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  1. DarkRadiant 2.9.1 is ready for download. Maintenance release available: DarkRadiant 2.9.1 fixes a freeze issue that has slipped into the recent 2.9.0 release. The previous release of DR 2.9.0 includes a large change to DarkRadiant's module architecture, separating UI code from the actual algorithms almost everywhere. Aside from that, most efforts went into bug fixing and stabilisation - with the occasional convenience feature here and there. TDM mappers will like the first incarnation of the TDM Game Connection plugin (usable in TDM 2.09+). It's recommended to prefer this version over any previous release. Windows and Mac Downloads are available on github: https://github.com/codereader/DarkRadiant/releases/tag/2.9.1 and of course linked from the website https://www.darkradiant.net Thanks go out to all who helped testing this release! 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. Changes since 2.9.0 Fixed: DR freezes when saving from the "Exit DarkRadiant" dialogue Fixed: Crash when "Load last map at startup" is activated Changes since 2.8.0 Feature: TDM Game Connection Plugin Feature: Add search function in Skin Chooser Feature: Highlight a model in orthoview and its selected in 'map info' inspector Feature: Display Estimated Duration of Sound Clip Feature: Display which file an entity or soundshader is defined in Feature: Add a 'Reload Sounds' options to the menu Feature: Add a way to teleport to coordinates (via Console Command or Python) Feature: Exit search field in child window by pressing escape Feature: Improve usability of class selection in Difficulty editor Feature: Add `monster_player_clip_wood` to list of filtered clip textures Fixed: Skin listing issues in Skin Chooser Fixed: Moving a clipper point always sets position on one axis back to 0 Fixed: "Model Scaler" doesn't handle model duplication correctly (or perhaps consistently) Fixed: Clipper cursor persists when switching out of clipper mode Fixed: Crash if pressing backspace while drawing a brush Fixed: Console warning in Linux when loading libradiantcore.so: undefined symbol: RegisterModule Fixed: Change CSG Merge such that only brushes sharing the same parent entity get merged Fixed: Crash when using CSG Merge on brushes that are entities Fixed: 'Delete property' is greyed out when multiple properties are selected Fixed: Difficulty editor doesn't show classnames when typing instead of selecting them from the dropdown list Fixed: Particle editor creates .prt files incorrectly Fixed: Crash in PrefabChooser dialog when using type-search while a prefab is loaded Fixed: Escaped EOLN in entity spawnarg is turned into real EOLN Fixed: DarkRadiant will not show DDS textures that are stored uncompressed (non-DXT) Fixed: Linux config files should go under ".config" Fixed: Render mode icons are difficult to distinguish in certain environments Fixed: Texture Tool / UV Tool grid size Fixed: DR lockup/freeze while cleaning up brushes using subtract/cutting tools. Fixed: Fit Texture does not work if either Horiz. or Vert. scale are set to 0 Fixed: DR not always remembering window size and position between sessions Fixed: Model browser renders 3D previews for past models, overlaps current selection Fixed: Conversation Editor won't add new actors, entity names are seen as null (Linux) Fixed: On/off Selection issue with layers window Fixed: Export patches: .lwo loses smooth shading Fixed: Reported Polycount for LWO models is one too high Coding: Unit testing infrastructure The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  2. Intro: Back among these old walls again, it seems. The alleyways and courts beckon, the smells and flickering lights the same as ever. Have I been away so little that I remember them all? No matter. This time, my objective once more brings me to the Builders: one of their workshops has recently received a shipment of potent explosives... Although inert before it is treated with a volatile compound, there is bound to be a mechanician who will pay a good price for the lot. That settles my agenda for the night. I must be careful, since the Builders aren't known to be lenient with trespassers... and if they knew it was the same fellow who had already paid them a visit... but best not dwell on trivialities. I have found a way to the street where the storehouse is located, and hid myself next to the south gate. If I am unable to open it from inside when I am done, I may just have to find another way out. It is an hour before midnight. Time to go.." Build Time: 3 months. Thanks:- Huge respect to the Dark Mod team for such a great mod and for all the hard work they put into it and continue to put into it. Special thanks to Fidcal, Serpentine and others for their help on the forums. Melan for making the original map and puttin up with my constant tweaking, the beta testers: Serps, Grayman, nbohr1more, , NewHorizon, 7upMan and others who did an awesome job. Info # Please download TDM 1.04 before playing this FM, as a lot of 1.04 textures have been used! # On very low end PC's with a "Pentium"4 or "HD2400pro" that are even considered low for vanilla Doom3, I recommend that V-sync is off, AA is off, Aniso is 4x or lower and "Ambient rendering" & "interaction shader" are set to their lowest settings. Also playing any tdm mission I suggest you do a fresh reboot of windows, this will flush the ram which enables a few extra fps in tdm. Enjoy
  3. @MirceaKitsune I have a whole thread on that, and I think the followong post is the most appropriate: https://forums.thedarkmod.com/index.php?/topic/20328-playing-in-game-videos/&do=findComment&comment=445630 There is no sound with the video though ... You could also download the mtr here: https://forums.thedarkmod.com/applications/core/interface/file/attachment.php?id=17375
  4. So far, I stayed out of this discussion, as I simply don't like discussing and especially critisizing other peoples beliefs. But now, I am starting to think that our TDM-forums are not the place to discuss such matters, as the discussion has become quite extreme. So, I would like to personally make clear that all muslims (and also all people of all other beliefs) are welcome here! Do not let yourselves be fooled into thinking that you are not wanted here, just based on the posts of one or two persons in these forums! The only exception to my statement are obviously extremists, who do not accept the beliefs of others.
  5. gah Builder's balls! I don't know why I can't move that pic into the spoiler tags, sorry
  6. Nice. See also our comments in topic: https://forums.thedarkmod.com/index.php?/topic/20573-winter-ember-isometric-stealth-game-inspired-by-the-thief-series/
  7. Composer to composer forum @ finalemusic: http://acf.finalemusic.com/ This fairly new & isn't very busy at all. http://www.music-web.org/forum/index.php Better organized & a lot busier. So this would be a great place to introduce ourselves It has music theory, composition showcase, music encyclopedia, & more.
  8. I think I might have tracked down the bug. I stupidly had a locationseparator with a negative sound_loss spawnarg- ie. it amplifies the sound. I'm guessing the sound bounces around the map multiple times, passing through the megaphone repeatedly, getting amplified to crazy volumes. No wonder the guards were going berserk. This patch fixes the problem on my Windows machine: https://forums.thedarkmod.com/index.php?/topic/21260-down-and-out-on-newford-road-by-thebigh-jan-26-2022-christmas-connections-contest-entry/&do=findComment&comment=470839 It's still not clear to me why this should be OS dependent though. Idiotic bug or not, it should behave the same on Linux as it does on Windows.
  9. I have the key, but no plans to play it until I get a new computer. By the time that happens they should have fixed most of the bugs. If there are deeper issues, that's too bad. Backing a Kickstarter/Indiegogo campaign is always a risk.
  10. I have made some progress in tracking down this issue. It seems to be an OS dependent bug in TDM2.10 betas. https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/&do=findComment&comment=470785
  11. I think that the data that matters is the recent one, just in case a recent commit messed something up. The rest irrelevant. And the bug tracker being highly capable won't matter to me, as I will fix 100% of bugs anyway before developing more. I only need a list of bugs which isn't too convoluted on features and items. At the same time I would use tags for differentiating critical bugs, suggestions of improvement, and regular bugs. That classification would be good enough for knowing where to start working, further than that I don't see how the bug tracker could help. Bottom line is that the tooling doesn't matter as much as the process you use behind it. If the process encourages accumulation of bugs, the lack of clarity isn't due to the bug tracker but the strategy.
  12. Nope, I wasn't around back in those days. I just noticed that there were some author tags on the files they were asking from and put two and two together. I'm certainly not the leading authority on that, by your description it seems like Schatten might be the one to talk to try and discern who should be credited for what. Personally I think it's way too much of a minefield to try and navigate through and think it's easier to just keep everything as it is, non-commercial. But if someone really wanted to try and track down permission, I guess the authors attached to the tracks would be a good starting place. They could at least confirm if they want to give their permission, or offer up any extra info on who else worked on the song.
  13. Hi all, This isn't so much of an issue but a quirk. I've noticed for many versions now that the mission downloader, while working fine to download missions, will not refresh properly. What I mean is, when I download missions, they do download, but if I were to go back into the list some are still there. Some are removed from the available list, but the same ones (almost forty) show as available. I'm wondering what this is. It's more a question for my OCD to have a nice cleared out list, but also it makes it hard to find new missions (especially when the name is cut off and I cannot see the asterisk or pound sign at the end). Anyone know what this is about or how to clear the list for missions that have already been downloaded? I searched around the forums but couldn't find any information. Thanks in advance.
  14. Then try: 1. Remove the speaker 2. Create a new speaker with the sound shader If this all does not help, please do an upload of the map as txt file to the forums. File sizes must not exceed 500 kb.
  15. cool i knew brown barn spiders are worth something.
  16. I would regard it as a revolution. You may or may not be aware of the two Dungeon Keeper games, the first having been made by Peter Molyneux himself during his time at Bullfrog, the second when he had left already. Still, after DK2 there was the hope that a third part would emerge someday, but all hopes were in vain, until a small group of very dedicated coders started creating their very own Dungeon Keeper game called War for the Overworld. They had their ups and downs, but they finally had their game ready to show a tech demo. Please note that you need the Unity browser plug-in: https://wftogame.com/demo Watch the Kickstarter video here: http://kck.st/YaLXcH What I am saying is: There was hardly a chance to get the development of this and other niche titles going without the help of crowdfunding, and this is what Kickstarter is for. Even if there will be a fatigue one day, this will only mean that developers will have to work twice as hard to attract potential backers. There are plenty examples for very successful Kickstarter campaigns, but also quite a few epic fails. Often, these fails resulted in the ineptitude of the developer to have a compelling video at start, to do good community work and to post updates regularly. The horrid failure that was the Nexus 2 campaign was one of them.
  17. Kim will continue trying to make his dream come alive if it will be alone that is to be seen, and if the kickstarter fails not all is lost even if they lose the kickstarter money they won the support of a bunch new people, that potentially can transit the available monetary support to the official site. Sorry for the wall of text, i hope you like to read. Ok the idea for IM is older then that but they only started full steam on IM only on 2008 with a team of 20 developers that was how the UE3 demo came about, they went bankrupt some time after that because of failed publishers talks, and so add to disband the team, file bankruptcy and stopped development, Kim revived the game some time later and the core team (5 guys) but lost the ability to publish the UE3 demo and use the UE3 engine, so they decided to turn to Unity after the coder pitched to the team, Unity also announced the free version on this time, UDK was still some months away, ZPS started working with Unity and needed some months to climate to it and find a good work flow, for that they decided to make the Vault demo, it toke some months but after it was made they add a better understand of this new engine, the holly days came and they made some small Christmas based IM levels with funny music and snow falling and some basic puzzles for the community to find especial presents, , remember this was all being made by only a artist a coder a concept artist and a musician, with this bare bones team progress was painfully slow, but they where able to release the Bullseye demo after some months, the demo was well received and brought a much need monetary support for the team (spearheads like my self), a new artist was also included in the team by this time, with this artist they were able to release some months later a much more ambitious demo the running Man demo but by this time people were supporting less and less the game and so money was dangerously low, Kim announced to the community that they add to stop development some time to find some alternating means of funding, after some time searching for funds they were unsuccessful and not able to gain some significant support, so they decided to sell some of the, rich uncle ZPS shares, to the existing community members in essence make them shareholders, with that money they announced a even more ambitious demo and that was the Multiplayer demo Deadlock, they also said to the community they would fully open the doors to the development and let paying supporters play the demos from a very very early alpha stage, this decision was a blessing but also a very bad blow to ZPS, when the first 0.1 alpha version of the multiplayer demo came, it was really badly received by some people of the community, some didn't realized what alpha 0.1 and very early really mean, the demo was a very simple but nice looking small outdoor level and you could navigate on it but you couldn't do anything less more complex then that, not even shoot or turn the flash light on etc etc, so some started saying ZPS ripped them of and that this demo add no quality at all and this made a very bad splash in the community, but on the other side some realized what the demo was and loved the idea of seeing the baby steeps of a game being made (like me), this add the benefit of making the number of support medals going up, alpha 0.2, alpha 0.3 come fast enough all with totally different levels to play with but this time ZPS decided to upgrade their site and servers and so the only coder on the team add to stop working on the demo, that add the problem that art was evolving on the Deadlock demo but gameplay was seriously going behind this also made some people on the community question their priorities, but the site and servers add to be prepared for the multiplayer demo and to a more appealing look to try to gain more peaple, so there was no way around it, this made them lose some supporters (they were on their right of course) alpha 0.4 came and some basic gameplay finally came to light but this was not enough to up the support for the game and so they run out of money, this was how the idea for the kickstarter came about from the community and also ZPS that was open to suggestions, and the rest you already know. Has i said to Diego the Multiplayer demo is a unfinished and very early alpha 0.4 version, the character control is still to be fully implemented.
  18. I'm sorry this took so long, but I've just restored the forums from a backup I took on saturday. The forums were 'hacked' by a script-kiddie yesterday. I saw in the admin logs that he logged in with one of the admin accounts (probably after 'guessing' the password with some brute force script). He then edited all of the admin accounts and removed their access to the admin control panel (acp). Then he edited the forum description and wrote a text saying we would get acp access back for the total amount of $100. Right. Anyway, since I had to restore a backup of the database, some posts/threads/PM's and new users were wiped, but I couldn't do anything with that. I don't think this guy did anything other than removing the admin powers and editing the forum description when he was in the acp (all operations in the acp is logged), and he had no access to download the database. But just in case I urge you to change your password on this forum, and other sites where you've got the same account name and password. It's better to be safe than sorry. All admins are instructed to change their passwords to a hard-to-guess one. The password should; not contain any words found in a dictionary contain atleast 8 characters or more consist of characters, numbers and signs in a good mix consist of both lower- and uppercase characters/signs Also, always LOG OUT after you're done in the admin cp, and don't click on links in threads when logged into the admin cp. If an intruder fetches your cookie, he can access the admin cp. All admins have lost their acp access. They will get it back once they have changed their password. Please PM Fingernail when you have changed your password. Also, the acp is .htaccess protected with a username/password, and I've given the login info to Fingernail.
  19. As https://forums.thedarkmod.com/index.php?/topic/21267-mod-save-at-will/ exists, the "no" option existing doesn't make any sense. And you missed the "Don't care" option for the second question. To every author out there: If you want to include save restrictions in your mission, just do so. People who don't like them, can disable them via a trivial mod. Do not feel obligated to waste one of the precious difficulty slots for a non-save-restricted hard mode or something like that. Just include it on all the levels you feel it belongs to - even easy if you fell it fits your mission.
  20. Actually, quite the contrary. With manual saves, you quick save/load your way through the map without ever facing the consequences of your actions, if the route or plan you choose goes wrong, or in the way you didn't expect. With limited or no saves you have to go with the flow and think on your feet – and that's when you really see the emergent systems at work, to full extent. With infinite saves players typically choose the safest option and they're done with the mission, instead of choosing a different approach in another playthrough. And then they can boast of the forums that they finished the mission in 30 minutes on expert and it was a little too easy for their taste Edit: and while I like to use cheats in FMs, e.g. to give myself a sightseeing tour and admire the views/ambience, I'd never edit anyone's map. IMO it's a sign of disrespect. They did what they could at the time, with the knowledge and resources that was available to them. It's a finished work unless they'll have another go at it, it's not up to me to mess with anything they created.
  21. No need to edit maps as there now is a mod for that: https://forums.thedarkmod.com/index.php?/topic/21267-mod-save-at-will/#comment-469781
  22. On the wiki, I'm working on a set of pages with the title-preface and broad theme "The Parts and Whole". This looks at the hows and whys of map objects being formed into collections. The hub of this is The Parts and Whole: Overview Within the hub, so far, the section "Techniques that Affect DR Only" is built out with comparison tables and child pages. This covers these techniques: Hide/Show, Region, Layer, Filter, Group, Selection Set. I'd appreciate any eyeballs on the work so far. Please suggest or edit-in improvements. In particular, are there links to videos or other wiki or forum pages that you think most apt and should be added, e.g., to the "See Also" section? "The Parts and Whole" effort is mostly intended for newbies and so is not afraid to state the obvious at times. In some cases, it covers ground also handled by the necessarily-concise DarkRadiant User Guide, but with more depth and context. In other cases, the info was only found buried in forums. Because I'm trying to cover a fair amount of ground, the pages are text-only. Some of the child pages could benefit from screenshots some day.
  23. I thought the code tags constrained the code window vertical size and inserted a vertical scroll... hmm, guess not. I guess you have to use spoiler tags and nested code tags so you get the correct text highlight.
  24. I'm pretty sure the dark outline was 6 when I last used it, unless I mistook it when I wrote that: https://forums.thedarkmod.com/index.php?/topic/21196-frob-outline-poll/page/3/#comments
  25. I agree. Whenever I have questions about a game and cannot find a quick answer via google, my first instinct is to search for a Discord server. You usually get an answer in no time. Being able to interact with the devs and give feedback is also way more common via Discord than via some forums.
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