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Found 5361 results

  1. One of the wrong assumptions here is that all mappers care to have realistic maps. At the same time, if every member of a specialist group, like architects, historians, interior decorators etc. joined the forums, wrote a lengthy essay about how knowledge of their field could be used while mapping, and mappers would actually adhere to every one of those essays... We'd have one release per 10 years. Besides, we already have examples in the video game history. There are games that aim for realism in both gameplay and environment, like Kingdom Come Deliverance, and they are enjoyed only by a small subset of players, if at all. Not that the voice of majority should be used as a superior argument here, because the majority prefers something on the other end of the spectrum, i.e. Assassins' Creed games, which I never understood either. But these games do have very realistic graphics, and artists do tons of research and use tools like photogrammetry to faithfully recreate historic locales. Yet the gameplay is sort of open-world Prince of Persia with tons of busywork. And yet we have games like Thief, Dishonored, or Mark of the Ninja. Not striving for realism, supernatural even, but with interesting gameplay. All have been critically praised, and are cult classics at this point. We all have our pet peeves, and we're passionate about different things, but not being able to distance yourself from your preferences, or trying to picture them as objective is self-deception. In TDM, water arrow douses a torch, if aimed correctly – that's an objective thing.
  2. What I've been trying to say is that details such as this add to the whole, much like you exemplified with the pipes or the ceiling architecture or even the electrical wiring other people were discussing in this same thread. They might not be individually noticed but in the end they will contribute towards consistency and help flesh out the looks of a mission. If this was not the case mappers would have not equally spent hours analyzing real life buildings to use as references for their missions. All I am doing is suggesting another one of these details to be added to consideration, the same way that if a plumber joined the forums and provided pictures of ancient sewers and explained how they worked, mappers would certainly appreciate the feedback, because it would allow them to map sewer sections in greater detail, and less arbitrarily. Now most people might not notice the details on these hypothetical sewers, but the same way buildings inspired by real architecture will feel better and more consistent, the same applies to interiors, objects, and other elements seemingly non-discernible to the average player. I've only learned about the whole torch issue myself fairly recently, hence why I decided to share it. However, I was also aware this would be challenging a common Thief-inherited trope, so I felt I had to make a better case.
  3. Hi guys, through the "cheats" topic I got the idea, that it would be quite useful, if there were tags for missions (the post was about removing the killing restriction in some missions to suit the prefered play style). I don't know how easy or difficult this is, but with them, it would be quite convenient to pick missions with playstyles, environment, etc one does want to use. This could also be expanded to other mission properties. I remember a discussion about climbable drains, handles on doors, that cannot be picked and other things the map author chooses for himself. That way these things would be clearer and as I said before, it is easier to choose missions with playstyles that suit oneself. What do think?
  4. According to my notes on shaderparms, there should be support for recognising a 'broken' state within light shaders as well (via a parm7 condition), though I haven't tested it. So instead of making breakage equivalent to switching off you could make the light flicker or dim or something. Trouble is, for anyone not planning a comprehensive overhaul of the light entities, I'm not sure how breakable lights would be identifiable to players. Also, if you want shattering glass (other than by trying a particle effect), that's a more complex set-up involving a separate func_fracture entity. Existing models aren't set up for that. Edit: speaking of func_fractures reminds me, do AI visually notice broken items yet? Mentioned in http://forums.thedarkmod.com/topic/17258-breakable-glass/page-3?do=findComment&comment=375028 but not explicit in http://bugs.thedarkmod.com/view.php?id=4177 -- and that's just regarding fractures, not other kinds of breakable entity. Edit2: according to http://forums.thedarkmod.com/topic/17258-breakable-glass/page-3?do=findComment&comment=374528 support for AI reactions exists, but I'm not sure what classes, if any yet, create the marker. Probably none, since the only markers I can find defined are for missing items and blood stains.
  5. Fantastic screenshots everyone! And welcome to the forums krrg! Here are a few of my own from Shadows of Northdale Act 3
  6. Then this discussion is largely irrelevant. You're not talking about level design but aesthetics, since oil lamps and torches are functionally interchangeable. Both are doused with water arrows. If those were actually torches on the first floor of Briarwood Manor, then yeah, like 2-3 people on the forums would complain about that's unrealistic. The rest would be too busy having fun with the map.
  7. My previous comment: http://forums.thedarkmod.com/topic/18990-custom-frob-idea/?do=findComment&comment=412240 Which links to: http://forums.thedarkmod.com/topic/11359-textures-that-need-love/page-2?do=findComment&comment=253435 If a new highlight couldn't be tweaked per material, cases like the dark bottles should be checked for visibility. Can you give an example of how the new syntax would look? A 'top-level material keyword that would apply as frob color' sounds as though it takes a colour as a parameter. On the other hand STiFU wanted a globally player-configurable frob highlight.
  8. Thought it would be a good idea to collate a useful list for new and old mappers alike and this post will update as we go. Abandoned works: Any WIP projects that were abandoned by the original author - http://forums.thedarkmod.com/topic/12713-abandoned-works/Darkradiant & Darkmod shortcut settings: Some example settings for new mappers - http://forums.thedarkmod.com/topic/15152-darkradiant-and-darkmod-shortcut-folder-settings/Darkradiant howto, must knows, tips and faqs - http://forums.thedarkmod.com/topic/12558-usefull-important-editing-links/?do=findComment&comment=272581Info for Beginners: Newbie DarkRadiant Questions - http://forums.thedar...iant-questions/Dark Radient Must Know Basic Intro - http://wiki.thedarkm...now_Basic_IntroEditing Tips for Beginners - http://wiki.thedarkm...s_for_BeginnersEditing FAQ (Troubleshooting & How-To) - http://wiki.thedarkmod.com/index.php?title=Editing_FAQ_-_Troubleshooting_%26_How-ToSotha's excellent Mapping Tutorial series: http://forums.thedarkmod.com/topic/18680-lets-map-tdm-with-sotha-the-bakery-job/Springheel's New Mapper's Workshop: http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/ Inspiration: Collection of screenshots and images people have found online - http://forums.thedarkmod.com/topic/11610-darkmod-inspiration-thread/Mapping Resources: List of Voice actors available for voice recording - http://modetwo.net/d...6-voice-actors/Lengthy collection of city reference pictures - http://modetwo.net/d...rence-pictures/Collection of texture resource sites - http://modetwo.net/d...ture-resources/Free Ambient Tracks - http://skeksisnetlabel.wordpress.com/2009/12/30/10-songs-for-free-download-vol-10-full-moon-over-noricum/Mapping Tools: 3 useful tools for texture creation - http://forums.thedarkmod.com/topic/18581-must-have-tools-for-the-descerning-mapper/Modular Building: What is Modular building - http://forums.thedarkmod.com/topic/14832-modular-building-techniques/Working example tutorial on modular building - http://forums.thedarkmod.com/topic/18680-lets-map-tdm-with-sotha-the-bakery-job/Springheels new modular models - http://forums.thedarkmod.com/topic/18683-using-springheels-205-modules/Some related mapper recipies -Easy Vaults - http://forums.thedarkmod.com/topic/14859-easy-vault-recipe/?hl=%2Beasy+%2BrecipeEasy Outdoors - http://forums.thedarkmod.com/topic/16159-easy-outdoors-recipe/?hl=%2Beasy+%2BrecipeEasy Caverns - http://forums.thedarkmod.com/topic/14469-quick-caverns-recipe/?hl=recipeEasy Alert Ai - http://forums.thedarkmod.com/topic/17157-easy-alert-ai-recipe/?hl=%2Beasy+%2BrecipeEasy Alert Ai Custom Behavour - http://forums.thedarkmod.com/topic/17160-easy-alert-ai-custom-behavior-recipe/?hl=recipeTutorials: Collection of video tutorials for DR - http://modetwo.net/d...in-darkradiant/Using Lighting and detail effectively: - http://forums.thedar...l-and-lighting/Voice Actors list: List of available voice actors - http://forums.thedarkmod.com/topic/12556-list-of-available-voice-actors/Usefull Console commands: A list of console commands for testing in-game - http://wiki.thedarkm...Useful_Controls
  9. Very true, both the forums and the bug tracker's active contributors know each other so they can additionally see where to pay attention. Right now both allow casual users to use them, it's ok.
  10. I think you misunderstood that a little. It's not about the delay between reporting an issue and the dev response time. It's about pinpointing the cause of the issue yourself, as much as you can, so dev investigation takes as little time as possible. If you don't have time or knowledge to do this, you can casually do this via forums, and someone will deal with it, sooner or later. If you want to use the bugtracker, you'll be more helpful if you do some digging yourself. Bugtracker also serves as a knowledge base, so devs can look how a problem was solved in the past. It's a more useful resource when issues are concise and to the point.
  11. You can easily turn that around though, and doubt the censorship of "hate" messages on the net as well, which almost every time equals to right-wing messages, which are getting censored, mostly just for the content of the message. I think it mostly bows down to your definition of freedom of speech. Many Lefties who act and feel so democratic, and gloat over their "freedom" claim are actually very anti democratic, and reluctant to other's opinions. Anyway, forums are privately run sites, and the rules are others. Many forums even ban political discussions entirely (which i consder a good thing... there never has been a worthy political discussion on the net. The threshold to act like you would never do in real life is simply too low). I think this forum in general benefits from the matureness of its members. I really have never seen anything close to the tumult i have witnessed on other boards. Kudos.
  12. Anyone who thinks these forums have over-zealous moderators needs to spend more time on other sites. People very, very rarely get banned from these forums. Even people who have told moderators to "fuck off" have not been banned. On Twitter or Facebook you can lose your account just because the Silicon Valley media bubble doesn't like your political opinions.
  13. Oh no, I don't mean to discourage anyone from testing, but there's a huge difference between any feedback and quality feedback – and that's dev's time. This is even more important in non-professional environment, since everyone here does it in their free time, so any effort not to waste it is very, very appreciated. Bugtracker is more for developers, so they can easily move through a logically structured documentation about problems and their causes. If you don't have time to contribute towards that, it's fine, you can always mention your problems casually in the forums, and at some point someone else will document it properly
  14. Hello, I play The Dark Mod and I really love it (also loved the original Thief series). Great work! I help building up a security-tool that checks your system for installed applications and that reports wich of your applications have known vulnerabilities. The tool also tells you when there are new versions of your installed applications available. So it is more than a simple update-manager. The tool is called VulnDetect and it is an replacement for Secunia PSI. And I help keeping the database up-to-date and by adding new apps to the database. I am also the community moderator in the VulnDetect forums. I added The Dark Mod to the database. But we have a problem getting the correct version information from the EXE file. The version number of The Dark Mod is 2.06. From the EXE-File I can read the following information: File name and path: E:\The Dark Mod\TheDarkModx64.exe Product Name: The Dark Mod Internal Name: The Dark Mod Original Filename: TheDarkMod.exe File Description: The Dark Mod Company: Broken Glass Studios Legal Copyright: Copyright (C) 2004 id Software, Copyright (C) 2004-2012 Broken Glass Studios Legal Trademarks: Comments: File Version String: 1, 0, 9, 0 File Version: 1.0.0.1 Product Version String: 1, 0, 0, 1 Product Version: 1.0.0.1 So is there a way where I can get the version number 2.06? Maybe from an other file or from the registry? Thank you for your help! Best regards OLLI
  15. If you aren't just using a blue-tinted ambient light for it, I'm guessing a parallel light is what you're after. (Or maybe multiple ones in practice, since they're reputed to have trouble with light volumes' covering multiple visleafs (visleaves?). An ambient cubic light might also suit moonlight but I don't know whether anyone's tried...) This may be of interest, though: http://forums.thedarkmod.com/topic/16046-dynamic-moonlight/
  16. https://www.kickstarter.com/projects/pimax8kvr/pimax-the-worlds-first-8k-vr-headset https://www.roadtovr.com/pimax-8k-vr-headset-coming-kickstarter-later-month/ This is the right direction for VR. Especially important is the wide field of view: 200 degrees. However, it doesn't have the widest field of view on the market: StarVR has a 210 degree FOV. The Pimax Kickstarter mentions "Pimax 8K offers 200° Field of Vision (FOV), which is far closer to matching the natural human FOV of 220°." IIRC the natural human FOV actually varies by a few degrees from person to person (scary, huh?). But 220 degrees should probably cover every human alive. Wikipedia says "slightly over 210-degree forward-facing horizontal arc of their visual field" and "binocular vision, which is the basis for stereopsis and is important for depth perception, covers 114 degrees (horizontally) of the visual field in humans; the remaining peripheral 40 degrees on each side have no binocular vision" (194 degrees?). The "8K" or "5K" in the name is a little deceptive. It should be called 4K or 2.5K per eye. 7680x4320 is what is referred to as 8K. Pimax is 7680x2160. However there is a precedent, see the Ultra-Wide 5K (5120x2160) and Ultra-Wide 10K (10240x4320) resolutions which are 21:9 aspect ratio This is 32:9 aspect ratio. Super-Ultra-Wide 8K? It also talks about using a "Brainwarp" algorithm/method to effectively double the 75-90 Hz refresh rate to 150-180 Hz. If this is so easy, why hasn't Oculus, HTC, or Google done it (it would be especially useful on mobile and console platforms to double the framerate from a lower number)? It could be a marketing lie. Here's another thing that is not clear to me: there is an "8K" model and "8K X" listed in the reward tiers. It implies that the "8K X" does 90 Hz while the other one does 75 Hz. I have not watched the video, just read the text.
  17. green and blue flames are totally able to be made by natural means. But I get what you are saying. I've asked for this same ability for DR before, remember what you said about it? http://forums.thedarkmod.com/topic/3499-wishlist-for-darkradiant/page-26?hl=%2Bcable+%2Bsystem&do=findComment&comment=418958
  18. OneOfEightDevils is a forum member: http://forums.thedarkmod.com/user/10522-oneofthe8devilz/ We have discussed his project and possible cooperation a few times before. http://forums.thedarkmod.com/topic/14015-idtech-coop-medievalfantasystealth-universe-projects/ It seems that he prefers Thief: Deadly Shadows and would like his project to be akin to it but with more combat options. He didn't seem to be interested in any of our AI designs, Lightgem, or other TDM specific features. To my knowledge, he did not even ask to use any of our assets. As for this demo, I think Judith is right. I vaguely recall that he converted the model and animations from TDS to Doom 3? He's done that type of thing in a few cases, I think he even took the Doom Marine model from Doom 3 and rebuilt the high-poly model by extrapolation of the low-poly and normal map. Though, many of his experiments are with commercially created models in other games he cannot legally share most of those examples.
  19. Looking at this adventure, my first desire is... to nuke the whole list of "ways to install on Linux" from the wiki ! The core problem is that the list of options is hugely excessive (and thus probably partly broken). Also, it is not clear which ways are "officially supported" and which are just alternatives for the adventurous people. The officially supported way is the same on Linux and Windows. It is as simple as: 1) Download the TDM updater from TDM website (choose Linux 64-bit version if you have 64-bit Linux) to the directory where you want TDM to be installed. 2) Run the updater. Don't forget --noselfupdate parameter if you are using 64-bit Linux updater (this nuisance will get fixed by 2.08, I hope). 3) If it installs well, play and enjoy. If it does not, go to forums and report. Of course, there are various details like 1) chmod updater executable 2) permissions in TDM directory. TDM 2.06 and 2.07 also complains about missing OpenAL package (hope to fix it by 2.08). But I guess most of the people can solve them using common computer knowledge, googling and asking on forums. For non-tech-savvy Windows users, we also started offering Freyk's GUI installer, so that they don't get problems by trying to install TDM into "Program Files", for instance. Linux users should be tech-savvy by definition, at least this is my opinion. All the rest like playing on Wine, playing on PlayOnLinux/PlayOnMac, various packages and such stuff are unofficial (playing on Mac also is). While it is great to have this information on wiki, it should be clear that this is not what a newcomer wants to try. I think I will take this article (which is directly linked to the main page), and try to slightly restructure it to accent what is "normal installation" and what is "adventurous installation". EDIT: in fact, the instructions I posted above are present both on the Downloads page on website and in the linked wiki article...
  20. Yes, we did some work on this: (Internal thread) http://forums.thedarkmod.com/topic/19139-nonsmooth-graphics-due-to-bumpmapping/ Bug tracker: http://bugs.thedarkmod.com/view.php?id=4825 There are at least two few factors in play here. 1) If a model does not have vertex smoothing, then lighting will harshly change at face intersections 2) Self-Shadows are derived from the shadow mesh and thus are often limited in vertex resolution Humus solved this sort of problem by using a horizon map to make it appear that the normal map is contributing to the shadow: http://www.humus.name/index.php?page=3D&ID=38 He claimed the performance impact wasn't "horribly expensive" but requires a "3D texture of considerable size"...
  21. Death to Spies 3 is now up on Kickstarter! https://www.kickstar...eath-to-spies-3 At the time I posted this, $2,524 out of $85,000 has been donated, and we've got 36 days to go. Head over there and express your support! And remember to spread the word on social media sites, gaming forums or among friends and colleagues. We need this game to come out soon!
  22. UPDATE 26/6 ver 1.02 Fixed Bernhard's book Fixed some missing text in readables (Can you believe it's more?! ) Fixed black wall in barn, second floor. Tweaked some tension meter scripting. UPDATE 22/6 ver 1.01 Added popup message that tells the player that the maze isn't opened yet. Couldn't find the reason for the book bug so I've put this particular book in the world instead of adding to the inventory via a script... Hello! It's time for me to release my entry to the Seasons Contest, 2011. This map was built roughly between 1/4 - 19/6, A special thanks to my friend Ziggun and Ash that have helped me work out the story and write the readables. Also a thanks to my friend Henrik Swenson that has produced some of the sound effects. And also a big thank you to all team members and people developing this brilliant mod! And also a big thank you to the various guys and gals that helpt testing this mission and found some crashing bugs and helped me through the tempest Dear Sir I send you this letter as a request for aid in a delicate matter. My name is Oscar Powell, and I assure you that the rumors of my death were greatly exaggerated. I am, in fact, merely in hiding after the unfortunate incident that took the life of my father. You come highly recommended, and I trust in your complete discretion in what I am about to tell you. The incident that claimed my father and nearly myself was no accident - it was a clumpy attempt at an assassination. A band of pagan brutes assaulted the summer home, seeking to claim my life and that of my beloved father. And given the recent death of my beloved brother Bernhard, I now know where to point the accusing finger. My sister Alma, thrice-cursed be her name, must have hired them to rid herself of us. I have no doubts to her ambition to claim the family holdings, nor do I know her soul to contain any compassion. But the law is blind, they say, and I am but one man in hiding. But with proof I could challenge her and bring her to justice. Which is where you come in, as I am told you are without peer in bringing light to the ugliest of truths. So I ask of you to go the Powell summer home, where my beloved father and brother met their end, and find out the truth. With this letter you will find a ticket to the Powell hedge maze, which will give you an excellent chance to enter the estate. Use any means necessary and leave no stone unturned in this and you shall be richly rewarded when I am restored to my rightful place as owner of the Powell holdings. Yours humbly, Oscar Powell Important information! Because this is quite different mission from the rest, there are a few things to be aware of when playing. 1. You are in essence a thief, but has chosen the approach of a private eye. This mission has lot of emphasis on story and most of the story is told through readables. As with most missions, the mission is enjoyable without reading all readables and most of them can sometimes be skipped. But in order to get the full experience from this mission, I recommend the player to read all the readables. 2. This is a daylight mission and this means that you aren't directly cosidered a villain unless you show socially unacceptable behaviour such as stealing, walking in flower beds or going where you don't belong. (Note that on expert difficulty the mission begins with you breaking inside the main house and thus start in a high tension area). You will have a tension meter that goes up when you do something socially unacceptable. If anyone sees you during this state, the tension will go up on red and you will forever be considered a villain and will be chased. On expert difficulty this will result in instant failure. One another aspect on the daylight theme is that this mission is set on a farmland and to simulate these lands I have chosen a quite open map layout. This is contrary to all recommendations for the IdTech 4 engine and as a result, performace may be lacking in some places. I have tried my best to keep a good balance between good looking exterior parts versus good performance. 3. This shouldn't have to be something to point out, but I've got to known that some players have some issues against "violence-control" in missions. My personal gameplay puts lots of emphasis on stealth and sneaking. Therefore I consider detection a failure and almost never kill anyone besides animals/undead. Violence is sparse in this mission and you're not allowed to kill anyone (that doesn't pose any immediate threat to you) on any of the difficulties. KO:s are perfectly allright although limited. Enjoy! http://www.mindplace...tails.php?id=45 Not updated yet... http://www.MegaShare.com/3359042 ver 1.01 http://www.MegaShare.com/3368609 ver 1.02 Remember to use spoiler tags where appropriate! (This may fail and therefore I do not recommend anyone to read any further unless they've played the mission!)
  23. Bad news, it's on hiatus: https://www.polygon.com/2018/2/16/17020296/system-shock-remake-kickstarter-hiatus-delayed https://kotaku.com/kickstarted-system-shock-remaster-got-too-big-put-on-h-1823082070 https://wccftech.com/system-shock-remake-hiatus/ https://www.kickstarter.com/projects/1598858095/system-shock/posts/2115044
  24. Yes but why force TB if you use Adaptive Sync? Or you mean "these are different solutions for the same problem....." ? There's another recent challenger to monitor Sync management, S-Sync via RTSS: https://forums.blurbusters.com/viewtopic.php?f=2&t=4173 https://forums.guru3d.com/threads/requesting-scanline-sync-tutorial.423722/#post-5602543 Scanline sync is, as far as I'm aware, user controllable tearline steering, which means it isn't technically a form of V-SYNC at all, but a V-SYNC OFF method that mimics the look of traditional V-SYNC, but without the lag.
  25. The last footage I would like to showcase is from within the Thief3 Editor where I am dynamically moving a pointlight-light-source around so the algorithm can be observed in detail... especially pay attention to the low poly bucket in the center foreground of the scene and how the selfshadow casting is always offset proportionally to the distance and position of the light source ensuring that none of the objects ever experience any kind of "Stencil Shadow Popping In and Out" but instead the SelfShadows smoothly slide along the objects geometry surface... I am very curious to find out whether someone from TDM's Engine Development team might have an idea how the Thief3 engine manages to prevent "Stencil Shadow Polygon Popping" without severely affecting the SelfShadow volumes/sizes within the player's view proximity... I play both games/engines in VR and having something close to Thief3's solution would be amazing as that game is still my supreme immersive VR experience and finding a way to port that to idtech4 would be a dream. Thanks for you attention. [ I had to split this thread into 2 initial posts as it seems these forums limit the maximum number of linked youtube videos to "5" per post ]
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