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  1. So, I haven't seen any movement on Github/Gitlab nor any traces of DR's devs on this forum lately. Is it safe to say DR development is in stasis (or worse) ?
    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?

  2. dont see a problem with it either should be fine as nbohr1 said it does support opengl 4.6. intels built in gfx can be a bit finnicky at times though but i only had problems with a few select games using them. for my own part i ended up using the older pc components for gaming while my threadripper now chugs along building msys2 packages and other general development projects, gfx is a 970 gtx. The 1080 ti i paired with the asrock z97 extreme6 which runs really well when not overclocking, my old asus x79 deluxe is used as a second gaming computer for when my friends come to visit, and used as a media pc when im alone. I paired that one with my old msi R9 290X gfx card.
  3. In the light of the recent post by greebo, I propose to do some crowdfunding for future development of DarkRadiant, if anyone is interested that is. I have a programmer, who can take on DR development (fixes and new features), but not for free. Please let me know what you think about this proposal.
  4. 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".
  5. 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!
  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. Sorry if this has been posted before, I know some of you are already aware of this but I couldn't see a thread dedicated to it. I've only just come across this project called Thievious thanks to a post by clearing at TTLG. Although I was doubtful at first (inspired by TDS??) I was suitably impressed at the in-game videos and the potential that this could have, although the title of the mod sounds a little silly so I've suggested 'Thieves' would make a better name for a co-op Thief game. Now, I know that the TDM team aren't considering any multiplayer development, and most TDM fans (myself included) are primarily interested in a single player experience, but co-op would be a worthwhile addition to TDM gameplay since thieves would often (in the real world and in this universe) collaborate and are not always the lone wolf characters that most of us associate with Thief. I would hate to see this co-op project fail to progress because it's just a one man tech demo at the moment with no real support, and at the same time, it would be disappointing if it were to be completed, only to have one or two playable maps. My question then is, does the team agree that it would be mutually beneficial for Thievious and TDM if this project were taken under your wing, so to speak, so that if it were eventually completed it could benefit from being able to play TDM missions (some of which would presumably need to be modified for co-op support)? Ideally, what would be great is if at some point in the future, you could launch TDM missions from within the launcher in co-op mode, which would use the multiplayer work demonstrated in the Thievious project videos. More than anything, the reason I suggest this is that I hate seeing resources duplicated in different projects, when sharing those resources could speed up the development of both. I imagine that if Nightblade had been undertaken in Doom III it might still be around because they could have shared some of the resource and development work that went into TDM.
  8. Also Routine. F-ing Routine. I was one of those who saw that trailer back in the day, ten years ago or so, thought the Alien Isolation aestetic looked cool, and started waiting for it. I bookmarked the Routine subreddit for it, and saw it fall into a pit of despair, and saw people start claiming that the game never existed in the first place, and that it had all been a scam. It was basically a solo project, by a guy new to game development, it seemed, and his idea for the game didn't seem too thought-out either. ...but those graphics looked so plastic and 80:s retro and cool, and I like robots... ...and so the announcement came, for me (who stowed away that bookmark right before the few clues of development came in) completely out of the blue, and now everybody is shocked to learn that there really was a game, all along. I don't know if it will be a good game, but just that there was a game, is sort of amazing to me. I just want to caress the plastic frames of CRT monitors again...
  9. It's probably a massive task these days to develop an engine in-house which is up to par to, say, Unreal Engine. The advantages of an own engine are that you can modify it to your needs, and that you're 100% familiar with it. One of my favorite racing simulation developers, Kunos Simulazioni, switched from their own engine to Unreal Engine for their game Assetto Corsa Comeptizione. They had some real issues in the beginning, and, you can also see that the engine is not 100% perfect for these kind of games, and that they had to apply tricks to make it work for them. It's also not the most performant game, which is probably a combination of the elaborate driving physics calculations, and the lack of familiarity with the engine in general. But, they seem to have run into a dead end with their own engine, as there were issues with the lighting and stuff. As far as I've always read, more and more developers rely on third party engines, development frameworks etc. to make their work easier and better. It also happens in audio software: A lot of developers use frameworks to develop their audio plugins, like JUCE. They simply don't want to mess with the low level OS stuff, or develop their own framework to provide different plugin formats for different hosts and OS's. And, those frameworks also provide GUI resizability or preset management out of the box. In most cases, it will be a time and cost efficiency consideration. Also, of course, because such projects become more and more complex. I often scratch my head these days how huge and complex games have become. TBH, often for pretty useless things, like almost photo realistic graphics, or thousands of random items, or random tasks you can do in the game.
  10. CD Project ditching their in-house engine I kinda understand though. It definitely looks nice in Cyberpunk 2077 when bumped up to max settings, but it sounds like they had a ton of issues during development and the release was full of technical problems that took many patches to buff out (though it still has the occasional T-pose among other glitches.) I think in CDPR's case, the choice to move to Unreal made practical sense. The talent pool for people familiar with Unreal is far higher than REDengine and that in itself would speed things up considerably as opposed to getting new people familiar with an in-house engine. I know Remedy still use their in-house engine (Northlight) so good for them, but who knows, maybe they'll switch eventually too.
  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. 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.
  13. @Knockout Thief I like A LOT what I see. Thank you very much for your work! I get crashes, though. Let us know when you are ready to resume work, I will gladly support the development with crash reports and suggestions.
  14. "No offence, but why don't you simply post all your questions in the Newbie thread ?" Because first of all, I can't quite figure out this forum's categorization system, and so I actually went looking for that very thread yesterday, without success, because I couldn't even figure out in what sub-forum to even look for it. Second of all, if doesn't matter if the cause of a crash is easy or hard. Editors shouldn't crash, especially after recognizing a problem, trying to handle it, and failing. Third of all, I've actually been mapping for quite a while prior to moving to this editor, and joining this forum. Don't just go "Oh, he can't figure out a simple bind. What a noob!", just because you saw the word "bind". "I dare saying that you won't make friends here if you repeatedly point out the shortcomings of the mod" So I'm being mean? Is that what you're saying? Reporting bugs is very different from heckling a project. Every bug I report is done out of love, and with wanting to see the project fixed and improved. So far I haven't seen any signs of developers' feelings somehow being hurt, or them suffering anxiety attacks over bugs. Bugs are a common part of sizable projects in development, and pointing them out is actually part of the development process. "when - according to your own account - you do not even plan to finish a mission." I actually think that my bug reports are far more helpful than my fan missions would ever be. Few of you would even play my missions if I released them, but you're all using the editor, and likely enjoy when it runs flawlessly. "This is then extremely bad project management and anyone who is seriously interested in creating DM missions must think about appropriate backups and versions." So what you're saying, is that users should simply expect the editor to ruin maps every once in a while. Well, first of all, I actually think that the editor can improve beyond that, and second of all, if the projects of newbies are ruined, they will grow discouraged and will abandon using the editor, and that's future experienced mappers lost. That a program doesn't crash, is the minimum that I expect out of it. Reporting these sort of bugs are as important to the developers, as me reporting falling through map geometry. ...but maybe you're also saying that I'm posting too much overall, and that may be true. I'll try to post less, and find other things to do.
  15. 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.
  16. I think I have the same issue with map icon on AT1: Lucy mission. Just took the map on the table in starting room, and its inventory icon is black. I have a feeling this is major breakage and we'll have to release a hotfix at some moment Anyway, I think @Dragofer should look into this, since he was the one to mess with these two files during 2.11 development, and then doing the last tweak to them during beta
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