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Found 5361 results

  1. While Taaaki has mentioned he is looking into a dark theme. In the meantime I would recommend a chrome addon that Epifire turned me onto called "Darkreader". It turns light pages darker, so currently my forums look like this:
  2. The forum theme change wasn't intentional. It's an unfortunate byproduct of a forum software update (see here: http://forums.thedarkmod.com/index.php?/topic/20010-it39s-alive33/&do=findComment&comment=438046). I'll have a look at installing a generic dark theme as an option while I work on importing and updating the old TDM theme to be compatible with the new forum version.
  3. I'd say TDM Wiki is as important as TDM forums, at least to mappers. I don't mind different forum layout or functions. Some dark theme would be nice, as this one is pure white.
  4. Thanks to ToKu over at Q3W forums who posted a 'stairwell generator' - That actually really did help a lot, because I threw the filename into Google and hoping to find some old lost FTP folders, and sure enough:- http://urtmaps.prkl.org/tools/ SurfaceGenerator is something that does pretty much what I was remembering. I read it even was based on the previous 'Mapgen' so I think it does everything. There are also a couple of terrain tools I was looking for, something called FATE. Sounds like it might be marginally better than EasyGen or GenSurf, but I'm not sure because I can't find it anywhere. (edit: a treasure-trove of Quake-mapping tools here:- https://www.quaddicted.com/files/tools/ ----------------------------- (edit: all I can find of FATE is this screenshot, but anyone who knows anything should instantly see why this tool would have been great to preserve! But I think it really is gone...)
  5. Best wishes for the replacement, taaaki. Having read this post and your other announcement on the forums, it seems you've gone about the backups methodically. I'd rather wait than have maintenance jump the gun on necessary replacements, so good luck with all the work this evening ! Hopefully we'll be back soon enough, once you finish all the necessary maintenance.
  6. Almost a whole week, end on end. I don't know the details about hosting provider, but if that's a professional hosting company, the response and resolution time is just downright terrible On our local Thief forum, we have like 1% users in comparison to what you see here, and we have a yearly fundraiser for hosting. We always get the required amount, usually with some surplus for next year or two. We did have a downtime once or twice, but never for such a long time. Maybe it's time to talk about new hosting provider? I'd be happy to contribute those few bucks a year to have a peace of mind and stable access to all the knowledge we have here, both on forums and wiki.
  7. Taaaki posted about it in an announcement I dont think the forums have ever been down for so long before.
  8. Finishing touches on the door, mostly tweaking the entity def. Can't say I like the pins system much, the default minimum value is takes too much time for my taste. I like the time system from Thief series much more. Actually scratch that^, I found value that I like for the easy lock, it's just the wiki entry on lockpicking contains misleading information. Lock_pins 0 actually takes longer to pick than lock_pins 1 (around 7 seconds vs. 3-4 seconds). I'll release the new package in a day or two, provided that forums will be up.
  9. How you can help depends a lot on what skills you have. I can Record Video Recording "Let's Play" videos or simple walkthroughs of existing missions and posting them to Youtube is great exposure for the mod (see example .) Be sure to let us know so we can link to them. If you have some editing ability, Video tutorials, where you explain how the mod works, or how to use specific tools, would also be great. Video trailers, showcasing interesting places and features, are also great for publicity. An example is . I can Write Writing reviews for missions are always nice, especially if they include good screenshots. Not only does it give us something to post on other forums, but it makes mappers feel good when their mission gets attention (especially if it's positive). We have a collective thread to post reviews in: http://forums.thedar...s-walkthroughs/ Writing reviews of the mod as a whole, targetted an an audience that doesn't know much about TDM, is also very useful. You could also try offering your services to mappers to create interesting readables, or to proofread for their mission. I can Act and Record Audio We are always on the lookout for good quality audio recordings for vocal sets. If interested, you can pick a few different lines from this script: http://wiki.thedarkm...t:_Average_Jack and send the recordings to Springheel, who then writes a script based on the type of voice you have. I can Translate We could always use translations of our menu/hud into more languages. Also, only a few FMs are aavailable in more than one language, so there is a lot of work there, see the I18N Translator's Guide in the Wiki. I can Model Great! Take a look at the model request thread:http://forums.thedar...-requests-here/ and pick something that interests you. Or just post a, "Hey, anybody want a model?" thread in this forum and I'm sure mappers will get back to you. I can Animate Fantastic. We can always use more good animations. Our current character rigs use a Maya skeleton. PM Springheel for more info. I know C++ Have a look at our coding section in the wiki, pick an issue or feature from the bugtracker of the mod or the leveleditor, download the recent sourcecode release (or better ask for an SVN checkout) and get cracking. Make sure nobody is already working on that specific issue and feel free to ask questions. I can Edit Images We can always use completely new textures and/or improved versions of older textures. How to get started and how to import them into the mod. I can Take Photos Good quality photos of useful textures (medieval-ish building facades, dirt, rocks, wood, etc) are always welcome. The fewer directional shadows and higher resolution, the better. I don't have any skills Even if you can't do any of the above, you can still help out. Talk about TDM in other forums; share your (preferably positive) experiences with other gamers you know. Last, but not least, compliment people when you like their work. Saying "thanks", to a developer or, "I really enjoyed your mission" to a mapper will make their day. -------------------- I'll update this further as more things occur to me.
  10. I received an invite from one of your forum members so I thought it would be a good time to stop by and say hi. I'll start off by complimenting the DM team for their work in producing what is a truly amazing game mod. The website and forums are equally impressive and certainly up to the high standards set by your group. I am thoroughly impressed! Also your Wiki page has been an immeasurable help and I have been steering people there through my You Tube videos. While I am more of a lurker than poster I will keep an eye out for member questions and I will try to help where ever my limited idTech 4 and Doom 3 editor knowledge will permit. If there are game mechanics or sequences arising from the original Doom 3 game that I can explain or demonstrate, which may be of use to your members or other Id Tech 4 modders or DM creators, drop me a request and I'll do my best to explain or demonstrate them. I can answer either in these forums or use the issues as topics for my Doom 3 edit video series. Hopefully these contributions, meagre as they may be, can in some way contribute to the already impressive knowledge base that has emerged here. Again, thank you to the DM team for their amazing gift to us and I look forward to being a contributing member to this community!
  11. Hey, Every time I've try to use the Full Editor when PM'ing someone, and every single time I get an error. Whoever is in charge of the forum, is it possible that this could be fixed? Thanks Neon
  12. In regards to following the player, is it not possible to make a change to this script? http://forums.thedarkmod.com/topic/14394-apples-and-peaches-obsttortes-mapping-and-scripting-thread/page-16?do=findComment&comment=396357 The script for that looks like this: object statue_look { void init(); void loopLook(); vector viewDir; vector direction; float cosine; float tolerance; }; void statue_look::init() { thread loopLook(); } void statue_look::loopLook() { while(1) { if (distanceTo($player1)<1024) { viewDir=sys.angToForward($player1.getViewAngles()); direction=getOrigin()-$player1.getOrigin(); cosine=viewDir*direction/sys.vecLength(direction); direction_z=0; if (cosine<sys.cos($player1.getFov()/2+30)) { setAngles(sys.VecToAngles(-direction)+'0 90 0'); } } sys.waitFrame(); } } If you remove the "if (cosine<sys.cos($player1.getFov()/2+30))" bit and it's associated brackets those statues now follow the player (it does bring up some smoothing problems but that's another thing). Couldn't you trigger that in the security camera script so that if it spots the player it will activate that follow the player script for a duration until the player has been out of sight for X amount of seconds?
  13. I subscribe to a forum post to receive email notifications whenever a reply is made. But after a period of time Im unsure of I find myself returning to the forums to see responses with no notifications. And when I click on the thread it shows Im not even subscribed anymore which causes me to miss a few responses. Is anyone else experiencing this?
  14. @Hagatha, Welcome to the game and the forums!
  15. Addressed towards every idtech4 aficionado @ the TDM forums and in particular towards the TDM Engine Development team... Both engines use Stencil Shadows but the devs at Ion Storm IMO came up with the significantly more elegant solution to the "Shadow Polygon Popping" issue that comes with the Stencil Shadow rendering technique... I remember back in the days around Doom3's release (August 2004) how John Carmack mentioned having added "noselfShadow" material flags specifically to combat the problem of "Stencil Shadow Polygon Popping" which would appear on Characters and Monsters when selfshadowing would kick in which resulted in my first mini-mod "UEQ" basically just commenting out all "noselfShadow" flags for all Doom3 Character/Monster material shaders... I have recorded some footage to illustrate why I think Thief3's solution is indeed more elegant in the hope that some of the senior GFX engine programmers like duzenko and the rest of the TDM Engine Development team might point me to a direction of implementing a similar solution within idtech4... The Problem (within idtech4): When a character in idtech4 is rendered without disabled selfshadowing in the material shader, quite some noticeable "Shadow Polygon Popping" can be observed (In this sample scene you can see it happening around Garrett's Hood and Shoulder area). The more elegant Solution (within Thief3): Notice how the character still casts and receives selfshadows without any "Stencil Shadow Polygon Popping" occurring. The shadows rather "slide" across the model surface instead of harshly popping in and out of existance... Now of course idtech4 is highly configurable by default so I started tinkering with the stencil shadow parameters. In particular I would change the value of the CVAR "r_shadowPolygonOffset" from the default value "-1" to "-2000". Now that still doesn't look as "clean" as in the Thief3 sample footage but at least the self shadows stopped harshly popping in and out of existence and instead (similar to the Thief3 footage) now slide smoothly across the model surface. Mission achieved you might think and wonder why I am still flagging this an issue... Well the problem becomes apparent when we start to move around the environment with these new settings ("r_shadowPolygonOffset -2000"): Watch the shadow on the right side of the Windowframe increasing in size/volume as I approach it and decreasing in size/volume as I move away again from it: This now happens with every selfshadow in the world around me (within idtech4 with "r_shadowPolygonOffset -2000"). On the other hand, within the Thief3 engine a similar behavior but much much more subtle in scale/resize of SelfShadows can be seen: When you observe the shadow at the left side of the door... (it actually might be difficult to notice) but you can see that that shadow also changes size/volume depending on my distance to it but like I mentioned the change is way more subtle in scale compared to the idtech4 showcase.
  16. Technically speaking what you want to do is very simple. All it takes is to open DarkRadiant twice to open both maps, then select & copy-paste (via ctrl c & v) between them. Names get updated automatically, so if both maps have func_static1 to 100 then the new arrival's func_statics will get renamed 101 to 200. If there are spawnargs referring to these names they conveniently also get updated. What you'd have to watch out for is that you'd probably have multiple ambient_world lights, location setting entities etc. Whether this is advisable at this point is another question: 1) For your first map you could reasonably expect to have your hands full just getting a feel for how all the parts of a complete mission work. The generally advised practice on these forums is therefore to aim to get everything to work on a smaller scale, as each step already takes longer than usual if it's your first time and mistakes are easier to correct, before moving on to more ambitious projects. 2) Each mapper works differently. I've taken over a harbour map from this thread but spent considerable time figuring out how the map's been put together and then reshaping it into a state I personally can work with. For example, rooves and subterranean brushwork were highly irregular, both requiring a redo before I could add attics & basements without getting confused. This kind of work is something I'd recommend putting in if you find a map idea here that you want to see to fruition (i.e. I have a high affinity for maritime environments and also had a large ship looking for a new home). But if you just want to have some more content in your map then I'd say it'd probably be more wholesome for you to use (mostly) your own work. This is just my personal opinion based on my own experience, though.
  17. After doing some more searching around, I finally came across a post in 2018 from Obsttorte that provides a few more details: http://forums.thedarkmod.com/topic/9082-newbie-darkradiant-questions/?p=418498 (bold added by me) I'm sort of reading between the lines here, but it sounds like the script referenced used to be distributed as part of the base pk4 file...probably on accident more than on purpose. At some point, the script must have been moved into the mission folder and taken out of the base distribution because it was never intended for general mapper consumption. All the same, after reading through the script, it seems like it would take only minimal modification to work for my case. Previous to the post I linked to, there is some discussion about making this a prefab. Now, I fully admit that I'm coming in completely new to this, but it seems like the only thing stopping this from being a prefab is the one line in `tdm_numberwheel_lock.script` that references the much talked about `closeBar`. Just a cursory glance over the rest of script, and the related `tdm_numberwheel.script`, and it seems like the script is localized (i.e., doesn't reference a hardcoded global name). I wasn't terribly thorough, so someone might correct me on that point. But after all this, I'm left debating whether the combination lock actually fits into my storyline, or whether a simpler key-based safe would suffice
  18. Yes, that's generally the case. On rare exception, mappers sometimes "ask for ideas": http://forums.thedarkmod.com/topic/13674-wip-fm-the-elixir/?do=findComment&comment=283045 ...but it is more common that mappers will have their own ideas that they even "know how to implement" but do not have the time and energy to start working on them (or continue working on them) and will instead choose smaller, more feasible projects for fun. Even with the simple concept in "The Elixir", the mission turned out to be much smaller than the "Lord Edmund Entertains" idea I had originally envisioned. Still, it's cool to have at least one of my story ideas out there. There are similar "make it for me" threads over at AtariAge forums where players ask Homebrew and Rom hackers to somehow make Atari 2600 games for them based on their concept designs. They are predictably filled with requests that go well beyond what a 2600 can do. So many have been offered that they have made guidelines in the forums like: You should include concept art. You must be willing to attempt Batari Basic coding and Sprite editing.
  19. tried that to run TDM on android in this topic:http://forums.thedarkmod.com/topic/16672-trying-to-run-tdm-on-android/?hl= maybe possible with d3 and a very old version of tdm. read this topic for some pointers, d3 on the pi: https://www.raspberrypi.org/forums/viewtopic.php?t=99624 (check also a video in the spoiler) or try steam link on your pi. https://steamcommunity.com/app/353380/discussions/0/1743353164093954254/ and http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/ video in the spoiler
  20. I'm looking into it now. I haven't received anything on my account, so I don't have a sample mail to have a look at. This kind of blackmail message seems to be fairly common at the moment, but I've not seen one where it includes the password. The To address is usually spoofed so it's unlikely that it originated from the TDM servers - the full email headers will show where it came from. If someone is willing to share the headers of such an email with me (removing anything sensitive), I'd appreciate it. I think it's a good idea to reset your password on the forums (and wordpress if you have an account there). And maybe make a more visible notice to the forum users that there may have been a breach and that passwords should be reset. I've been planning on doing this for a while for all the services [wiki | bugs | forums | www | etc.] and I already have the certs via Let's Encrypt, but I've been neglecting the TDM admin stuff due to life things. Will see if I can at least get this done soonish. This is also important single Google will start or has already started deranking results from insecure sites.
  21. I have the key, but no plans to play it until I get a new computer. By the time that happens they should have fixed most of the bugs. If there are deeper issues, that's too bad. Backing a Kickstarter/Indiegogo campaign is always a risk.
  22. Start here: http://www.ttlg.com/forums/showthread.php?t=87990 http://www.ttlg.com/forums/showthread.php?t=88056 http://www.ttlg.com/forums/showthread.php?t=88654 http://www.ttlg.com/forums/showthread.php?t=90309 http://www.ttlg.com/forums/showthread.php?t=96995
  23. Hello! I can compile and run 2.07hotfix from SVN. I tried compiling the SVN trunk, using exactly the same method. It doesn't work, though - I get a blank screen and nothing else, not even audio. Here's the output. Note there's some binary junk in it. DarkMod.cfg: The suggestions at http://forums.thedarkmod.com/topic/19919-problem-with-207-some-level-unplayable/?p=435907 didn't help.
  24. Could you please add a line seta logFile "2" to the end of Darkmod.cfg file and then try to reproduce the crash again? It you succeed, immediately save the contents of qconsole.log located either at fms\ac1 or fms\arena (depending on which FM was installed when the crash happened), You can either attach it renamed to .txt file or post its contents surrounded by spoiler tags in square brackets. I would be happy to hear any more details about how and when it happens. The current details look weird (64-bit-specific 2.07 crash... hmm) I started these two missions recently and did not see any crash. Where is your TDM installation located? Can you e.g. create a txt file there without UAC/admin dialogs, or delete some pk4?... Which OS you use?
  25. They gave me 10 tags. I took them. That's too bad about your OLED TV. Hopefully some other "emissive" technology will step in. Or maybe laser projectors will decline from their current $20k prices.
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