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Found 5366 results

  1. Reminds me of when I made a banner with a view to a Mechanist-like-but-secular-futurist-techno-utopian theme: http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-265?hl=%2Blovecraft+%2Btiles+%2Bbathroom&do=findComment&comment=380117
  2. Years back, there was some discussion on this over at the TTLG forums: Let's imagine: Garrett's death Garrett's end ? In that second discussion thread, I summed up some of my thoughts thusly: I still believe in that sort of conclusion. He didn't die, necessarily. He just thieved away into the sunset, like any good legend. fett of TTLG offered this more cynical variant involving Brother Murus: EZ-52 went for a more meta-fictional option:
  3. I have two posts on Blender forums about it: https://blenderartists.org/t/material-name-character-limit-63/1146620 And this one on what appears to be the official request forum (or maybe a sort of sinkhole where the Blender devs can filter out all these pesky user requests, or their version of hell banning): https://blender.community/c/rightclickselect/hGcbbc/ That would be a good idea. When I see a long name has been found, I find the material definition in DR and copy it to a new one with a shorter name which I'll then use normally.
  4. Not true, I'm afraid I thought of the name, actually. I proposed it along with other possibilities, we held a vote, and it was decided to be the one we would go with. I don't have access to the dev forum anymore to dig up that post and the ensuing discussion where we finally had a name that most everyone on the team was agreeing with, but you should be able to find it pretty easily. (There wasn't a good consensus on any proposed names until that one, so we all agreed to go with it.) I've been given proper credit for devising the moniker on the The Dark Mod's website for a long time now: "Darkness_Falls (Concept Art & Audio) – Ideas, concept art and audio for the mod. Created the name ‘Broken Glass Studios’." For what it's worth, in case of any curiosity out there, I also made and posted in the dev forums an early 3D logo / splash screen test long ago when I was still on the dev forums side, whereby the glass logo flies toward the camera. My 3D skills are improved since then, so I may try a new version soon; for fun, if nothing else. But here are some stills from that video test... PS: I'd say Broken Glass Studios was more just a play on words of Looking Glass Studios. There was more to the thought process than that... and it was originally conceived in a partly non-serious way, as I recall; but it sounded too decent to not propose as a serious consideration. It, inherently, had several different meanings, including homages to LGS, which made it more interesting. For example, a team member at the time commented something like, "Picking up the pieces left behind by the broken LGS", or something to this effect, as one inherent meaning. But there's, of course, broken glass in thieving sometimes... etc.
  5. OK here are some threads: http://forums.thedarkmod.com/topic/15815-tdm-internal-achievement-system/?do=findComment&comment=332046 http://forums.thedarkmod.com/topic/14617-stealthscores-and-ranks/ It looks like VanishedOne was working on a prototype at one point: http://forums.thedarkmod.com/topic/17596-rankings-and-persistent-mission-statics/
  6. Hello Dark Mod team and community, long time listener, first time caller here... I recently ran into a problem with TDM 2.06 when I upgraded my Radeon drivers to 18.12.2. I can't remember what driver version I had before that (I don't upgrade too often) but I was able to run GLSL and soft shadows with the same hardware I have now, but the upgrade broke these shaders. Besides rolling back my drivers, I can work-around this problem by entering "r_useGLSL 0". I held off on reporting this problem because 19.1.1 was getting ready to release and I was hoping the new drivers would fix this, but sadly they have not. The way the shaders glitch out is interesting, walls are only lit by half and usually along a diagonal line or a curve that doesn't match the light that should be cast by the source and meshes are sometimes cut into quarters or lit in . Sometimes things aren't lit at all despite being directly in view of a light source, and look like their normals have been flipped inside-out or something. Normal maps and speculars are also not working. Besides being ugly, you can't always see where pools of light are being cast until you step into them and your light gem tells you you're visible, which inhibits gameplay. In every other respect, the game seems normal, but broken lighting in a Thief game is a problem, so I'm playing 2.06 in "2.05 mode" for the moment. Here are some examples: - from "Sir Talbot's Collateral" with GLSL on (broken) and same scene with GLSL off (old lighting working correctly) - "Heart of Lone Salvation", GLSL on and GLSL off (please pardon the missing book on the table) I'm using an AMD Radeon R9 390 Series, 8 gb of GDDR5 VRAM Intel Core i7 2600K at 3.4 GHz Windows 7 Home Premium 64 bit 16 GB of DDR3 physical memory On the Dark Mod wiki there's mention of creating a game profile with Surface Format Optimization turned off, but that did not alleviate the problem. Have you guys seen this before? I think the developer Stgatilov had a similar graphical problem and reported it here: http://forums.thedarkmod.com/topic/19752-tdm-205-weird-graphics-on-nvidia/ But his problem was on 2.05 and with Nvidia hardware, not AMD/ATI.
  7. Didn't see this until just today - a 6Gb mod for Thief 2 that adds a bunch of nice effects on actions, replaces some textures, generally improves and lushes out the environments, and covers the screen in goo. Other parts, it simply renders the low poly architecture in HD, where some of the texture might seem a little under-scaled now are barely noticeable unless looking at that stuff. https://www.moddb.com/mods/thief-2-hd-texture-mod/news/thief-2-hd-mod-v10-is-out Was at ttlg a while, but I read about it at steam discussions while posting about TDM v2.07 release. It does make many of the T2 levels feel like a load of new maps, and I've been a little turned around in a few places as they are unrecognisable due to the update. After searching here, there was no mention on the forums - so here's the trailer with some comparisons and a link to the massive download. I couldn't find a torrent.
  8. A quick test suggests http://wiki.thedarkmod.com/index.php?title=Doors#Slanted_or_Tilted_Doors may be adaptable for func_rotating. I did have a ghost I could walk through and shoot through at one point, and http://forums.thedarkmod.com/topic/9082-newbie-darkradiant-questions/page-314?do=findComment&comment=414284 lists everything I tried. Unfortunately I seem not to have kept a record of the winning formula.
  9. Wonder if it is related to this - the menu is kinda similar. http://forums.thedarkmod.com/topic/19871-207-bug-maximized-window-bug/ /* As a side note to Freyk - the first time I tried to update 2.06 to 2.07, the updater didn't mention that a bunch of the files were locked, as I had DR open. This resulted in an initialisation error when trying to run tdm.exes (for 2.06 [32&64], not 2.07 as expected). I only noticed when I deleted the contents of tdm folder and win10 reported the files could not be modified as open in dr. The dates of the files were a mix from last year and today, where some had not been updated - There wasn't a mention of this in the updater or the logs, that I could see. */
  10. Like this: http://forums.thedarkmod.com/topic/15322-ultima-underworld-to-dark-mod-map-conversion-sample/
  11. modetwo

    Forums fixed

    Had a problem with the web server yesterday that led to a crashed table in the forum database. This has now been repaired and things seems to work again. I was on travel so it took a while before I was able to fix it. Merry Christmas!
  12. I can get on the main forum now but still get an error when trying to load posts. Anyone else?
  13. My wife once said, "forums ruin families", back when markus persson was still markus persson and trying to get attention for his dwarf fortress lego game. I don't think she meant family in the literal sense, but I think she had a very public falling out with her mum on a cake decorating forum over a recipe for earl grey cupcakes some time in 2007. This thread is unravelling in all directions - are people arguing for the sake of it now? Cos I want in on that. No - it isn't. Facebook is great and we should all bow before big brother and attempt alliteration at all adjuncts.
  14. Wiki: Systematic Method for Adding Pathfinding to Uneven Terrain During some recent browsing of the forums I came across not one but two members posting about the difficulty of applying monsterclip to uneven terrain. I realised I could share my approach to making such terrain passable for AI, which Ive first used for the beach segment of One Step Too Far. ​ Concept​ This will create a grid of monsterclip floor brushes. The top surface of each brush is raised or lowered to match the height of the terrain at that location. Steps are added wherever theres a great difference in height between two adjacent brushes. The map boundary is traced by brushes created on an 8-unit grid.​ ​ ​ 1. Preparing the grid​ Start by making a large monsterclip brush that covers your whole terrain. Its height should span from the bottom of the map area to above even the sky, so that itll be easy to click on from above.​ ​ Go to your preferences and ensure your clipper tool does not use caulk. Switch into top-down view and use the clipper tool to cut this brush up into blocks so that you get a grid. A good size would be 192x192 units per block, but you could use smaller or larger blocks if your terrain is highly uneven (i.e. boulder landscape) or quite flat, respectively.​ ​ ​ Delete any blocks that do not touch your terrain. If you have a structure with worldspawn brushes within the terrain, like my mansion here, then enable the filter for entities and use the clipper to remove those parts of the monsterclip brushes that overlap with the house. ​ ​ 2. Using the grid​ Disable the filter for entities, set your DarkRadiant grid size to 8, go into side-view to select the protruding tops of all your monsterclip brushes, hit v to swap to vertices mode and lower all the top vertices just enough that the highest point of your terrain is still covered in monsterclip. ​ ​ ​ Now use the resize tool to lower the top surface of each block so that it intersects with your terrain. This doesnt have to be very exact because you get around 30 units tolerance in both vertical directions. If you see that a brush is completely covered by impassable entities you can delete it.​ ​ ​ ​ 3. Making steps between the blocks​ Some blocks may be considerably higher than their neighbouring blocks, so that steps must be added. Not all AI can handle 16-unit steps, so itd be best to use 8-unit steps for this method.​ ​ Start by hiding everything except monsterclip: enable the filter for monsterclip, select & hide your whole map, then disable the filter for monsterclip. Now use the camera view to identify where steps are needed and add them as shown.​ ​ ​ ​ ​ 4. Monsterclipping the perimeter​ Unhide your map and create a tall brush that spans from your lowest block surface to the top of the map area, which you then delete again. This will inform DarkRadiant how tall you want brushes to be that you create while youre in top-down view.​ ​ Switch to top-down view and trace your terrains boundary, i.e. trees, rocks, walls with monsterclip brushes on an 8x8 grid. Use the camera view to ensure that these objects are completely behind monsterclip: AI can get stuck on any pieces that might stick out, such as branches. Objects on the terrain such as rocks and trees can be monsterclipped normally.​ ​ Remember that AIs need over 32x32 units of space, so you should fill up any alcoves that are 32 units or smaller.​ ​ ​ ​ Testing​ If youd like to test this you can have an AI chase you row-by-row, then column-by-column while you fly backwards with noclip enabled. The AI should always follow you in a straight line.​ ​ ​ Result​ This has applied highly quadrangular monsterclip to an organic environment that should fit well to TDMs 32x32 unit pathfinding system. As the approach is systematic, all areas should be covered correctly. This may be initially more labour-intensive than doing the monsterclip by eye, but in the making of One Step Too Far I kept finding small pockets all over the place where the pathfinding hitched before making the switch. ​ ​ ​
  15. No access to beta testing forums of things like messaging functionality is okay IMO. That ensures situations like taking over other people's WIP maps or layouts won't happen that easily.
  16. As stated before, Bikderdude requested to be banned himself, so this is definitely not a case of overzealous moderators. And as also stated before, he still has reading access and is in contact with a couple of forum members through other means. So I believe, that if/when he feels ready, he himself can and will approach the moderators of the forums to lift the ban. Up until that time, it is most likely best to give him the time and space he needs. It is not necessary to discuss lifting the ban, if he himself has no interest that it is done.
  17. The problem with a "theme" system (I think) is that it's forcing the assets into categories they may not fit well into or that don't make sense; or I mean it's forcing the mapper to think in terms of discrete "categories" at all, when that may not be most effective. Whereas a tagging system doesn't impose any "system"... Tags are completely open-ended, and could be at any level of scale or heirarchy -- you could have: bathroom-furniture, made-of-wood, Victorian, X-author's set, good for triggers, items for a bookshelf, architectural, magic, etc, etc... as tags, but not all of those categories make sense as discrete themes with other co-themes at the same level. I guess this is a longwinded say tagging more intuitively lets you target what you want without imposing a structure you have to wedge it into ... just a totally open field of tags from any walk of life. Edit: This is not to say tags should be arbitrarily specific. There should be tags of general categories too of course; even these will be the backbone of the system. But the whole point is tagging allows multiple layers, so you can use the general category tags to start your search, then ween it down with increasingly specific tag sets, whatever is best for the asset set. Some asset sets, or especially combinations, will categorize differently than others, and tagging is ok with that. Edit2: The image I have in my mind anyway is like a photo-collection tagged collection. There's an opening page with a tag cloud with the most common basic tags (general category) the largest in size and minor ones smaller, which you click on and then you get a browser with that set of textures. Then on the left hand bar will be all the tag-combinations within that set (other tags textures in the set are carrying; then in parentheses maybe the number of AND-textures it'd filter down to / OR-new textures they'd bring in), the major tags again larger or highlighted somehow, which if you click one of those new tags, it'd filter the browser to show the AND set. And maybe there's also an option so you could have an OR set and get both (or even select a new OR set from the full tag cloud), which adds new textures into the browser window, and also new sets of tags in the left-bar (the new tags carried by one or more textures in the new set). Also there's a place you could back out of a tag to cut that subset out. So you could open up & winnow down the set as you desire. It ends up a kind of way to browse through the whole collection by navigating through tag AND/OR combinations. Also there's a search bar where you could type in a tag at any time also.
  18. Everyone has read access to all public forums except Betatesting (that may have historic reasons) as they are visible and readable when not logged in.
  19. I'll reiterate the whole open-source angle thusly: Why make your own illegal rebuild of a commercially available tractor, when you can join a big international fan/hobbyist project and build your own open-source clone of that tractor, at a fraction of the price ? While I don't doubt TDM development has also cost something financially, compared to what LGS or even the modern day Square Enix had to invest in the Thief IP development-wise, TDM has cost mostly "peanuts" financially. That, and the majority of the cost being people's time, willingness, dilligence and creativity. All legal considerations aside, time and manpower and willpower would indeed be the main concerns. I'm convinced outside of us long-term fans or newcomer retro gaming fans, there aren't a lot of people who'd go gaga over an idTech 4 (i.e. older engine) remake of a 1998 and 2000 stealth game with some rather intellectual, non-mass-appeal elements. Thief's following, while fairly big, has always been more of a cult following. You'd be amazed at how many people casually omit the series whenever talking about influential and groundbreaking 90s gaming greats. There is interest, but not big enough interest. Why should the offer be of exquisitely high quality and many thousands of man-hours put into something that maybe even most of the Thief fanbase wouldn't embrace avidly ? There's just no point. If someone wants old-school Thief in a more modern and more flexible engine, TDM is already here, free of charge to download, play and contribute to. I'll admit that I do find the opening post author's demands towards the TDM development team to be somewhat rude. You guys have been working on this project, on and off, for nearly fifteen years now. For someone to barge into these forums and start making demands á la "right, you guys now remake Thief 1 and 2, I have a fool-proof business plan that I thought about for maybe a total of 2 minutes" is, at least to me, rude to all the people who've contributed to the improvement and success of this awesome freeware project since its beginnings. When TDM began, the goal was clear: This is not about remaking Thief. This is freeware stuff that's meant to recreate and improve upon the stealth-and-exploration gameplay pioneered by Thief. (I read as much in TTLG threads, already well before I also joined this forum, and this forum's earliest threads are also very clear that TDM was never about courting commercial gaming.) We should stick to that. Just like switching engines now, on a whim, would now be ludicrous, getting entangled in commercially, creatively and legally questionable remakes of any kind would be equally pointless. Precisely. I feel the community here, while full of talent, is still rather short of manpower.
  20. FYI Biker has viewing access to the forums, he asked me about one thing I posted, after he was banned (via Discord).
  21. How many admin votes does it take to lift the ban (theoretically)? Is it possible for an individual user to be restricted to some forums but remain blocked at others?
  22. Thank you =). I see your first post is for my fm, nice! Hope to see you more on the forums.
  23. The forum mods are (I was pretty sure this was posted somewhere, but I can't find it atm): Greebo Grayman Melan New Horizon stgatilov taaaki (mostly high level maintenance) and myself A few additional people have mod power in particular forums. Ah yes, Aidakeeley/Blueskybullet/etc (I forget some of the other aliases he used). One of the few other people we have ever banned.
  24. Then it sounds like you have some problem with the script that crashes it, a syntax error or whatever, since it's hard to imagine how the entities and their targeting things by themselves could do it. Post the script you have and (I recommend) put it in code tags inside spoiler tags. And remember the basic stuff like the script has to have the file name the same name as the map, and it's just a text file with a "script" file type, so like: map44.script (if you're map was named map44.map), and it has to be in the same folder as the map file. Then inside the script file you're creating the function, like void player_clip_remove() { [code goes here] }
  25. I guess any moderator can ban an user if he identifies a bannable offense. At least thats how I assume it goes in most forums?
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