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  1. Yes, that's generally the case. On rare exception, mappers sometimes "ask for ideas": http://forums.thedarkmod.com/topic/13674-wip-fm-the-elixir/?do=findComment&comment=283045 ...but it is more common that mappers will have their own ideas that they even "know how to implement" but do not have the time and energy to start working on them (or continue working on them) and will instead choose smaller, more feasible projects for fun. Even with the simple concept in "The Elixir", the mission turned out to be much smaller than the "Lord Edmund Entertains" idea I had originally envisioned. Still, it's cool to have at least one of my story ideas out there. There are similar "make it for me" threads over at AtariAge forums where players ask Homebrew and Rom hackers to somehow make Atari 2600 games for them based on their concept designs. They are predictably filled with requests that go well beyond what a 2600 can do. So many have been offered that they have made guidelines in the forums like: You should include concept art. You must be willing to attempt Batari Basic coding and Sprite editing.
  2. tried that to run TDM on android in this topic:http://forums.thedarkmod.com/topic/16672-trying-to-run-tdm-on-android/?hl= maybe possible with d3 and a very old version of tdm. read this topic for some pointers, d3 on the pi: https://www.raspberrypi.org/forums/viewtopic.php?t=99624 (check also a video in the spoiler) or try steam link on your pi. https://steamcommunity.com/app/353380/discussions/0/1743353164093954254/ and http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/ video in the spoiler
  3. OK Guys i thought id installed OK but at the end i got a compatability error and when i tryed to launch i got a black screen ! I then tryed to reinstall with compatability settings and the installer said i had installed successfully ! Tryed to launch and got the black screen again. I did a little search on the forums and it's looking like this might be a known problem. Is it a compatability issue with radeon drivers or am i missunderstanding the thread i read ? I have an Asus R9 270 which I hope is still good enough to run this game ! I used to be !! I alreao read about a hotfix but dont wish to do anything untill i get advice. Thanks got your help in advance.
  4. STiFU

    Outcast 2? :)

    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...
  5. I was referring to D3W advice in general, not the specific text you posted. I've seen several forum posts on D3W and I think even these forums where people have repeated the "fact" that Doom 3 has a problem with more than 3 lights hitting a surface, and advised mappers to cut up brushes to make sure they never see a cyan surface in the r_showLightCount view, even though this was a waste of time that made no difference to frame rates back when I was doing it on a Radeon 9800 XT in 2006. I suspect that the "3 light limit" comes from the descriptive text in the explanation of r_showLightCount: 1. Black= No light hitting the surface. 2. Red= 1 light hitting the surface (this is excellent). 3. Green= 2 lights hitting a surface (this is great). 4. Blue = 3 lights hitting a surface (This is getting bad. You need to keep these areas small, but it is ok to have a number of smaller areas in a room that are blue). 5. Cyan, pink, or white= 4+ lights hitting a surface this is bad and you should only have this in very small, isolated areas. It would be easy to interpret these descriptions as implying that something bad happens between 2 lights ("this is great") and 3 lights ("this is getting bad"), even no there is no such limit and these textual descriptions were (as far as I can tell) just off-the-cuff phrases that never actually reflected any empirical performance testing. There is no such limit for maximum lights, because light count is just one of many factors influencing performance, along with poly count, shadow count, shadow mesh complexity, number of shadow-casting lights, number and size of open/closed visportals and many other things. Giving suggested limits for particular scene elements is counter productive because these limits tend to get enshrined in documents and forum posts and propagated through time as a sort of "cargo cult", where people believe that as long as they have fewer than a certain number of lights or polygons then their scene will be fast to render, even though there may be many cases where having more lights/polygons would be fine if other elements of the scene are simpler, and vice versa. The only meaningful way to address performance is based on empirical testing, with guided optimisations based on this data. For example, if you have a scene that is particularly slow to render, and you find that you have a large surface hit by 20 different lights and they all cast shadows, this might be the thing to optimised, whereas in another scene you might find that you have 10 million polygons in view due to a reflection surface and too many open visportals, and these are the things you need to fix. But in no case does this mean that if you stick to 19 different lights and only 9 million polygons, you will never have a problem with performance. No need to get defensive; I wasn't criticising you, just pointing out that some of that old advice from D3W and other forums isn't particularly accurate and shouldn't be relied upon by today's mappers, particularly when it asserts particular numeric limits that quickly become obsolete due to the evolution of hardware, and might not have been correct to begin with. Nothing wrong with looking at light counts in conjunction with other items (but you must also consider the area of the over-lit polygons, not just the count, and consider the effect of light scissoring which considerably restricts the actual area that is illuminated based on the size of the light, even if that light hits a large polygon), provided you don't become attached to certain fixed "ideal light counts" which are just too crude a measure to be useful. Overall my advice with light count and everything else (polygons, shadows etc) is: Minimise everything as far as you possibly can without compromising the artistic intent. Use in-game diagnostics and statistics as a guide, without being hung up on particular numeric thresholds and values. Test on a variety of hardware (especially mediocre hardware) if you can, to avoid producing a map which only runs well on your super high-end rig.
  6. Similarities they may be. The real inspiration was Strugatsy brothers - "Гадкие Лебеди" and "За миллиард лет до конца света". I don't know if there are any translations available. J.G. Ballard's "High-Rise" too. More info can be found from various interviews and on the kickstarter page too maybe.
  7. Wow, I'm impressed seeing so many fellow metal heads on the forums! Moonsorrow was mentioned by several members, definitely in my top 10 bands. Though I would probably classify them as black metal (with folk and progressive influences). Shout out to Devin Townsend too, I mostly know him from listening to Strapping Young Lad, but an excellent musician in general. In general I'm an equal fan of death metal and black metal, and mainly Nordic bands, but there is good stuff from all over the world. I'm particularly a fan of the early Swedish death metal scene with bands like Entombed, Dismember, Grave, Grotesque etc, and the later Gothenburg scene of Melodic Death Metal like Dark Tranquillity, In Flames and others (both of which I've hung out with at concerts, Gothenburg is a small town ^^) For Black Metal it's mainly Norwegian and some Swedish and Finnish bands like Darkthrone, Immortal, Gorgoroth, Lord Belial, Bathory, Dissection, Moonsorrow, Impaled Nazarene and many more. But when it comes to mapping in DR I tend to go for something that's a bit more chill and puts me in the zone. I usually listen to some kind of Dungeon Synth or similar, for example:
  8. 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.
  9. bank, ship, pagans, builders, mansion, sewers, multimission/campaign, homage, mages, outdoors, undead, useonlyapredefinedlistoftags, makeauthorsormaintainersaddthetags, clickonatagtoseeallmatchingmissionsofthattype, althoughidontusethedownloadersoidontcarejustsayingitspossibleisall Tags are successful in situations where there are a lot of entries and you can do a complex search by including tags for what you want or remember were in a mission and excluding what you don't want or weren't in a particular mission. But there are only about 30 missions so it shouldn't be a priority. I'm wondering now whether someone's T2FM database has tags, since there are 700+ missions. That's where tags become useful.
  10. Tag systems suck. File under: tags, suck, regressive, ridiculous, backwards, suck, tags, tagsuck, tagssuck, tagsystemssuck, whynotjusthavearegulartextsearch, whothefucthinksallthisguessworkis easier, tags uck, uck, ucksay, tags, tss, sucktheydotags
  11. 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.
  12. I promoted The Dark Mod Forums and the game yesterday to a stream by Deadwing Dork. Even sent a super chat telling him to check out the forums. He said Thief 2 was better than Thief 1, never got to play Thief 3 but wanted to, and disliked Thief 2014.
  13. The ones I know about (not having been around back then) are: https://forums.thedarkmod.com/index.php?/topic/9762-zombies-ghouls-and-revenants/page/2/&tab=comments#comment-198310 https://forums.thedarkmod.com/index.php?/topic/14066-needed-for-standalone-animated-werebeast/
  14. I think it would only work out if the same guys doing the System Shock remake got the IP for it and did another kickstarter. I would back with an entire paycheck.
  15. They have a kickstarter now and WOW they have raised £256,465 of 300,000 with still 28 days to go! Going to be backing this one (my first kickstarter as well)
  16. Could you please add a line seta logFile "2" to the end of Darkmod.cfg file and then try to reproduce the crash again? It you succeed, immediately save the contents of qconsole.log located either at fms\ac1 or fms\arena (depending on which FM was installed when the crash happened), You can either attach it renamed to .txt file or post its contents surrounded by spoiler tags in square brackets. I would be happy to hear any more details about how and when it happens. The current details look weird (64-bit-specific 2.07 crash... hmm) I started these two missions recently and did not see any crash. Where is your TDM installation located? Can you e.g. create a txt file there without UAC/admin dialogs, or delete some pk4?... Which OS you use?
  17. They gave me 10 tags. I took them. That's too bad about your OLED TV. Hopefully some other "emissive" technology will step in. Or maybe laser projectors will decline from their current $20k prices.
  18. 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.
  19. That's pretty much how Obsttorte had 'fragment blending' work: https://forums.thedarkmod.com/index.php?/topic/17308-epis-many-questions-thread/&do=findComment&comment=375331 At one point SteveL even suggested a tweaked interaction shader to allow three-way RGB vertex colour blending: https://forums.thedarkmod.com/index.php?/topic/17308-epis-many-questions-thread/&do=findComment&comment=375331 Light interaction is usually where these things run into complications: the old 'soft alpha transparency without light interaction or hard alphatested edges with it' limitation is another one. And since real-time lighting plays such a central part in TDM...
  20. I think I first noticed it here https://forums.thedarkmod.com/index.php?/topic/20169-the-history-of-bloom/&do=findComment&comment=446309 It looks rather cool, mostly because he's a no-nonsense person and his formatting kinda underscores that in my mind
  21. Some time ago I also got excessive linebreaks on the forums, although in my case whole lines were never broken into pieces, just the newlines that I put became way longer. I could remove them after-the-fact by editing my post twice. In the end I noticed that I accidentally disabled javascript via browser extension. I enabled it back, and now everything works perfectly.
  22. Seems like the forums been updated since my last visit. Why does everybody have a rocket on their profile picture? Could the ranks either be disabled or filled with proper icons instead of just one rocket? If you need someone to create those icons (maybe Thief related) just give me a call, I may can help.
  23. The objective is to get mappers to use newer features. The Asset bonus is capped to 2 perfect votes averaged into the visual score. I was considering only awarding bonus points for code features ( game-play, visuals ) but the Asset bonus allows mappers to decide (risk) only to use one code feature or none at all and still have a little buffer against others who use them. Hopefully the vote participation will be high so that the bonus bias won't be too exaggerated anyway. ( I may need to add a scaling factor if 18 additional votes is half or more of the overall vote participation. ) I ask you to consider joining the fray as you always add stellar submissions to contests! Otherwise, please consider joining "in spirit" and adding story connections and 2.07+ features to your WIP and targeting the 2.10 release window. There is no obligation to declare your participation before submitting your entry. Yes, for 2.10 features players will need to install a 2.10 Dev Build or Beta version: https://forums.thedarkmod.com/index.php?/topic/20824-public-access-to-development-versions/ they can either use this as the primary TDM install or install it separately. As for 2.09 "features"? You're right, I guess I should say "feature" as the only player exposed feature is the new physics based particle setup: https://wiki.thedarkmod.com/index.php?title=Particle_collisions_and_cutoff
  24. If it was my call, I legitimately wouldn't be opposed to that and would actually encourage it! Your assets are some of the best stuff that was ever made for TDM, and of all artists you're among the first who I'd normally encourage to get a Patreon where they receive support for their work. It's of course even more noble that you did all this work even without such... sadly my current situation and comparatively limited skills make that much harder. Of course if you were to do that right now, you'd likely run into the same controversy I'm trying to clear up in this thread. Especially since your assets are for vanilla TDM so it's even closer to home, compared to making an independent mod like I'm doing here. I imagine the current situation might be limiting to several artists overall. I wouldn't advice a kickstarter campaign though, as that would still have the component of "if I don't get enough money it won't happen" attached to it. I'm not a fan of paywalls either as Sotha very nicely put it, to the point where I don't even do the whole "low-res version for free, high-res version for patrons" thing when it comes to finished artwork. Patreon's system encourages people to keep going regardless of whether they're receiving more or less support at different time periods, which is what I plan to do with my project as well (funding won't determine whether I still want to do it, however it can greatly boost my ability to do it).
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