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  1. Recently revisiting the forums after a longer period of time I wanted to check the unread content. I don't know if I am doing this wrong since.. ever... but on mobile (visiting the unread content page on my smartphone) you have to click on that tiny speech bubble to go to the most recent post in a thread. If you don't click correctly you'll hit the headline and end up at post 1 in the beginning of the thread. It's terrible on mobile, since not only the speech bubble is really small and was to miss. But also the thread headline is just millimeters away from it so you go right to the first post that was ever made instead of the most recent ones. Am I doing it wrong? I just want to go through u read content a d the to the newest post from that topic.
  2. A@datiswous Ah yeah, well sorry, I was quiet busy and only visiting discord. First time here on the forums since months now I think.. Thank you for the subtitles. I encourage everyone who is interested in using them to download it from here as I'm not sure when I'll be able to implement them myself into the mission. Again, thank you for your work.
  3. One of my most anticipated shooters is in big trouble. I just thought I would post my incomplete timeline I made over on the Bethesda boards if anyone's interested. March 2008: Prey 2 announced: http://www.3drealms...._announced.html July 2009: The rights are transferred from Radar Group to Zenimax http://www.bluesnews...rey-for-zenimax July 2009:Human Head signs with Bethesda http://supererogator...an-head-studios http://www.escapistm...anning-New-Prey March 2011: Prey 2 is officially announced. https://twitter.com/...376651176259584 April to August 2011: Prey 2 is shown to the gaming press at events like Park City, Pax, E3, Gamescon, Quakecon and the Eurogamer Expo. The last few previews peg the games release date as March 2012! http://www.geforce.c...-prey-2-cg-pics and PC Powerplay #196 November 2011: Development halts on Prey 2 after 2 months of contract disputes We know that Human Head Studios hasn't worked on the game since October/ November 2011. http://www.shacknews...-since-november 2012 February 12th Former HH graphics programmer tweets that Bethesda has cancelled their GDC presentations. https://twitter.com/...090189958975489 March 23rd: Rumors of Prey 2’s cancellation circle in late March. http://www.gameinfor...-cancelled.aspx April 20th Bethesda posts this update: the last official mention of Prey 2 on their blog! http://www.bethblog..../prey-2-update/ June 8th: Bethesda confirms the conflict remains unresolved. http://www.eurogamer...a-big-franchise And what of Prey 2, which Bethesda announced would not launch this year as planned amid reports that developer Human Head had not worked on the game since February because of a contract dispute with ZeniMax? "What we said was it was not coming out this year and we're still trying to sort some things out with Human Head," Hines told Eurogamer. "That really hasn't changed. I don't have an update for you on that, other than it's not coming out this year." Has Bethesda switched developers? "I don't have anything else I can tell you right now." June 14th: Human Head release Rune Classic on steam. http://www.humanhead.com/ http://www.neogamr.n...ut-rune-revival August 20th: Bethesda removes Prey 2 from its product lineup. http://www.dsogaming...roduct-line-up/ http://www.vg247.com...thesda-website/ August 28th: Denied cancellation quote. https://twitter.com/...177087720349696 http://www.rockpaper...ened-to-prey-2/ http://www.vg247.com...e-hines-report/ September 20th: Details of a beta phase in December 2011. http://www.dsogaming...-pc-beta-phase/ According to Steam’s records, Prey 2 appeared on Valve’s digital distribution records on December 17, 2011 in “ValveTestApp72790 Beta” subscription with subscription code “P2Beta”. This could very well mean that Bethesda ran a closed/internal beta phase for this cancelled game. That, or Zenimax was ready to launch the game’s beta phase before it got put on hold….In March, there was another rumor about Prey 2′s cancellation. Contrary to Doom 4′s cancellation rumors, Bethesda did not comment on them. Later on, the publisher stated that the game would be missing its initial release date and was planned for a 2013 release. However, the game was then removed from Bethesda’s products line-up, suggesting that the game has been put on hold. Oct 1, 2012: A rumour surfaces that the game is complete! "We were told the game is done, and if it were to be released for 2013, only a few new adjustments need to be made." http://thenexusnews....-prey-2/852724/ October 15th: Prey 2 ‘Hasn’t Been Canceled, Only in Limbo’. http://www.ign.com/a...d-only-in-limbo http://kotaku.com/59...o-designer-says October 17th: Last official acknowledgement from Bethesda. http://www.nowgamer....m_bethesda.html We contacted Bethesda's marketing and PR boss Pete Hines for a response and he told NowGamer: "I don't have any updated info on Prey 2. We'll let folks know when we do." October 30th: Human Head working on Bioshock infinite Single and Multiplayer. http://www.nowgamer....dev_rumour.html http://www.jasoneldr...sign/Resume.pdf https://twitter.com/...998202152820737 December 6th: Human Head are hiring for an unannounced AAA open world third-person mystery game. http://www.videogame...rson_title.html December the 13th: Human Head launch their first free to play game Fort Courage. http://www.facebook....FortCourageGame In the past year, Human Head have been working on an unannounced AAA console game, Bioshock Infinite, Fort Courage and Rune Classic! That’s a full plate. Who, if anyone, is working on the game? Has the game not been formally cancelled due to Radar Group holding partial rights or a contract stipulation ensuring the game is released? Has Human Head given someone the source material (their homebrew version of radiant Headitor and Preditor they've been working on since 2001) to finish the game? Most importantly is the game going to be released? http://www.facebook.com/prey2
    1. demagogue
    2. jaxa

      jaxa

      I've found it difficult to find where TDM is listed as #1 on Greenlight. This page ( https://steamcommunity.com/greenlight/ ) has no ranked listing. This one ( https://steamcommunity.com/sharedfiles/filedetails/?id=858048394 ) has no visible rank or stats page. Is it my script blocker?

  4. DarkRadiant 3.7.0 is ready for download. What's new: Feature: Skin Editor Improvement: Script Window usability improvements Fixed: Hitting escape while autosaving crashes to desktop Fixed: Def parsing problem in tdm_playertools_lockpicks.def Fixed: DR hangs if selecting a lot of entities with entity list open Fixed: Float Property Editor's entry box is sticking around after selecting a float key Fixed: Spline entities without model spawnarg are unselectable Fixed: Entity window resets interior sizing forcing resize each time it is opened Fixed: Spline curves should not be created with a model spawnarg Fixed: Newly appended curve control vertices aren't shown at first Fixed: Light entities are zoomed out in preview window Fixed: Entity inspector spawnarg fields not always updated by UI windows such as Model Chooser Feature: Skin Editor (see video) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.7.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
  5. I think it is a good idea! Our ingame mission downloader and mission view has long been subject of multiple improvement suggestions. Due to the sheer mass of missions that have been released in the last 15 years, things got really cluttered and especially newcomers will have a hard time finding what they want. However, improving the ingame guis is quite a task, so a web-based application might really suit this scenario well. Maybe we could even add a linke to it from our ingame menus, so user can access it quicker. Some more things to think about Would users be able to add custom tags and downvote / upvote certain tags, much like the system of Steam? This would also allow to add tags like "beautiful", or "difficult". Actually, the more users can contribute to this system, the better, because it will be automatically maintained then. The browser should also contain a flag for whether the FM belongs to a connected series of FMs or not and have the capability to go to the previous or next FM in that series. There should also be a flag for fully fledges campaigns. Some might like a flag whether or not an FM is "ghostable".
  6. Yes, it does. Which makes it interesting that you yourself explicitly said that it's interesting nobody had complained here on the official forums: I did, which is why it stood out to me so much that even though you yourself had personally been involved you would reply claiming nobody had complained here on the official forums. I'm not colorblind at all. Does that make people pointing out that almost no modern games have proper colorblindness support hyperbole? Just because it doesn't affect you, or you choose not to pay attention to the discussion of something, doesn't make it hyperbole. Pick pretty much any modern FPS and you will find plenty of discussion about the near universal disregard for FOV and camera movement as accessibility issues. Denigrating those as hyperbole because you personally don't feel the affects is as bad of a look as demeaning people who bring up the importance of valid allergen warnings like gluten or colorblindness and deafness support.
  7. Machine Games/Bethesda do a new Indiana Jones game. No, I'm not kidding. https://www.gameinformer.com/2021/01/12/bethesda-reveals-new-indiana-jones-game
  8. Ignoring is somewhat inadequate as you still see other members engaging in a discussion with the problematic user, and as Wellingtoncrab says such discussions displace all other content within that channel. Moderation is also imperfect as being unpleasant to engage with is not in itself banworthy, so there is nothing more to do if such people return to their old behaviour after a moderator had a talk with them, except live with it or move away. I'd be more willing to deal with it if it felt like there were more on-topic discussion, i.e. thoughts about recently played fan missions or mappers showcasing their progress, rather than a stream of consciousness about a meta topic that may or not have to do with TDM. I guess the forums already serve the desired purpose, or they just compartmentalise discussions better.
  9. 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
  10. No. The Aeden's staff optional objective is the hardest of the game. To point out directions here, though, is getting into an area of heavy-duty spoilers ... so I'm constrained in my response just as I was constrained in my responses to the "endless keyhunt" complaints because to show the rather simple direction would be a huge spoiler. So I had to bite my tongue and take it. Aeden's staff is different, though - harder. I've never tried a no-KO ghost playthrough. Because I'm clumsy and have slow reflexes. I think it might be possible to do a stealth no-alerts playthrough. Are you allowed to KO? I think I've gotten the staff a few times in my playthroughs without alerting the builders in that room. The only switchable lights in the FM are table lamps. The cylindrical style wall lamps aren't extinguishable. The other fire and gas wall lamps are extinguished by water. In the Ox all waiters and commoners in the common room and outside are friendlies - except for the waitress in the upper lounge which is filled with enemies. You need water arrows. Moss arrows. Rope arrows. I've never used a gas arrow in a playthrough of the FM but one would make things easier, for sure. I'm going to replay the area and check through the locations that you mentioned - the loop etc. - then if it's OK with you I'll PM you with some info, tho' I'll ask you if you want the info first. So's not to spoil it for others who get that far in the game (few and far between!). I find it almost impossible not to click the "reveal spoiler" tags and read the info ... and, y'know, spoilers do spoil the real deal.
  11. I don't recall a system for noise masking. It sounds like it'd be a good idea, but when you get into the details you realize it'd be complicated to implement. It's not only noise that that goes into it, I think. E.g., a high register can cut through even a loud but low register rumble. And it's not like the .wav file even has data on the register of what it's playing. So either you have to add meta-data (which is insane), or you have to have a system to literally check pitch on the .wav data and paramaterize it in time to know when it's going to cut through what other parameters from other sounds. For that matter, it doesn't even have the data on the loudness either, so you'd have to get that off the file too and time the peaks with the "simultaneous" moment at arbitrary places in every other sound file correctly. And then position is going to matter independently for each AI. So it's not like you can have one computation that works the same for all AI. You'd have to compute the masking level for each one, and then you get into the expense you're mentioning. I know there was a long discussion about it in the internal forums, and probably on the public subforums too, but it's been so long ago now I can't even remember the gist of them. Anyway the main issue is I don't know if you'll find a champion that wants to work on it. But if you're really curious to see how it might work, you could always try your hand at coding & implementing it. Nothing beats a good demo to test an idea in action. And there's no better way to learn how to code than a little project like that. I always encourage people to try to implement an idea they have, whether or not it may be a good idea, just because it shows the power of an open source game. We fans can try anything we want and see if it works!
  12. Sign out of TDM forums, close browser, re-open later, "Huh...I'm still signed in?"

    1. Show previous comments  1 more
    2. Bikerdude

      Bikerdude

      Its a cookie thats keeping you logged in.

    3. Sotha

      Sotha

      Another visitor! Stay a while; stay forever!

    4. Tarhiel

      Tarhiel

      We´re like a Shalebridge Cradle: what comes in must never leave :)

  13. DarkRadiant 3.6.0 is ready for download. What's new: Feature: Selection Focus (Ctrl-F) Feature: Add Radiant.findEntityByName script method Feature: Media Browser shows a thumbnail preview when selecting folders Feature: Map is remembering layer visibilities between loads Fixed: ModelDefs are shown in T-pose Fixed: Patch vertices are the wrong colour Fixed: Shader Clipboard source gets cleared on 'copy shader' operation Fixed: Nodes of hidden layers are still visible after loading the map Fixed: Can't close properties window Fixed: Merge Action rendering is broken Fixed: After using ToggleMainControl_Camera, the center panel is grey after restart Fixed: When using ToggleMainControl_Camera, arrow keys cannot be used to move the viewer Fixed: Property Panel not remembering undocked/closed tabs Fixed: Texture Tool not updating during manipulation Fixed: Orthoview ignores filters for surfaces in models Fixed: Blue dot when selecting one face removed Tweak: Conversation Editor: double-click opens selected conversation Tweak: Preference option to disable drag select in camera view Tweak: ESC key should clear the resource tree view filter text Tweak: New layers function: tooltip popup getting in the way Feature: Selection Focus (see video) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.6.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Have fun mapping!
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