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  1. It's interesting because I recently read a thread on the Doomworld forums on people's opinions of single-segmenting maps in classic Doom/Doom 2. In other words, playing a map from start to finish without using saves - if you die, you have to replay the entire map. The general consensus was that saves are useful, however there was some merit in there being extra tension and challenge knowing that death couldn't be rewound easily by reloading a save. On the other hand (and speaking as an adult), people have to work and often have limited time for gaming. Having to replay a long map because you died can be quite off-putting and takes the joy out of a game if it happens often enough. Savegames keep the tempo going, keeps the feeling of progress going. Also someone pointed out that starting a map from scratch after a death is kinda like using saves anyway, just a single save at the beginning. You're just being tedious by denying the use of saves in this case. Dunno where I'm going with this. Trying to be diplomatic and say I can see all sides to the discussion.
  2. 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
  3. Hi guys, I'm sure someof you remember the old 6-degrees-of-freedom shooter Descent. Some of the former devs are already working on a spiritual successor called Descent: Underground, while some others have started a Kickstarter campaign for their re-imagined version called "Overload". You can find the Kickstarter here: http://kck.st/23WX5ck I hope the link works: <iframe frameborder="0" height="420" scrolling="no" src="https://www.kickstarter.com/projects/revivalprod/overload-the-ultimate-six-degree-of-freedom-shoote/widget/card.html?v=2"width="220"></iframe> Optional={option} and content= Now since videos and pictures only tell half of the story, the devs just released a playable teaser of the game. http://media.revivalprod.com/OverloadPlayableTeaser64bit.zip http://media.revivalprod.com/OverloadPlayableTeaser32bit.zip The teaser is Windows only, but it's said to be working quite well under Wine, you you Linux guys might want to have a look. The campaign desperately needs your support. In four days it will be over, and currently only half the sum has been collected. So if you loved the original Descent and are interested in its successor, please help and back it!
  4. Can't use spoiler tags, so here's the file I'm using for beta4.
  5. Hello!

    I saw on TDM forums that you are a very talented level designer. Could you lend your talents for The Sly Project? (http://tsp.comlu.com)

    We have no level designers yet and the project was announced almost a year ago. Please join us! I'm looking forward to your answer friend.

    Best wishes: Oszkár Winkler

  6. Hello!

    You mentioned on TDM forums that you are a skilled modeler. Could you lend your talents for The Sly Project? (http://tsp.comlu.com) There are only a few models we need.

    If you are interested, please e-mail me: woszkar@gmail.com

    Thank you! :)

  7. @Zerg Rush: Any further clues or suggestions or strategy should be wrapped in spoiler tags, please.
  8. Regarding the sound: Instead of creating a speaker via script, you could create the speaker in a seperate (e.g. where the start-weapons and items are stored) and move it to the player position, when you need the sound. When the sound should stop, you could move it back to its former location. That way, you can have the speaker on repeat all the time or you could handle it like you would any other speaker. Regarding the speed potion: By the way: If you are searching for somethin in the forums, I would recommend to use google with a "site:forums.thedarkomod.com" before the term you are searching for. This limits the google search to the forums and the google algorithm is way better than the search function of the forum itself. In this case it was the second hit of the search.
  9. I found the forum post I did about it here: https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/&do=findComment&comment=459121 I don't think I got a reply, and we were near release time so I just gave up on it. It worked at some point, so was probably something on my end. Regardless, having to use a Perl script hosted on some obscure server that nobody maintains anymore doesn't seem like a robust process. I think you can build the FM from the start to support i18N and not have to use that script. That's the approach that I think I will take for my next FM. Looking at the Wiki page, it's not that clear how to do it so that's what I'll aim to sort out. But then again, unless there are plenty of people waiting in the wings to perform translation work, not sure how motivated FM authors will be to support this.
  10. [update] Spoke to Marcus @AMD UK on the phone and as it turns out a number of complaints have been made against "Spyre". My AMD forum account has been unbarred and my Ip address unblocked!!! Bought a new gfx card for xmas, been having issues with mainly the driver So I though a good place to look for support and polity vent etc - or so I thought My second post got flamed by some smart arse fanboy and then promptly locked, to which I reported the posted asking why it had been locked.. and then my account on there got deleted and my Ip blocked (untill the isp dhcp refreshed etc) so I cant login even with a different account name. I have emailed AMD directly about this as I did nothing wrong according the t&c's and I got no warning Pm or email from the forum mods. Now I've been over at the nVidia forums a long while back when I had the 8800GTX when I was equally frustrated when posting about the driver issue with thief etc, but at no point did a thread get locked or worse my account deleted. I don't have loyalty to AMD or nVidia but depending on the answer I get from AMD next week this card maybe going back and AMD will be added to the list of manufactures I will never buy anything from again. So whats the moral of this story, well take your pick.. [update] found cached copies of 1 of my posts Cached AMD frum link Cached AMD forum link2
  11. when i do a search, it give me some results, I click on a result and exspect to get taken to the post it specifies - but no..... I get taken to the first post of the bloody thread it is in..ggrrr
  12. In order to thank the team (and other mappers) for their relentless efforts in contributing, I hereby give the community.... Ulysses: Genesis A FM By Sotha Story: Read & listen it in game. Link: https://drive.google.com/file/d/0BwR0ORZU5sraTlJ6ZHlYZ1pJRVE/edit?usp=sharing http://www4.zippysha...95436/file.html Other: Spoilers: When discussing, please use spoiler tags, like this: [spoiler] Hidden text. [/spoiler] Mirrors: Could someone put this on TDM ingame downloader? Thanks!
  13. Okay. So an update is in order. The server's disk was replaced on Tuesday and I am busy reinstalling everything. As I make progress, I will try to bring services back online as and when they are ready. As an interim measure, I have www.thedarkmod.com, forums.thedarkmod.com, and mirrors.thedarkmod.com up and running on one of my other servers. Are there any other services that are needed somewhat urgently? I suspect that we may want the missions list back for the in-game mission downloader. Thoughts? You will have noticed that the forums look rather different. I wasn't able to bring the forums over exactly as there were before due to incompatibilities with the newer versions of PHP and the old version of IP.Board that we were running. This will likely also be an issue when I setup the original server with updated OS and package versions. I've now upgraded the forums software from IP.Board 3.x to IP.Board 4.x and there are some significant changes that affect themes and other functionality. The new version doesn't seem to be as flexible in terms of configuration, so I'll have to figure out how to match the old setup as best I can. The theme and layout will need to be redone for IP.Board 4, but I won't have time for that this week. The default theme will just have to do for now. I'm not sure that everything is setup 100% correctly on the temp server, so expect some issues to crop up (e.g. URL rewriting currently isn't working properly). The forum software update was long overdue (old version went out of support months ago, meaning no security updates), so I will likely not attempt to get the old version working again. Please be patient while I try get the forums back to their former glory.
  14. Hey @CrustyCircuits Welcome to the forums! I'm really glad you like the mission, thank you for playing Since other players have answered, I'll just say that it is definitely not a bug! Also, so other players don't accidentally get spoiled would you mind editing your post so that it uses spoiler tags. Thanks, hope you enjoy the rest of it!
  15. Hey @MirceaKitsune, thank you so much for playing! As for the bracelet, there is no objective text that shows up specifically; it is just something you have to gleam for yourself. EDIT: Hmm, i can't seem to get spoiler tags to work right now. Will send a PM
  16. Have you tried this? https://forums.thedarkmod.com/index.php?/topic/14126-ftpthedarkmodcom/&do=findComment&comment=333594
  17. This game on its current state is not being made from 2005 till now, this is more or less a basic explanation of project IM history , IM that is the first iteration of the IM story and idea started in 2005, by kim alone, and the first tests were made by him on Unreal Engine 2, he then made a CG video showing the IM idea and proposed gameplay, that video was well received by the media and gamers and helped him gain monetary help from a cousin, he was then able to make a team of 20 developers, to turn the CG video on a real time gameplay demo of IM. Kim asked Epic if they could use the UE3 engine for free to develop the demo for publishers, Epic said yes but made ZPS sign a contract were they could only release images, videos or the demo to the public after paying for the full engine. This was before UDK was freely available mind you, ZPS then talked with many publishers including EA and Microsoft, but all of them demanded the IP to be passed to their hands, Microsoft even said the game should be a Xbox360 exclusive, they talked with more publishers but the 2008 crisis came and that automatically closed all doors to ZPS, no publisher wanted to risk spending money now on an unproven IP from a new also unproven team, that was a great blow to ZPS, from 20 developers they went to 6 or so and a month or two later they were forced to claim bankruptcy. All seemed lost but Kim, the ZPS founder and CO, was able to start the company again, this was a totally fresh start, they could not release the UE3 demo or assets so all work needed to be remade from scratch, kim them add a ideia, they were able to amass a significant community around the game, so he decided to go full indie and forgot the publishers, and perhaps the game development could be made by monetary help from the community (just like kickstarter but before it even existed), this idea was called by ZPS AAAindie, they made a site for the game and then started searching for a engine (UDK was still not available at this time), a ZPS developer had worked with Unity before and so pitched that engine to the team, Kim accepted and work was started on a small Unity 2.0 demo. This to test the engine and to make the developers become familiar with it, that first demo was called "The Vault" a small show room of sorts to present some of the most important IM characters, enemies and vehicles. You can play that demo right now on your browser here , i don't remember right now the exact time when that demo was made but it was made some months before UDK became available so that perhaps makes it early 2009, Unity free version was also not available at that time. After "The Vault" ZPS started work immediately on a more complicated demo (slice has they called it) this demo was to have shooting and basic weapon modification, but not movement, it came fast enough and was called "The bullseye", you can play it here, i forgot to say, at this time only 4 or 5 guys were working full time on IM, this demo was well received and made ZPS and IM be noticed, it was the first playable "game" from ZPS and it was fun, and also made the Unity browser engine side gain some rep in the process. After bullseye, the community wanted to play a IM version where you could do more then shoot simple bullseye targets, so ZPS started work immediately on a next demo called "Running Man", mind you this demos were made on Unity 2.0 and Unity 3.0 not Unity 4.2 unlike the new version of the multiplayer deadlock game, this demo was more complicated than the past ones so it took slightly more time to make, but when it was finished we could finally see a true glimpse of what IM gameplay could feel like, this was also a success among the community and also outside it, i will remind you again and that is not enough to say it seems, that this was all made with a team of 4 people with only a coder two artists and a musician and of course only with monetary help from the IM small community, and it was becoming very small at this time indeed, the AAAindie idea was not working as expected, people were not risking money understandably on a unknow game and team, so money was running low. They at this time also started work on the first version of the fourth and last demo called "deadlock", they worked on it for some months till the lack of funding forced ZPS to stop and search other avenues for money, they explained that openly to the community said that has they were making that effort and with such a small team, development on the full game and deadlock would suffer, and all was also dependent on the success of the fund raising effort, and it really did, they stopped development for a month or two if i recall correctly, only posting small updates on how things were going in between. Then they came with bad news, the effort failed and kim add to let the team go and stop development on the game till money was available, they stopped again for some months, then kickstarter became famous at this time, so the community pitched the idea to the team, Kim liked it, and started working on it, of course work on IM was suspended and full effort was directed to make a kickass kickstarter pitch video, and imo they nailed it, but unfortunately the campaign failed, they were not a known team and they also add to fight the stigma of being a "duke nukem forever all over again" kind of game, their big ambitions also made some people frown their eyes and doubt this team could make it. Thier inexperience on this kind of campaign (has kim said "we are developers not marketers" also made them wrongly use the unfinished Deadlock demo as the principal attraction for their game, even tho it was slightly better looking at that time then the past demos, the gameplay was just was not there. After kickstarter failed kim and i think hecks were the only developers on the team now, but kim was not on the mood for quitting yet again, so work on steam early access was started, it was imo a success they were able to gain the same amount of money on 48 hours on steam that took them 3 years to gain on their site, and the rest is history this is already a big post.
  18. Nice effect, but not for me. Found a topic about it: https://forums.thedarkmod.com/index.php?/topic/17426-stereoscopic-rendering-red-cyan-anaglyph/
  19. why are they so slow this evening..??
  20. Like Peter, I would personally prefer for Ignore functions in forums to work more like social media — when you ignore someone they're gone. Every piece of content they post is invisible, without any placeholders or "Are you sure you don't want to click this link and maybe be annoyed?" prompts. But for whatever reason, forums tend not to go that far.
  21. Looking at the Conversations wiki page there are a few things left unclear that I need a little help with: How do you define the player as an actor, to make the AI look toward you in a conversation and hear your voice from your own location when talking? I tried tags like "Player" / "player" in the actor field but it doesn't validate. Can I make the player gain an item the AI is holding or wearing after the conversation is over, as if the player frobbed it to pick it up? In my case, a key on the AI's belt which is given to you after talking with them. That is if the player didn't pickpocket it off them during the conversation, in which case nothing will happen obviously. To make the AI start patrolling after talking, the wiki encourages using an atdm:target_changetarget. This works I guess but I was curious about something: I tried using a path_wait entity as well, targeted by the AI and which targets the first path_corner. If I have the conversation trigger (using ActivateTarget) either the AI or this path_wait entity, nothing happens. I used path_wait before and it works when triggered by stuff like buttons, why not here?
  22. That isn't how this works. You don't get to explore all avenues of possible acrimony and outrage and then if you finally violate rules by reaching the limits of this behavior you retract and regroup for another round of bad but not prohibited behavior. You are on notice now. While I don't personally need any forum moderators to tone down or restrict personal insults hurled at "me", the TDM community is generally in agreement that we do not want our forums to be a playground for those who seek to insult other members. If you need that type of interaction, go to a scoundrel forum like quake3world where it is encouraged (and results in quake death matches between members). Otherwise if you wish to traffic in political controversies, be prepared to offer logically defended statements and adhere to forum rules. For example, you already have many threads about your personal concerns about Islam. Rather than opening a new thread about Afghanistan to air these same thoughts, add the Afghanistan issue to an existing thread rather than "spamming the forums" with the same content. All this said, I doubt very much that you are actually interested in engaging with these topics in a meaningful way. I am inclined to believe that you are trying to find hot topics that can polarize members of the forum and try make TDM less comfortable for those who are centrists. There are several political troll factories who engage with this behavior in the wider interwebs. ( If this applies to you. ) Tell your employer; whether they be Russian propagandists, Chinese propagandists, Saudi propagandists, Cambridge Analytica, Share Blue, Media Matters for America, Republicans, Democrats, CIA, or any other national intelligence agency that the majority of the clear thinking members of this forum do not care about your partisan rhetoric and will not divide into a "forum civil war" over your intentional acrimony.
  23. The forums have been upgraded, please see this thread: http://forums.thedarkmod.com/topic/9845-forums-upgraded-to-ipb-3-0-3
  24. Interesting that they would complain but not here, on the official forums. If enough people bring it up, it's always looked at, even if there's no one who can actively work on it.
  25. Shadow maps could be applied to vegetation, we just need to decide how to handle the special cases and not break the appearance of existing missions. Relevant discussion: https://forums.thedarkmod.com/index.php?/topic/19659-feature-request-emissive-materialsvolumetric-lights
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