly, and you end up with something that can't be edited in Radiant afterward, which is actually the whooole point of this (and my other terrain thread) in the first place. To do as much as possible in Radiant. Anyway, use it or don't, whatever, I just posted it here because somebody else might find it nifty. Sorry to be a nuisance. . . .
  24. Welcome to the community. A start would by looking at the several installation methods at TDM wiki installation page (mac category). An easy start is try to run 2.07 in a WINE environment. (you can 2.05 mac os binary but very experimental and its an old version and not updated) Havent tested 2.07 on wineskin. But wineskin is a just wine container in a mac os app-format. playonmac. is a nice front-end to manage wine containers and to expiriment with them. I succesfully tested also 2.07 on the mac using playonmac (several wine versions) in the beta topic: http://forums.thedarkmod.com/topic/19774-beta-testing-207/page-5?do=findComment&comment=431999 http://forums.thedarkmod.com/topic/19774-beta-testing-207/page-6?do=findComment&comment=432170 http://forums.thedarkmod.com/topic/19774-beta-testing-207/page-10?do=findComment&comment=433014 http://forums.thedarkmod.com/topic/19774-beta-testing-207/page-14?do=findComment&comment=433667
  25. If you need functional props (models mapped to entity defs), this is probably the best section: http://forums.thedarkmod.com/index.php?/forum/4-art-assets/
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