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Found 5344 results

  1. I too seem to have been spared from this scam, and checking my email on that site yields no results (thankfully!). So I guess we're okay for now? Still, it'll be nice to see the forums moving to HTTPS, if that is indeed in the works.
  2. I'm trying to understand pulsing/flickering light textures. I found this thread: http://forums.thedarkmod.com/topic/19577-electrically-flickering-windows/?p=425559. Springheel wrote: I understand the part about tables (I'm going to create my own table to get the pulse I want). But I'm puzzled what this means: "the length of time each number occupies depends on the speed you set using the "time" formula". How does this work? Jeff
  3. It is already included, check the thread in developer forums. Let's wait and see what Sneaker says. It is possible that you have misunderstood him.
  4. 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?
  5. 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
  6. It is new, but there is no Wiki entry, yet. See this thread: http://forums.thedarkmod.com/topic/19637-looking-and-listening-through-a-keyhole/page-4
  7. I can't believe I missed this one 4 years ago. Wow! Anyway, found the rope arrow so I could get to the roof, where the greenhouse is. Is that where the lever is to turn on the generator? Used the rope to go down the elevator shaft, thinking I could open the doors, but that was a no go. Can someone please tell me where the lever is? Can someone also explain to me how to spoil stuff in the DarkMod forums?
  8. What is done is done. I'm sure Bikerdude will move on to other things and I'm also certain that this community will continue thrive. There's been a lot of talk about Bikerdude creating a lot of unnecessary drama in these forums but I've also noticed something else. In the process of calling him out on his infractions, members of this community resorted to name calling, profanity, personal attacks etc... This type of behavior is a toxic cancer. It not only reflects poorly on the author(s) of these comments but it also reflects very poorly on TDM as well so I was surprised that it wasn't addressed as it goes directly against the Forum Rules posted by Springheel. To quote The Social Network movie, "The Internet's not written in pencil, it's written in ink." Aside from all of that, I can't help but wonder if all of this could have been avoided. At some point, Bikerdude asked to be banned but for whatever reason his request was denied. Fine, that was a decent gesture of goodwill on your part but knowing what you already knew, it would have been wise to setup some simple conditions to his membership chiefly, he could no longer work on anyone else's maps (no exceptions) but he could continue to post suggestions in these forums and he could make his own maps (no collaborations). If there were any further transgressions he would be immediately and permanently banned. Maybe it would have worked, maybe it wouldn't have worked but I can assure you that the final results would have been far less messy. With all that being said, I agree with Dragofer & nbohr1more and what they said in their posts. How does someone ask for help for a particular problem but instead they get a very different result (map redesign) but they still go ahead and publish their map and then at some later point, they cry foul? That just doesn't add up. Edit: I mistakenly forgot to mention Dragofer when I originally posted this so I corrected this oversight.
  9. Please post your Darkmod.cfg BTW... A 1.2GHZ APU with a GPU that can barely run Quake Wars at 20FPS? If we can get this running well, it will go into the record books: http://forums.thedarkmod.com/topic/19470-lowend-challege-get-tdm-206-running-on-the-oldest-and-slowest-hardware/
  10. The Material Manager seems to be working. http://forums.thedarkmod.com/topic/19196-blender-tdm-material-manager-plugin-updated-to-version-280-blender-280-update/
  11. 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.
  12. Thank you very much, I've already downloaded it ! I'll see what I can do. Yes, come to think of it, the voice sounded a bit different to your's. I might add this to Andros' resume in the voice actors article on the wiki. What tags would you and the others recommend for the official trailer ? I'd like to give it at least the same tags as you have on your own channel. ---- Minor update: The trailer has been uploaded to our channel and set as the introduction video. Every unsubscribed person will see it.
  13. Welcome to the forums. We have many beta testers and beta phases usually take up quite a bit of time. Occasionally, a bug may slip through. Often, you'll find information about bugs in these forums or our bugtracker. If you get stuck in the level geometry, instead of reloading you can also enter "noclip" into the console to move without colliding with geometry. Most of the time you can still move out there by mantling. Note, that there is not only the jump-and-hold mantle, but also a pure mantle. Check the keybindings. I don't know what you mean by "putting in save file" though. Savedgames are only ever generated by you.
  14. This is fucked up. First of all, a rather vague explanation about the "alt-right", might as well be an unsolvable riddle. Not everybody here knows what that is. Second, did you just went on a rampage to pseudo-delete your comments? You just performed censorship on yourself. To me, you're more an unaware hypocrite than somebody with an actual cause, which I'm very sure that's what you wanted to be looked as. Just like New Horizon said, you're merely jumping to conclusions instead of trying to understand people, let alone doing anything with them other than pin-point accusations of, what, some kind of internet joke word "alt-right"? P.S. If you really think TDM developers are that "bad", just know that Springheel explicitly mentioned how a ban is a very extreme measure here. To me, that actually means a lot, I'm sure many of you understand why. ...It's because banning somebody in TDM is an extreme measure, not a common sight unlike in many other forums.
  15. Ah, I see: I was looking at http://forums.thedarkmod.com/topic/17258-breakable-glass/page-3?do=findComment&comment=374528 and of course it talks about marker entities in the context of func_fractures, where the glass may end up just gone. But yes, if you have a broken model then it can carry the visual stim. I was wondering about what happens if you 'kill' a func_securitycamera since I remembered it was apparently supposed to become a physics object on breakage, but from a comparison of https://github.com/TTimo/doom3.gpl/blob/master/neo/game/SecurityCamera.cpp#L516 with TDM's source code it looks as though that behaviour has been removed.
  16. I've begun trying to update the material manager to work in 2.8. http://forums.thedarkmod.com/topic/19196-blender-tdm-material-manager-plugin-updated-to-version-230/page-2 Question: what's the best way to assign materials/textures in 2.8? My own criteria is whatever requires the fewest steps and that only the diffuse texture is necessary. For me that is: add material, use nodes enabled (by default), set the shader type to 'Diffuse BSDF' (Principled makes things look too shiny), select the circle next to colour and choose Image Texture. Use the buttons underneath to load a next image or choose an existing one. Viewport shading should be 'LookDev', which seems to be the equivalent of 'material' in previous versions. If other people agree that that's the best way to set up materials/textures I can focus my attempts on in. If not I can try to account for other ways too.
  17. 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
  18. Would that be a port of frob.vfp? The reason it's unused is this bug: http://forums.thedarkmod.com/topic/10129-tdm-commands-and-variables/?do=findComment&comment=199639
  19. Select the text, and use the Special BBCode button. Specify the "Spoiler" BBcode. That wraps the text in spoiler tags. Or you can do it manually, by adding [ spoiler] at the start of the text, and [ /spoiler] at the end (except, don't add the space after the open bracket; I did that so that you could see it in the message).
  20. In the interim, I believe we have Tels old SEED maps like this Pond map in SVN: http://forums.thedarkmod.com/topic/12107-announcement-seed-system/page-6?do=findComment&comment=247177 (Please ignore my noob comments in that thread ...)
  21. 1- Zoom the 2D views toward the mouse location. I couldn't find any option for this in the settings, so I'm assuming this isn't in DR at all. This would make zooming in and out much easier. 2- A search feature on model/skins/texture/etc browsers. I noticed that in some cases if you press Space a text field appears, and it seems like that's some form of search thingy, but doesn't seem to work very reliably. This would make things much easier to find, regardless of how they are organized in the folders. You could always just search for it. Find "by name" might be enough for most purposes, and would be golden in itself, as far as I'm concerned. Although if more could be suggested about this, I'd say it would be something like how Hammer categorizes things with tags that allow for search filters (can also use material keywords for filtering textures). 3- Simplified wireframe on models (optionally just a bounding box). So that models wouldn't turn the 2D views into incomprehensible messes so quickly, but it would also help more easily seeing where model boundaries are exactly, for positioning/alignment purposes and such. Also one more, that I forgot: 4- Add an acceleration factor to the camera movement speed. Since there's no quick way to change it back and forth between fast and slow (have to press P, click camera, change speed, click ok, every time) this would make it easier to do small adjustments to camera position while still keeping the speed high enough to taste, and so that if you kept the movement key pressed you still quickly fly away to that far place you want. This is how it works in Hammer. I think its acceleration factor must be pretty high, so that small taps barely move the camera, but a continuous press almost instantly accelerates you to max speed.
  22. Reminds me of when I made a banner with a view to a Mechanist-like-but-secular-futurist-techno-utopian theme: http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/page-265?hl=%2Blovecraft+%2Btiles+%2Bbathroom&do=findComment&comment=380117
  23. Years back, there was some discussion on this over at the TTLG forums: Let's imagine: Garrett's death Garrett's end ? In that second discussion thread, I summed up some of my thoughts thusly: I still believe in that sort of conclusion. He didn't die, necessarily. He just thieved away into the sunset, like any good legend. fett of TTLG offered this more cynical variant involving Brother Murus: EZ-52 went for a more meta-fictional option:
  24. I have two posts on Blender forums about it: https://blenderartists.org/t/material-name-character-limit-63/1146620 And this one on what appears to be the official request forum (or maybe a sort of sinkhole where the Blender devs can filter out all these pesky user requests, or their version of hell banning): https://blender.community/c/rightclickselect/hGcbbc/ That would be a good idea. When I see a long name has been found, I find the material definition in DR and copy it to a new one with a shorter name which I'll then use normally.
  25. Oh, right, spoiler tags. Here is the content of mylog.txt after I start TDM with the start argument:
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