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Found 5366 results

  1. Theres still brainstorming how it would work hypothetically. Where would it be stored? I see 2 viable options: On the map file somewhere. Having a list on a server somewhere of all the maps and their tags. I think option 2 might be the best in the long run because it allows expansion onto the tags without having to go through each map file and update them if something comes up. How it will look in the client. Would the tags be in a drop down box in each section where you can filter out maps you want? (I think gamebanana had this way back) Would it be like steam tags where you can search certain or multiple tags? Where should the tags be? I personally think they should be out of sight unless you specifically click to see them so it's easy to go into the mission not knowing whats ahead if you like that.
  2. Also, there's absolutely nothing stopping him from creating another account if he really needs to ask something on the forums.
  3. Yeah, I was mentioning this a few days ago. Im not a tech guy at all, and I have no actual understanding of the real work that went into the engine these past few versions, though I did follow the tackling of the big issues here in the forums with interest. I decided to catch up when my new laptop arrived and I was blown away by the culmination of the graphic improvements, the optimizations, the renderer overhauls... Those soft shadows are really sexy, the whole thing feels better. I know that there some other features being worked on that are also exciting, like volumetric lights for example. And above everything, it feels good to know that the game is being updated and is very much alive in the technical department. That to me seems very important, to be able to meet the expectations of newer generations of players and contributors. Terrific work by the guys, for sure.
  4. I was one of the people that supported the kickstarter but funny enough i have still to play the full game has time has not allowed for it.
  5. Hello everyone! My name is Jarek and I'm super excited to be a part of this group. Thief is one of my favorite game series! When I found out about a standalone mod in the same vein as the first 3 I was stoked, but I'm having a lot of trouble getting it to run on my Mac. I'm running on a Macbook Pro with OS Mojave. I've read through as many Mac-based forum posts as I can find and after trying to run it through PlayonMac, and ending up with the problems on this thread, http://forums.thedarkmod.com/topic/19683-mac-problems-launching-tdm/ (and figuring out that 2.07 doesn't run on the new Mac OS's), I downloaded the wineskin version from freyk's site and followed the instructions to install 2.05. However, I found myself at the same place as the individual in the same thread (see attached image). I even followed their instructions to get the wine working, but I still can't manage it. I was wondering if you guys have any 2019 strategies to get the game running. Thanks for your time in advance!
  6. New Horizon originally let me know about this, from this I got in touch with one of Gary's friends who updated me on what happened. So like him I have to be the bearer of bad news - Here is a list of all the FMs he created for us in his short time here - Vengeance for a Thief Part 1Vengeance for a Thief Part 2Vengeance for a Thief Part 3Let Sleeping Thieves LieGary's Sound Cloud Gary's youtube channelGrayman has made a tribute mission in Sir Tafs honour - http://forums.thedarkmod.com/topic/19361-fan-mission-sir-taffsalots-sword-by-grayman-2018318/ Rest in peace Sir Taff.
  7. Just a heads up that the header images are now missing from the top of the forum. I suspect due to domain forwarding or something like that?
  8. Tr00pertj

    TDM Forums

    Have I been hacked or is the site being rebuilt or hacked?
  9. No. His twitter looks like a personal one, I think it is wrong to write there with things like that. Bumping priorities in this way also sounds wrong to me. After all, since Duzenko found a workaround, their response is no longer critical. Also, I don't like all that negative attitude towards drivers developers They are our colleagues, with far more skills and problems than ourselves. It is usually ordinary players who go to AMD/NVIDIA/Intel forums and complain there how bad their products/company/developers/whatever are without knowing anything at all. And this is exactly the reason why it is so hard to reach the developers: I guess 99% of public bug reports are utter rubbish filled with negative emotions.
  10. There are two cures here. 1) Change the ARB shader to use standard Irradiance maps then "fix" the makeIrradiace (material keyword) image generator so that it produces proper Irradiance images 2) Have the GLSL shader automatically convert raw cubemap data into something akin to makeIrradiance in a similar fashion as the ARB shader does. Ultimately, we would want TDM to natively offer something that can easily convert regular cubemaps to proper Irradiance images so mappers wont need to do all this: http://forums.thedarkmod.com/topic/19803-tutorial-image-based-lighting-workflows-for-tdm/
  11. I've tried using Linux on 3 different computers over the years. 2 laptops and a desktop. Every time there's a huge show stopper. I've always tried to use the most stable, user friendly distro. Linux people on the forums HATE new Windows users asking "dumb" questions and are assholes. I get it, you people probably hear the same dumb, noobish questions a million times a day. GG on chasing away new users. I've had hard locks and weird shit happen where the desktop crashes and I have to hard reset the computer. I mostly use my computer for gaming, and up until very recently that's been a no-go on *nix, either compatibility or performance or both. I WANT to get away from Microsoft and Windows, but Linux just isn't it, and I don't know if it ever will be. I've completely lost interest in getting linux working on my computer, I'm already using Windows 7 and Windows 10 now, I don't really want to add a 3rd OS to this computer.
  12. Added some temporary lights to FM that is just entering beta - I guess there is not much to show if all lights are off in your mission... http://forums.thedarkmod.com/topic/19886-fm-marsh-of-rahena-beta-testing/
  13. Although it needn't look that bad either: see http://forums.thedarkmod.com/topic/9082-newbie-darkradiant-questions/page-245?do=findComment&comment=375979 for a basic example (easy to set up with func_beam entities). It won't react to the player's view angle or the visibility of the 'light source', though, which I think is the kind of thing Epifire was asking about in http://forums.thedarkmod.com/topic/17301-directional-based-visibility/ -- so it could certainly be improved upon, and I'll be interested in the volumetric lighting thread.
  14. Hi guys, I'm sure someof you remember the old 6-degrees-of-freedom shooter Descent. Some of the former devs are already working on a spiritual successor called Descent: Underground, while some others have started a Kickstarter campaign for their re-imagined version called "Overload". You can find the Kickstarter here: http://kck.st/23WX5ck I hope the link works: <iframe frameborder="0" height="420" scrolling="no" src="https://www.kickstarter.com/projects/revivalprod/overload-the-ultimate-six-degree-of-freedom-shoote/widget/card.html?v=2"width="220"></iframe> Optional={option} and content= Now since videos and pictures only tell half of the story, the devs just released a playable teaser of the game. http://media.revivalprod.com/OverloadPlayableTeaser64bit.zip http://media.revivalprod.com/OverloadPlayableTeaser32bit.zip The teaser is Windows only, but it's said to be working quite well under Wine, you you Linux guys might want to have a look. The campaign desperately needs your support. In four days it will be over, and currently only half the sum has been collected. So if you loved the original Descent and are interested in its successor, please help and back it!
  15. Actually, do we have a thread for that? I can't find any. http://forums.thedarkmod.com/topic/19807-lights-not-working-fixed/ ?
  16. That is a clever way to do it, and brightness could vary as a function of the size & contrast of the player's profile against the source. Never let it be said we don't think through ideas, even when they're clearly being rejected. The dev sub-forum is full of 100s of pages of heated discussion on ideas that ultimately got rejected, usually on things that come up in the public forums too at some point, including this one
  17. If this is potentially going to be looked into, maybe this limit (assuming it still exists) can be lifted...? --> http://forums.thedarkmod.com/topic/8747-tweaks-to-frob-highlight/page-8?do=findComment&comment=185663
  18. I had this same issue, but, fortunately, saw what was going on and manually created a "prefabs" folder, then dragged/dropped all the prefab-related folders from the '..\Dark Mod\' top-level folder to the newly created '..\Dark Mod\prefabs\' folder (like what SH said). Just adding a bit more detail in case anyone has troubles in the future. Springheel, the prefabs.zip file doesn't have a "prefabs" top-level folder in it, so it doesn't auto-create it. The models.zip file worked like a charm because it does have a top-level "models" folder in it. See screenshot showing both .ZIP files when they initially open in WinRAR. As you see, prefabs.zip doesn't have a "prefabs" folder; and contrast that with the models.zip. (That's my experience, anyways) Image in spoiler tags: Also, I saw you have a 'shapes' folder in your prefabs folder, SH, which isn't in the download. Did you mean to exclude that, or is it okay that we don't have it? Thanks! Just going through the video now and following along; sorry for the delay. Been a hectic week. Will post more if I have any questions as I continue to watch the vid. EDIT 1: After making the first brush (because Dark Mod likes it on a new map), do you Undo that action so it disappears, Delete it, or? (i.e., what is proper the way to remove it, since your map had a clean slate) EDIT 2: My prefabs have a blue generic texture on them that says, "Shader not found"; unlike yours which show actual wood textures and such. Something I can fix? (I'm not sure if this would cause the issue, but I did have to enter a custom path to see the prefabs, even though I'm pretty sure I have everything where you said they should be. The custom path I entered is: "C:\Program Files (x86)\Dark Mod\prefabs". Otherwise, if I use the "Browse mod resources" selection like you it doesn't show me the prefabs). See right-side of screenshot: Images in spoiler tags:
  19. for the mac os version, i used the manual method. see also topic post: http://forums.thedarkmod.com/topic/19683-mac-problems-launching-tdm/?do=findComment&comment=428698 )
  20. I don't think that this is a sufficient reason. I bet there are many players like me who don't care about their stealth score, similar to how they don't care about steam achievements and the like. Having the ai wake up on its own is definetely pretty pointless for the above mentioned reasons, but allowing other ai to wake up unconscious ones can be an enrichment, as demonstrated in several Splinter Cell titles where this was the case. I always find it funny if it is stated that we don't want to encourage the player to kill the ai, if on the other hand we are handing him broadheads, a shortsword, fire arrows and explosive mines. As stumpy has written the main difference between dead and unconscious ai is how they are labeled. No, the main reason imho is that the implementation would be rather difficult and would consume a lot of resources, as well as the fact that it would affect existing fms and would therefore require a lot of testing to get it to a point where it is working in a satisfactory way, without any guarantee that in the end it would actually enrich the gameplay. But as it has been written this has been discussed pretty often already. So I may ask new forum members to think through the following points when having a "new" idea: someone else may had it before, so check the forums on whether this has been discussed alreadyconsider that there might be a reason why it hasn't been implemented already besides the lack of creativity you may expect among the teamcarefully think through what needs to be done to get "your idea" to work, in this case for example: coding, new animations, new barks, error tweaking, ...the chance of something you propose getting added to the mod is proportional to your capabilities of adding it on your ownAnd btw, there is a "Things that could be improved"-thread for ideas like yours, so there is no need to open up a new thread for every thought of yours (yeah, that is a minor thing, but it really bothers me and I felt it needs to be said, although others may disagree, so don't take this personal)
  21. duzenko, on 06 Feb 2019 - 3:26 PM, said: Did you try other graphics drivers? https://ark.intel.com/products/71141/Intel-Celeron-Processor-B830-2M-Cache-1-80-GHz- Yes, I have the latest drivers. I tried to force install newer drivers and even Bikerdude tried to help make a hack to let Windows install it but they don't work on this laptop. Which we tried on another issue in this thread: http://forums.thedarkmod.com/topic/19450-fan-missions-stop-loading-and-go-back-to-menu-solved stgatilov, on 06 Feb 2019 - 2:38 PM, said: You said that 32-bit and 64-bit versions behave differently: one of them exits itself. Does it look like a crash in this case? What are the contents of qconsole.log in the case when TDM exits itself? If there is a crash, please record crashdump and share it. The difference in behavior for the two version is that the 64-bit version does not even show the TDM mouse and it crashes without having this screen with "TDM is not answering would you like to close the app or wait for it?" , what would you like to do, and after that it is logical to close it and "it sends information to Microsoft" and then it closes itself. But both versions do not launch the game and they have a black screen. The 32 bit version has a mouse on a black screen and it is freezed with the situations that Windows proposes to "wait for the app of close it". I made a condump off of this moment because when it sends information to Windows when I choose to close it the app closes too fast to make a condump file. Clicking around leads to the game "not answering". Which brings the necessity to close it because it won't work after this anyway. So, here's the condump off of the 32 bit version link - https://1drv.ms/u/s!AvGDCLNzgVKKhMFlH-BzTMHk8AT8yA I will work to see If there are any changes in troubleshooting with gsconsole.log tomorrow when I come back!
  22. Just wanted to say, Hello! From reading through various posts in the forums it seems like a great community and I hope to become a part of it. So I got the hankering for some Thief as of late and stumbled on TDM through some googling. After purchasing Doom 3 through Steam and instaling TDM, I have been nostalgiacly playing through many of the FMs and have also decided to d/l the Radiant editor and start making a mission, maybe many, we'll see. As it turns out also, I just started (today!) my 1 week vacation from work and intend to dive in to the Radiant editor and am currently going through the A-Z wiki on it. A bit of background on me, I 'used' to work in application support till the economic crash a couple years ago and was laid off and am now running a machining center at a local machine shop, using Mastercam daily, 2D/3D stuff and have always wanted to make a mission/game, and decided since I've always enjoyed the Thief series and stealth gameplay so much, this is where I would start. After getting to my third year in Mechanical Technology I changed my major to Information Technology (should have went with straight Computer Science but ahhh hindsight). I've always loved building things and designing things and also really enjoy computers, art, audio, and the entire visual experience as presented to a user. I have created a couple playable maps before using the older source engine editor so I'm vaguely familiar with 3D modeling, skyboxes, lighting, AI pathing, etc. That's been over 10 years ago though. I got familiar with 3dsmax, ProE, Autocad, and Mastercam in my first major during school so that helps a bit when familiarizing with a new editor and as previously mentioned I've dabbled around in the Valve Source editor. I'm also very much looking forward to the Crucible of Omens campaign created by the marvelous talent at TDM and would like to help in any way I can once I'm familiar with the Radiant engine. I can also do many many voices, I've often thought about moving out to Cali from Indiana and finding work in voice-overs, voice acting, etc. All this started as a youngster with little friends, time on my hands, and imaginary friends. Wow that's hard to admit. So anyway, I've been working on a shadowy Garrett voice, and can do guards and some women characters with old, old english, gruff, slippery, sneaky, terrifying, voices and personalities. Just thought I'd mention that as it may be a way that I could contribute early on and would also enjoy. So anyway, too much about me and not enough A-Z wiki, back to the tutorial! Glad to be here and hope for good things to come.
  23. Yeah, and I also saw this http://forums.thedarkmod.com/topic/19751-copypasting-vs-gplcc-30-reuse-or-adapt-your-thoughts/?p=430619 But is this final?
  24. http://forums.thedarkmod.com/topic/19751-copypasting-vs-gplcc-30-reuse-or-adapt-your-thoughts/
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