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Found 5389 results

  1. Swing and miss, couch psychologist. I'm actually pretty likeable fellow in RL, and I've been leading a happy, fulfilled life Not sure what makes you think that this community is "tainted" by my presence, when your posts are just pasted words of others. At least I make original content that everyone here can enjoy using. But to honor STiFU's request, I'll leave you with a positive example on how you can do this stuff, and that's how Henke on TTLG's General Gaming posts. He actually gives a damn about actual conversation whenever he posts something about games, e.g. here: https://www.ttlg.com/forums/showthread.php?t=150251
  2. Very nice, it's great to see more effort being put into this longstanding project. What I particularly like about your approach is to keep supernatural references subtle, at least when compared to T3's overblown take on it. I've written a fair share of lines of my own over the years, that I'll include within the spoilers below (you'll have to teach me how to have multiple spoilers within a post without them all getting nested into each other in these new forums). What I personally had in mind, especially when I most recently worked on the alerts and searching barks, was something like a Celtic tribesman - rough, superstitious and not afraid to enter hand-to-hand combat with the intruder. Another archetype of Pagan may be the secret worshippers you'd find in the city living in attics and mostly staying among their own. Some lines may be more suitable for one than the other (or possibly neither), plus I've demarcated some lines for a possible shaman. I imagine we could be choosing, refining and merging the best lines from each script to come to a final product.
  3. The br tags were added by me to the mission page. It works on the website but apparently it is rendering incorrectly in-game. I think we should fix that on the TDM side rather than living without basic line breaking on the website side and having all mission descriptions look like a wall-of-text...
  4. On the Download Missions page, when you go to your mission's full Description, there are a bunch of <\br> tags. Thought that might be a problem with how your description was written, as I checked a few different missions and didn't see the issue there? I tried to grab a screenshot, but somehow failed. (I think screenshots sometimes capture background TDM menus/pages instead of the active window.) And since I've already downloaded your mission, it's not on the Download Missions page for me anymore. Hopefully you can replicate
  5. Hi, knowing that this is a more tech savvy forums I wanted to share a struggle with some documents that maybe someone has any knowledge how to solve. I've been working for the past days looking for ways to edit a large number of pages (1850) into an easily readable text, read for instant printing, all of this being easy to email in portions. The text are photos I made from some text files but the margins are not even all the time. Therefore I need an application that sees the real margins of the text and can crop it automatically to those margins. Tried everything ABBYY Fine Reader 11, Adobe Acrobat Reader DC, Adobe Photoshop, Scan Tailor, AVS image converter. None of them seem to have any options to properly bring these files in order. I need to have some margins removed so that only the text remains for printing. But I need to do it fast and automatically. I do not care about this being editable/searcheable text like Optical Character Recognition features. TLDR I need an app like TinyScanner for phones https://play.google.com/store/apps/details?id=com.appxy.tinyscanner&hl=en . However I did not have time to wait and let it process 1850 pages in one day. Also that app occasionally crashed while processing files. But, the features that it has, it seems I cannot find on PC's which I'm baffled about! If anyone has any clue where to look for, please let me know. Thanks in advance.
  6. Aha! Aha! That would be it. I did search the forums for instructions because I was obviously doing something wrong. Aha! This is a great mission, BTW. I've found 4 secrets so far. I'm still stuck on the final mission objective but I suspect that last thing I need will be down in the tombs.
  7. BTW, there is - in parallel - a recently-revived discussion about this topic, but focused more narrowly on currently-available moorish AI characters: http://forums.thedarkmod.com/index.php?/topic/15738-when-is-someone-gonna-make-an-egyptian-based-mission/page/3/
  8. Way back when, when GameInforker was a popular gaming magazine, they used to give out free discs of certain games. One of these game series given out was the "They Hunger" trilogy by Black Widow Games, a small group of international game developers lead by Neil Manke in Canada and his right-hand man Einar Saukas in Brazil. Together, BWG became an upcoming juggernaut in the video game industry for their Half-Life Mods, in an era where Half-Life mods were becoming their own well-known series, like Team Fortress and Counter-Strike. Having been commissioned after the first "They Hunger" and standalone game "U.S.S. Darkstar" to make the official game mod for then-upcoming action-horror movie Underworld. With all this wild success in the business, Black Widow Games was talked of in online game articles, gaming magazines, and even mentioned in books about gaming. Then, shortly after the "They Hunger" trilogy was finished, the folks at Black Widow Games had an amazing, ambitious idea. With Half-Life 2 and Source Engine released, they wanted to make "They Hunger: Lost Souls", an at-the-time modern retelling/sequel/prequel/who the hell knows. The game was 80% finished, when disaster struck. Neil Manke fell deathly ill, causing production to halt. Since Neil was the leader of the international BWG, and most had never met in person, the whole studio later disbanded. It is unknown if Neil is currently alive or dead, but was last said to be living in Kamloops, British Columbia, alive yet sickly. Einar Saukas has been trying over the years to get in contact with Neil, and has in the meantime been taking part in development of minor games. Since Einar doesn't have international calling from Brazil, he doesn't know how to get in contact with his old friend and finish their legacy. I have in the past tried to contact Neil Manke, from a Kamloops Facebpok page of him, calling his house from the Kamloops phonebook and actually being answered, although I got a weird reply. The man there said he was Neil Manke's cousin, and that he didn't know where my Neil was. I was younger and way more autistically trusting at the time, so I believed him. Then I realized he may have been lying, out of shame or embarrassment or wanting to put what he saw as a previous life behind him. Due to Canada's health care system, he probably was well-cared for and recovered well, because according to his Facebook page, he enjoys going to the beach. So, without the apparent Neil trusting me enough to talk, I decided I should call Einar Saukas to get in contact and let him know his old business partner lived. One problem: I don't speak Brazilian, don't have international calling, only being able to call Kamloops due to New Hampshire being semi-close, and don't know how to contact Einar. Plus, Brazil has been in turmoil since a far-right president took charge who may have started a Rainforest Fire to expand his beef company Farms, and who has stated he wished to wipe out the natives. So it's probably hectic, chaotic, etc. So I turn to you, fellow gamers of The Dark Mod Forums. Will you help me in trying to locate, contact, and inform Mr. Einar Saukas of his old business partner's fate, and potentially cause "They Hunger" to rise from its grave like a zombie?
  9. As a kid, when I first played the good old game "Tak and the Power of Juju", I found a shrine with a dog with the head of a chimp in a small area in Chicken Island West, you need to fall down the biggest cliff and jump in the sea cave before the Jellyfish kill you. The word "Eatpoo" was written on it. I later learned Apedog was the mascot of the Eatpoo forums, which the creators of Tak frequented. Isn't it weird I only learned this years later?
  10. gah Builder's balls! I don't know why I can't move that pic into the spoiler tags, sorry
  11. To tell you the truth, these are actually all good questions. To digress a bit, in a fantasy setting I've been developing for a few years now, for a certain RPG project of my own - also inspired by Thief, among other sources - these were the sorts of questions I asked myself when designing the setting's more fantastical species. (There are both human variations in the setting, and animalistic humanoids.) One thing I liked to focus on was the relationship of each species with industry, technology and that nebulous word, "progress", as one of the things the setting has in common with Thief is an early industrial revolution vibe (or that of a premature industrial revolution, if you will). Now, for The Dark Mod specifically, I think a lot of this depends on whether the beastfolk are like or unlike those of Thief, who were very much in league with the Pagans, or even their servants and footsoldiers, whathaveyou. We already have a new version of the werebeast (a purely animal-like werewolf, basically) in the works, and it's fairly complete, though not really finished. My impression is that this big guy is meant to be used for missions occuring in the wilderness or in rural areas, and similar. My own impression of the werebeasts from everything released and discussed so far is that they're half-way between a genuine sapient race and an animal (in the sense of belchers, giant spiders, etc.). They don't really have any culture, tools, speech, anything, but they are intelligent creatures that can use their intelligence to dangerous ends. One of Kingsal's more recent missions has a different species of beastmen, more human-like, intelligent and tool-using, sort of broadly similar to the monkeymen from the first Thief or the ratmen from the third one. They were underground cavern dwellers, living a scavenging and hunter-gatherer life. I thought they were pretty creepy, especially their eyes. You had a swordman version and a javelineer version (rather than an archer), so that gives a bit of variety in gameplay terms and also a bit of insight what their material culture is like. These guys are also the only ones to date that are voice-acted (and very clearly a homage to the aforementioned Thief inspirations, even in their style of speech). A few years back, Plutonia visited the forums and suggested the concept of "mantians", mantis-like insectoid people that were a riff on Thief's bugbeasts (much like many of the creatures in TDM). I think it's a given these would be as unintelligible to humans in terms of language as the werebeasts, but otherwise, they'd probably be social and very intelligent. Plutonia's ideas for them seemed to hint at a social insect kind of society/civilisation, even though their real world inspiration (mantises) are mostly solitary creatures. So, we already have two beastmen varieties at least, though one still largelly in development, and one proposed beastfolk variety that is purely at the visual concept stage, plus some general ideas about what they could be like. You can read about these more closely in this article. Most of the beastfolk and monster concepts are largelly undeveloped at this point, due to the sheer amount of work you need with making new AI for the core game, even if they're bipeds (but not humanoids). We can of course think about this whole thing more deeply as part of general pre-production in this area. I'd even say you're right on the money that these things should be decided about now, early on, before we make more definitive concepts and start work on the various varieties of beastfolk. The game is at a stage when we can slowly begin to move towards incorporating more outlandish AI, the only issue being manpower. TDM never has enough manpower for asset creation, that's for sure.
  12. Petike, Have you checked the forums history? If my recollection is correct, there were at least two offers here during the past two years, but I cannot find them in none of the boards.
  13. I think that the data that matters is the recent one, just in case a recent commit messed something up. The rest irrelevant. And the bug tracker being highly capable won't matter to me, as I will fix 100% of bugs anyway before developing more. I only need a list of bugs which isn't too convoluted on features and items. At the same time I would use tags for differentiating critical bugs, suggestions of improvement, and regular bugs. That classification would be good enough for knowing where to start working, further than that I don't see how the bug tracker could help. Bottom line is that the tooling doesn't matter as much as the process you use behind it. If the process encourages accumulation of bugs, the lack of clarity isn't due to the bug tracker but the strategy.
  14. Good news ! Shadow Creepr wrote back, she's interested. We have our first VA candidate for this little project. Now I'd need someone's help here at the forums, with uploading a 3,5 MB zip onto dropbox, or a similarly safe cloud storage space. I don't have a db account and I don't really want to start one, so if anyone is willing, maybe they could share their storage space for those 3,5 megs for a few weeks ? I'd like to send SC the link to the zip in a few days, just to strike while the iron is hot. Obviously, we'll try several VA's recordings for the vocal set, just to be on the safe side. The more contributors we get, the better. (I'm aiming for 3-4 at least, hopefully we'll have enough good recordings to choose from.) And as for involving SC and other VAs who might have previously lent their talents to Thief FMs, we might even recruit their talent for future TDM needs. I've seen several people complain in recent years that it's occassionally difficult finding a female VA if someone needs some dialogue by ladies in their FM, so knowing about people willing to help out on a more regular basis could be helpful. I think we should value all the voice acting talent we can get, especially if the quality is clearly good.
  15. I think a good early step would be if someone uploaded a zipped version of the pk4 that contains the player's vocal set. To dropbox or a similar reliable cloud service, it's only about 3,5 MB in size. We could then share the link with interested voice actors (if they don't already have TDM on their computer). They could download the zip version, unzip it and listen to the audio files, to get a bit of an idea what the male equivalent sounds like, in addition to the instructions for the VS, as linked to at the end of my previous post. I've taken a look at whether BrokenArts or RedLeaf (both over at TTLG.com) would be available to help. I'm a bit apprehensive, though. Both are great, but they've already done plenty of work for us in the past, and I think they'd both deserve a rest from VA contributions to TDM. Either of them could still try if they'd be interested, though. From the latest posting history I've seen, BrokenArts probably has other duties at the moment and probably wouldn't be available anyway. (We could try and contact her, but who knows if she has time.) RedLeaf seems to be more available, her currently last visits to TTLG were just the previous month, so maybe she could find some time in the near future, if she'd be interested. Concerning the rest of TTLG, I have revisited the Available voice actors thread and looked around for any potentially available VAs. I've already contacted Shadow Creepr, one of the VAs recommended in the opening post of that thread, but not RedLeaf yet, as I'm not sure whether to contact her. I might, though. Just don't want to contact too many people at once. Of the newer VA talent we know about here on the TDM forums, I'll try to contact Molly, just to ask whether she's still doing VA and would have some interest. If you know about any other female VAs who offered their help here on the forums, but I forgot about them, tell me. I'm all ears.
  16. Nope, I wasn't around back in those days. I just noticed that there were some author tags on the files they were asking from and put two and two together. I'm certainly not the leading authority on that, by your description it seems like Schatten might be the one to talk to try and discern who should be credited for what. Personally I think it's way too much of a minefield to try and navigate through and think it's easier to just keep everything as it is, non-commercial. But if someone really wanted to try and track down permission, I guess the authors attached to the tracks would be a good starting place. They could at least confirm if they want to give their permission, or offer up any extra info on who else worked on the song.
  17. Quite the challenge in the title, right ? Well, as long as it is not difficult to implement into the base game, I think we should finally resolve this particular collection of missing assets. In recent years, I've come across several FM makers clamouring for being able to make an FM with a female thief protagonist for a change. If we find someone willing to do the female player vocal set, I think it should be someone who can affect a voice that sounds neither too youthful or too old. That's, IMHO, key. The player character's male vocal set already sounds like it could belong to any deeper-voiced guy between 20 and 50. I have started this new thread in order to finally organise an effort to create a female vocal set. That's one of the few stumbling blocks left for more original protag creation, IMHO. Some three, maybe even four years ago, Lavender took a brave stab at this - if memory serves me right, she actually finished her recordings for the entire PC vocal set, they just weren't processed and suitable yet for publication. However, as Lavender has left the forums, we're basically back to square one. I think we should look into contacting the female voice actors we already have here on the forums and doing an assessment of their voice acting samples. There's got to be at least two ladies with an appropriate voice range for the female vocal set. I think women voice actors in their 30s, with a wide enough voice range, would definitely suffice for what is needed in that vocal set. Bear in mind that the entire vocal set is actually non-verbal, so there is no need to articulate anything. The whole set consists of a voice doing sighs, or noises during physical exertion (e.g. climbing, lifting), and so on and so forth. Though there are dozens of these purely vocal "lines", it's not that long a list, so the vocal set can be completed in a fairly short amount of time. The selected voice actor could do the whole thing in a day or two (or several days), we could then filter through the various takes, select the best ones, have our sound guys help with cleaning up any audio issues, and we could then work on implementing the whole thing as an alternate vocal set. It would be a really nice (if relatively minor) addition for 2.08. Particularly for mission builders. I'd like to hear everyone else's thoughts on how we should proceed, who can provide oversight for the effort, and so on. Wikilink to our voice actor article: http://wiki.thedarkmod.com/index.php?title=Voice_actors Wikilink to our article on the script for the player vocal set: http://wiki.thedarkmod.com/index.php?title=Vocal_script:_Player
  18. I know Zaya is from a North African style land. Hell, I thought the idea to include Moors and more southern, non-European cultures was loosely inspired by Shadows of the Metal Age. We do have a few female voice actors here on the forums, or similar contacts within the wider Thief fan community (RedLeaf from TTLG.com did a lot of the more middle-aged female voices for TDM). If we find someone willing to do the female player vocal set, I think it should be someone who can affect a voice that sounds neither too youthful or too old. That's, IMHO, key. The player character's male vocal set already sounds like it could belong to any deeper-voiced guy between 20 and 50. I think I'll start a new thread on finally organising an effort to create a female vocal set. That's one of the few stumbling blocks left for more original protag creation, IMHO.
  19. Funnily enough I did play T2 - Shadows of the Metal Age HD remaster and that sounds exactly like what you're trying to achieve. Hell, the main character was from Northern Africa! This was made ages ago and I'm not sure what happened to the devs, but maybe it's worth dropping them a line or two? Man, I would've happily paid good money for that game. That being said, I have been burned on kickstarter with the System Shock remaster, which'll be done roughly when I hit retirement at this stage....
  20. It sounds like a good idea, but TDM has several interconnected services with a lot of data worth saving. You can put repository somewhere, but what about mantis bugtracker, invision forums, and mediawiki? The bugtracker, SVN, and forums are linking to each other a lot, so losing one of them would mean losing a lot of information about when, how and why something was done. Don't say that GitHub has issue tracker: it is very simplistic compared to mantis, and I bet it won't import all the mantis data in lossless way.
  21. There has been two major infrastructure failings recently, the forums going down and, as I write, the official hosting for the fan missions. Would the team, in light of these, consider donations purely for infrastructure?
  22. Belgium - city "brugge" (dutch translated. "Bridges") - brugge City square (partially 3d generated) https://www.google.com/maps/@51.2094804,3.224082,37a,35y,155.16h,75.69t/data=!3m1!1e3 - brugge medival city canal buildings https://www.google.com/maps/@51.2070125,3.2286034,50a,35y,295.08h,73.69t/data=!3m1!1e3 Belgium - Antwerpen - cityhall (very nice building and in front a weekly marketplace) https://www.google.com/maps/place/Stadhuis+van+Antwerpen/@51.2205847,4.39985,63a,35y,337.5h,59.98t/data=!3m1!1e3!4m5!3m4!1s0x47c3f6f66c11bf11:0x8c912f8f64509c5d!8m2!3d51.2213109!4d4.3991605 Belgium - Gent Korenmarkt (dutch translated "corn market") (a river flows trough city square) https://www.google.com/maps/place/Korenmarkt/@51.0555383,3.7205825,45a,35y,166.17h,75.14t/data=!3m1!1e3!4m5!3m4!1s0x47c37146d0c0df0f:0x77fcd000e99173b9!8m2!3d51.054633!4d3.7219431 Netherlands - Zwolle During Bikerdude's visit in my country (with me as guide), I showed him: - Sassenport (transl. Sassengate) https://www.google.com/maps/place/Zwolle/@52.5093169,6.0955905,57a,35y,354.61h,62.58t/data=!3m1!1e3!4m5!3m4!1s0x47c7df209d12ecb1:0xcd0b5b2492dd3e8c!8m2!3d52.5167747!4d6.0830219 - hof van ittersum (transl. court of ittersum): https://www.google.com/maps/place/Zwolle/@52.5108309,6.0935861,32a,35y,50.63h,71.63t/data=!3m1!1e3!4m5!3m4!1s0x47c7df209d12ecb1:0xcd0b5b2492dd3e8c!8m2!3d52.5167747!4d6.0830219 - Grote kerk (transl. big church) https://www.google.com/maps/place/Zwolle/@52.5108309,6.0935861,32a,35y,50.63h,71.63t/data=!3m1!1e3!4m5!3m4!1s0x47c7df209d12ecb1:0xcd0b5b2492dd3e8c!8m2!3d52.5167747!4d6.0830219 - De peperbus (transl. the pepper pot) https://www.google.com/maps/place/Zwolle/@52.5115423,6.0881135,101a,35y,56.48h,64.35t/data=!3m1!1e3!4m5!3m4!1s0x47c7df209d12ecb1:0xcd0b5b2492dd3e8c!8m2!3d52.5167747!4d6.0830219 (he also made some topic about zwolle and the rest of the tour: http://forums.thedarkmod.com/index.php?/topic/19554-tdm-inspiration-deventer) The Netherlands - City "Utrecht", -church tower "dom toren" https://www.google.com/maps/place/Utrecht/@52.0891717,5.1219951,150a,35y,347.81h,61.34t/data=!3m1!1e3!4m5!3m4!1s0x47c66f4339d32d37:0xd6c8fc4c19af4ae9!8m2!3d52.0907374!4d5.1214201 France - Mont Saint-Michel (cathedral on a island) https://www.google.com/maps/search/Mont+Saint-Michel/@48.633167,-1.511274,237a,35y,353.2h,54.35t/data=!3m1!1e3 Switzerland, City Luzern (bridge over river, citybuildings, swizz mountains) https://www.google.com/maps/place/Luzern,+Zwitserland/@47.0514221,8.3089603,42a,35y,270.94h,78.79t/data=!3m1!1e3!4m5!3m4!1s0x478ffa2a79547379:0xaef02ad1409952af!8m2!3d47.0501682!4d8.3093072 Video's of brugge in the spoiler
  23. Finished a floor grate with some pipes and pistons. The latter will be moveable. It could use some "tech lights" too, will make those some other time. Edit: oh shoot, I accidentally deleted those, see this post below: http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/&do=findComment&comment=440421
  24. They can be downloaded from the internal downloader in tdm and from downloadlinks at the fan mission pages (and several fron moddb) . For more info, see:http://wiki.thedarkmod.com/index.php?title=Installing_and_Running_Fan_Missions http://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod http://forums.thedarkmod.com/index.php?/forum/57-fan-missions/
  25. I'm having some difficulty getting the trigger_look script to work as advertised. I posted the original problem a while ago to http://forums.thedarkmod.com/index.php?/topic/14394-apples-and-peaches-obsttortes-mapping-and-scripting-thread/page/17/ but crickets there. To restate more precisely and fully: --- I'm trying to use the trigger_look script for the first time. I want my player to look at a rope (the seen-object) and stuff happens, limited to popping up a GUI message initially. So, as the instructions for this specified: - I put a copy of "trigger_look.script" into my <fm>.maps folder - I added #include "script/trigger_look.script" to the head of my <fm>.script file - To my rope object I added spawnarg "scriptobject" with value "trigger_look", as well as a "trigger" to a pop up gui message. The popup is working OK... the problem is under what conditions the popup occurs. When my player looks at the seen-object, the trigger works fine based on the default distance and "once"=1. What does not work is the view direction (just using default, or even with a specified "tolerance" value), which is ignored (e.g., as if "tolerance" was "2" aka 360 total degrees). I can back my player up to the seen-object, and still it triggers when within distance. I've also noticed a console warning about divide by zero in line 66 of the script. Presumably this is the call to the length function float length(vector v) { return sys.sqrt(v_x*v_x+v_y*v_y+v_z*v_z); } Perhaps sys.sqrt is broken? This is under TDM 2.07/Windows 10. --- I tried further diagnosis of this today, but I'm getting nowhere. Not even sure my copy of trigger_look.script within my "maps" folder is being called, as opposed to some other mystery location. The instructions say to use #include "script/trigger_look.script" which I did but the "script" part of the path must be some abstract location... and if I remove "script/", runtime TDM complains about not finding the script. If I add sys.print(...) in various locations within my copy of the trigger_look.script, nothing extra appears on the console, even it I create a separate threaded child function. That's why I'm thinking some other copy of "trigger_look.script" is being utilized. Or sys.print only works when called by $player1, not from scripts associated with other objects? Thanks for any help
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