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Hello! I just joined the forums to report an annoying bug. I don't know if it's specific to this map or just a game bug but I have played most of the other missions and this is a first for me. Before i picked up the key to the junkroom i tried to open the door and i got the "needs junkroom key" message on my screen... but that message never went away. I had to complete the mission with that on my screen the entire time, overlaying all the other messages that appear. a reload/restart didnt do anything to solve the problem. A few of the on-screen messages at the beginning didn't make sense to me and were kind of cryptic, like a riddle i didn't get. one of them was something about an alarm? otherwise i liked the mission, pretty challenging and I know i missed some spots. cheers
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DarkRadiant 2.11.0 is ready for download. Next to bug fixes and GUI improvements (also to the recently added TDM Game Connection plugin) this build enables users to manage their favourite resources like materials, entities, sound shaders. The search function of resource trees has been improved too. It's recommended to prefer this version over any previous release. See the pre-release testing thread for a few feature highlights. Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/2.11.0 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 2.10.0 Feature: Managing favorite resources like entities, textures and sound shaders Feature: Extended/improved the search feature of resource browsers Feature: List model definitions in Model Chooser Feature: Initial GUI improvements to game connection plugin Fixed: Collapsing a brush while undoing cannot be undone Fixed: Skin Chooser starts with expanded All Skins root folder Fixed: Projected lights don't rotate around their origin anymore Fixed: Default scale & natural function producing stretched results Fixed: Script dialogs don't scale when window is resized Fixed: Material parser doesn't recognise materials with no whitespace between name and block Fixed: Treeview search box can overlap with the search result Improved: Prefab Chooser preview has better initial view origin and angles Improved: Imported prefabs are now created at the cursor Improved: Added option for "ai_see" spawnarg to Light Inspector The list of changes can be found on the our bugtracker changelog. Have fun mapping!
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Some further news. As it turns out, they are not actually planning to create Outcast 2, but rather do a crowdfunded HD reboot. Here is the link to their kickstarter-page. This is the first time for me to back a kickstarter project...
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I always wonder if you work for kickstarter, cos all you seem to do is promote kickstarter projects on all the english speaking games forums on the internet. Well the forums where there's an off topic forum.
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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.
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Different topic. I was unable to find is a way within DR to search for a particular object (to add to a map) by key word, ideally across the {entity, model, prefab} universe. (If it exists, please tell me where? Or this might be a new feature request [see below]) Maybe those of you on Linux use the op sys for this. Along those lines, here's what I came up with quickly for Win10 (i.e., without writing a shell script or C# program). Win10 as native support to index .zip's, but not .pk4s. So I made a copy of the tdm_update_win directory (say, " tdm_update_win_search_copy") and renamed all the .pk4 to .zip (using the command console "rename *.pk4 *.zip"). You can then follow the procedure here to make sure .zip files are indexed and the search includes them: https://superuser.com/questions/1252895/how-do-i-do-a-search-in-file-explorer-that-includes-subfolders-of-zip-archives# Purging non-zip files and folders from tdm_update_win_search_copy will cut down on the false hits. Then you start your search within that folder. The resulting listing, while non-ideal, should be often good enough. A limitation is that the algorithm is just looking for a string within individual filenames (e.g., within each .zip container), so doesn't know about any descriptive text. (An ideal version within DR could offer that, and smart filters too. And maybe over time synonyms, support for topic tags, on and on...) Interesting to hear about other solutions too.
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Work In Progress FM. Request for testers to give feedback.
ddaazzaa replied to ddaazzaa's topic in Fan Missions
I have created a thread in the beta testing forums for those who want to check it out. https://forums.thedarkmod.com/index.php?/topic/20742-blackgrove-manor-work-in-progress/ -
Just want to point out that there was also a WIP upper body (and optionally full body) tracking suit at CES 2014 called the PrioVR, and it was being demo'd with the older devkit version of the Oculus Rift. It's being developed by YEI technologies. They actually had a kickstarter a while back and it failed, but they plan to try again in February now that their technology is more refined. Below is a video of the suit, but I must warn you that based on the impressions I've read their presentation doesn't seem to do the suit justice. http://www.youtube.com/watch?v=W0881ORh3Cg I've been told that there will be 2 or so more revisions of the hardware before they start the Kickstarter again, and they're working on hand/individual finger tracking but there's nothing to announce on that yet. Here's an impression from someone at CES Source: http://www.reddit.co..._day_3_wrap_up/ I imagine getting one of these suits synced up with an Oculus Rift with headtracking would be an amazing experience.
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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.
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After watching and really enjoying the Turbo Killer in the random video of the day thread - - http://forums.thedarkmod.com/topic/13971-random-video-of-the-day/?p=401023 I went a looking for more info about it and found a kickerstarter for it, the creators of 'Turbo Killer' and going to make a full movie version in the same artisitc style and bloody cool 80's music by Carpenter Brut... https://www.kickstarter.com/projects/2050134024/blood-machines-turbo-killer-2
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DarkRadiant 2.10.0 is ready for download. This version adds a couple of interesting features for mappers, like welding/merging patches, opening maps from PK4 files and adjustable light colours and orthoview font sizes. It's recommended to prefer this version over any previous release. It's recommended to prefer this version over any previous release. See the pre-release testing thread for a few feature highlights. Windows and Mac Downloads are available on github: https://github.com/codereader/DarkRadiant/releases/tag/2.10.0 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 Feature: User control of font size of "size" numbers on ortho screen Feature: Merge patch / connect patches Feature: Allow DR to open .maps that are inside .pk4s Feature: Expose LayerManager interface to Python scripts Feature: Light colours in the ortho view can be overridden by the colour specified in the scheme Feature: DarkRadiant now warns before saving in case the map file has been modified in the meantime Coding: Linux build has been switched from automake to cmake, refer to the project readme for updated build instructions Improvement: Add dropdown list of all map entity names when editing a "Name of single entity" of an Objective component Improvement: Double-clicking an objective will open the editor. Objectives Dialog will automatically select the first objective entity now. Improvement: Sound and prefab choosers now start with folders expanded Fixed: Creating a model entity creates a "phantom light" near the world origin Fixed: Automatic map saving can crash DarkRadiant Fixed: Layer toggle controls can get out of sync (showing wrong icons) Fixed: Up/down strafe movement not working in camera free look mode Fixed: Can't build Radiant on current arch due to pybind breaking change Fixed: EntityClassManager vs. VirtualFileSystem initialisation order might prevent .def file parsing Fixed: World geometry is blue and cannot be changed when no worldspawn entityDef is defined Fixed: 16-Bit PNGs and 8-Bit Greyscale PNGs with Alpha channel can be loaded correctly (again) Fixed: Creating/renaming/deleting a layer didn't flag the map as modified Fixed: Selected light bounds not updated when editing light_radius spawnarg Fixed: Brushes were not selectable in orthoview when none of its faces were facing upwards The list of changes can be found on the our bugtracker changelog. Have fun mapping!
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So...good mission overall, but I've searched as many places as I can and now I'm left with the dreaded key search, which for me is like the big Monty Python Boot squelching down on the mission. I hate key searches. I have opened every door I can. What's left is unpickable. Tiring of going in circles, I have three places where a key is needed: Armory Locked cupboard Blue door. And sorry for the lack of spoiler tags, but I can't seem to locate the appropriate icon.
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I was one of the people that supported the kickstarter but funny enough i have still to play the full game has time has not allowed for it.
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- kingdom come deliverance
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On the contrary, this thread should really be about my language project. That's what I'm working on in the big picture, and the C++ Program was just one little part. It would be a great pleasure for you guys to ask me about my project so I can talk about it. It's something fun for me! My undergraduate work was in cognitive science, well technically in the Philosophy department, so the logic side of it. But I was taking a lot of cogsci classes. And philosophy of language, language cognition, & linguistics were the areas I was most interested in. And then independently Hebrew & Japanese (and some German) were the foreign languages I studied. So half of it is a fun way to learn how languages work from the inside in actually *constructing* them. And the other half is sort of an homage to the languages I studied by seeing if they could be combined in fun & creative ways -- Japanese, Hebrew, and another language Chickasaw (along with its sister tongue Choctaw), which is connected to my family history. And I was always interested in translating. But it's when I stumbled onto some tutorial sites for *how* to make a ConLang that I saw that it's something that can actually be done. So I ran with it. Alright MD, let's see what you've cracked just from what you've seen. I'm in the process of trying to write all my scattered notes into a grammar textbook, and I'm realizing it needs a lot of cleaning up. I'm learning my own language almost like a foreign language as I go. Generally, you're seeing the Hebrew connection. The other pieces are Japanese & Chickasaw. Chickasaw is the core grammar. You start with a time conjugated verb with a SO prefix, then list the elements. Then like Japanese, the cases are tagged (although as you noticed, Hebrew also does this with "et-" for direct objects. Japanese does it for many of the other cases too, "ha", "ga", "wo", "ni"...). Like Japanese (and unlike Hebrew's "et"), the tags come at the end of the phrase it's tagging. Note on pronunciation, to keep it one letter, C="Ch", X="Sh", and R is between a French guttural R to Hebrew "ch". Yes! You have the 4 letter roots and add vowels just as you said, o-i for present indicative, u-e for past indicative, and a-a for modals, which add a suffix for some modals, "nofo" indeed being the "may" modal, and "halos" for the imperative (not really a modal, but it got into that category. Reciprocal should also be a suffix like Hebrew's hitpael, good guess!, currently "yalos". Also "must", "can", etc.) Yes, by gender & number, in the order SO. So if you wanted to just say "He saw her", you can say the whole thing with just the verb: Yisi-suplel. (Yi ="he" male subj, si = "her" female obj.) If you wanted it to be "John saw Jane", it'd be Yisi-suplel Can ma Cen ca. Yes, ma is the subject tag, and ca is the object tag. There are also tags for indirect objects, and like Japanese, the participles sort of work like tags for objects of participles (in, on, through, from, etc.) Yes. (There is no indefinite article. Like Hebrew a bit again.) And can you see the modifier for plural? (At least one of the words in my translation is plural and you can see how it differs from the singular ones.) Actually it's closer to Japanese, the difference being is that English usually has relative clauses after the noun ("the big train, which I saw.") whereas Japanese (and Turkish) is strictly head-final. All modifiers go before the noun on pain of death! Relative clauses work like adjective phrases. So it'd be "the seen-by-me big train". Now we have a verb again, so we have the Chickasaw/Hebrew style again, with one extra flavor. And this is where the English did influence a little. Instead of "I-it-saw" (for "the train which I saw"), you replace the noun you're modifying with a "what" (or whatever the interrogative word is for it), in this case the TRAIN. So "the train which I saw" would be "I-what-saw". [it's a little like how we do English. "The train (I saw it) was going fast." You replace the 'it' with 'which', and put the "which" up front, so it's: The train, which I saw, was going fast."] So for our Wasmaxna -- if we want to translate "The big train, which I saw, was going fast." -- you'd start with the head verb, "is", the copula linking Train to "going fast" (edit: sorry, actually you'd start with the past progressive "was going", so I'm going to have to fix the next sentences...). So we'd start with "It(subj)-WAS_GOING". Then you add the relative phrase modifying the train, "I saw it", replacing the "it" slot for the train-object with "what". So you'd next have "I-what-SAW". It was a "big train" which I saw, so after the "I-what-SAW", we put the "BIG" adjective. Then you'd finally have the noun head, the word "TRAIN". Then you post mark it with the subject tag "ma", for the first head verb (WAS GOING). (Notice like relative clauses can do, it's also in the role of object of the relative verb, "I saw it", but we don't put an object tag for it. The way we communicate it's an object of that second verb is like English, we use the interrogative "what" (or "which" in English) in the object spot of the verb.) Then finally we have "fast", which is the adverb on the verb "WAS GOING". Adjectives and adverbs are currently indistinguishable. They don't modify by anything. And they don't get any markers. So you just throw the word there at the end and let it stands, and context tells you it modifies either the train or going fast. Hmm, maybe I should distinguish adjectives & adverbs after all. Well, wait, the adjectives all go before the noun... So obviously if it were a "Fast train", "FAST" would have gone next to "BIG". But for adverbs, since it's VSO, modifiers of verbs are currently thrown at the end and the verb links to them somehow. I will have to think about this more. But anyway, currently you just throw fast at the end & context tells you it's modifying the WAS GOING. So using the past progressive form I currently have, the translation would be: Ki-kuybexbit kikul-suplel hiceka liya mae babate. Past progressive of "TO GO" (Kuybex=past simple; + BIT=progressive). KI = the suffix for a neuter subject (notice there's just one slot for that verb since it's intransitive, the subject, the "seen-by-me big train" that takes the slot with "mae", the subject-definite marker. There's no object slot in the verb like you see in other examples, like Yisi-, etc.). And then the word FAST is thrown at the end, with context telling you it's modifying the GOING, which you're supposed to know is referring to "going" by the context. [Footnote: Before I was thinking of "going fast" as a gerund, maybe a stupid mistake. If you did it that way, the head verb would be the copula "IS", which links the train to a gerund "GOING" as a reified noun, with "o-u-o". So if the verb "to go" is KYBX, "going" would be "koyubox", without any suffixes since it's like infinitive. And you'd put "fast" in front of that gerund like an adjective. The TRAIN WAS [FAST-GOING]. "The big train, which I saw, was going fast.", would then look like [it-it-WAS] [i-what-SAW] [bIG] [TRAIN] [subj-definite tag] [FAST] [GOING] [complement tag]. Kiti-hukxer kikul-suplel hiceka liya mae babate koyubox sa. Then a copula tag, "sa" (I think I was going to use that? It's still a trial rule). In as close to literal English as I can get: "Was the-seen-by-me big train fast-going." Hmm, I say it was a mistake to use a copula when the verb was actually past progressive, but maybe my intuition was telling me something after all to use it like a copula (English blurs the line after all). I did run into the problem linking adverbs to the head verb, and that's sort of what the "WAS" serves to do for the Past Progressive form in English.] As you can see I'm still learning it & developing it as I understand it better. Thanks for taking notice! Edit: If anyone reads this far, I'll reward them with the running rough draft of my grammar urtext: https://docs.google....QyjcJfdkVo/edit
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[2.11] New Blackjack System (available via dev build)
Dragofer replied to Obsttorte's topic in The Dark Mod
Have you tried this? https://forums.thedarkmod.com/index.php?/topic/14126-ftpthedarkmodcom/&do=findComment&comment=333594 -
Nice effect, but not for me. Found a topic about it: https://forums.thedarkmod.com/index.php?/topic/17426-stereoscopic-rendering-red-cyan-anaglyph/
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The difference is the direction of association. Tagging is a bottom-up association, where you assign a tag to each element and multiple elements form a taggroup, whereas the proposed theme definition approach is a top-down association, where you define a group (themename) and add elements to it. If you want to alter a group of textures, you can just edit the theme definition whereas in the case of tagging, you'd have to visit each contained material. Other than that, you can also use themenames that create a virtual folder structure, just like the material definitions, which wouldn't make a lot of sense in the case of tags and it's bound to get messy on the long run. Theme definitions furthermore allow for easy sharing of themes without altering any existing files. Tags on the contrary are generally added in the meta-info of elements, hence material definitions would have to be altered, which is a no-go. Everytime you want to alter your tabgroups, you'd have to redistribute the material definitions... Sure, you could add some sort of meta files storing the tags, but that's not true to the tagging concept and if you store them in external files anyway, you can just as well go the clean top-down way. Also, a simple typo would add a material to a different tag-group. This can't happen with theme definitions. The worst thing that could happen is, that an element is missing, which you can easily correct by looking in one single place. As you can see, I am quite fond of the theme definition approach, although I initially suggested myself. But Bikerdude had the idea of material-playlists, which led to the concept of theme definitions.
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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!
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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.
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No, it doesnt :-) http://wiki.thedarkm...tching_entities Especially in the case of "non-lit wood in the night" the batching could be improved considerable. Even the SEED method could be improved, as it currently builds the new geometry in an awkward way on the CPU. Edit: Here is the old thread: http://forums.thedar...243#entry243243 Note that SEED (formerly known as LODE) does two things: random generation of entities/models and distance-based culling/re-instating combining rendermodels of multiple func_statics or models into one model (optional: with multiple clipmodels) The old thread often talks about 1 but occasional 2 is also mentioned. Sorry if I can't pick out the relevant posts right now A few interesting posts with screenshots: http://forums.thedar...post__p__243972 views:4 draws:235 tris:12782603 (shdw:306) (vbo:0) image: 49.9 MB http://forums.thedar...post__p__244362 http://forums.thedar...post__p__246658 http://forums.thedar...post__p__247177 real world test with NHAT: http://forums.thedar...post__p__247907 multi particle emitters http://forums.thedarkmod.com/topic/12107-announcement-seed-system/page__view__findpost__p__248646 Please note that all the above posts are from before we had the full source code - some info might be outdated and we probably could fix quite a few problems now much more easily.
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- idtech4
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@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
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So, what are you working on right now?
nbohr1more replied to Springheel's topic in TDM Editors Guild
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 -
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.
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Fan Mission: Commerce Bank (by grayman) (2019/4/10)
Darkness_Falls replied to grayman's topic in Fan Missions
Stuck early, lol... PS: I wish there was a 'spoiler' tag icon among all the other icons when composing a reply. (If it's there, what does it look like?) I don't post here a lot, and I even more rarely need to use spoiler tags... so when I do need to, I can never remember if the spoiler tag is [ s ] or [ spoiler ] or some other tag. So, I try to go to advanced editing and check there, but that doesn't help much; and/or I have to preview post and make sure my attempt works.