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  1. Maybe all the TDM devs and mappers should have donate buttons? How about a kickstarter campaign for my next module set?
  2. I have this applied: /* remove rocket rank badge on user image */ .cAuthorPane_badge { display: none; } See also my topic about my edits to the forums dark theme:
  3. Hi all, While playing Dishonered 2 this afternoon, I once again noticed that many apartments in the game are quite similar and when I thought about it, it occured to me that there actually are rooms that are present in each and every household. At the same time each type of room has some furniture that is very common for each room. So I thought, it might be a good idea to make a list of rooms that are usually present in different households, as well as furniture that is commonly present in each type of room. Of course, the quality of furniture and size of the room is strongly dependent on the wealth of the inhabitants, but I thought it might help some mappers to have some kind of list to turn to, when creating a new household, so they can easily see, if they forgot something or can get ideas on what to put into some of the rooms. I have started the list with these points (I put them in spoiler tags, as the list tends to get quite long). If you think this is a good idea, I would like to extend on the list and later on transfer it to the Wiki. Households Low income/poor: Very few rooms, mostly functionalShould include kitchen and bedroomMerchants/Craftsmen: Also few rooms, apart fromkitchen andbedroom a workshop and/or aroom for selling should be includedTavern/Inn: Kitchen,storage room,taproom,bedroom for guests and owners,bathroom (optional, may be exchanged with basins in guests' rooms)Nobels: Kitchen seperate from eating room,several bedrooms (depending on family size: seperate rooms for adilts and each child, additional bedrooms for guests possible),at least one bathroom (toilet inside or seperate),separate office/library, sitting roomRooms Kitchen: stoveworking spacecupboard for cutlery and dishestable and chairs/stoolsStorage Room: shelves and hooks for food stuffbottles (various)barrels (especially in taverns)various containers (boxes etc)Bathroom: bathtubbasin for washingcupboard for bathing suppliesBedroom: bed(s)nightstandcupboard for clothingLiving Room: tablearmchairsbookshelve(s)lamps or similar for lightother leisure time stuff (instruments, knitting needles, board games, stuff like that)Office / Study: desk with chairbookshelve(s) Workshop: tools of the tradeworkbenchstoolTaproom: several tables with chairsopen fireplace with armchairs (optional)bar
  4. In addition to the wiki's I have also found it extremely helpful reading through all of the other FM makers threads in The Editors Guild sub-section of the forums. Using Google instead of using the forum search is also way more efficient when you encounter an issue and only have so much time to work, i.e. you can't or don't want to wait for responses to a thread in the forums. Google searching like this ---> site:http://forums.thedarkmod.com __search_terms_here___ So for instance: site:http://forums.thedarkmod.com AI falling through the floor site:http://forums.thedarkmod.com mapping thread You can quickly find a multitude of discussions and solutions and keep them open in seperate tabs for reference. Obstortte's "Let's Map" series is also very highly recommended. ---> http://forums.thedarkmod.com/topic/16176-obsttorte-presents-lets-map-tdm/ I would also suggest 1st completely going through the A-Z tutorial and just compile a list of questions in a Notepad file as you go through. Many times your questions will be answered later in the tutorial or you'll discover them on your own as you progress through the tutorial and you'll be more efficient with your time and not get hung up on something.
  5. i did not found a sollutions on the tdm forums. But on the ubuntu forums on D3, i found a simular problem at the following topic: https://ubuntuforums.org/archive/index.php/t-1206822.html - edit - see new post.
  6. 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
  7. OK, I repeated the previous test, as soon as TDM was running I opened the console and entered "com_error_crash 2" assuming that was more sensitive than 3, closed the console & downloaded files until I got a crash to desktop, still no core file anywhere to be found, I even tried searching from the root My system is obviously stopping it being created, so I'll have a dig around, there may be something on the Zorin forums that'll help I've just cleaned out all but the "training mission", "newjob" & "stlucia" missions & edited missions.tdminfo to remove all but these, is there an easier way of cleaning these up ? I know I don't need to but I'm downloading just to test at the moment and it gets a little cluttered
  8. On the other hand, this is the Dark Mod forum which in my experience tends to be an order of magnitude more civilised than most forums (especially game-related forums which tend to be full of toxic entitled 12-year-olds). I give it a 50/50 chance.
  9. Did they answer to team@thedarkmod.com ? Activision owns Bloodlines AFAIK. The only problems I ever saw was when there was a group of modders who wanted to port Bloodlines from Source to Unity. In response, a cease and desist letter arrived from CCP Games: https://forums.planetvampire.com/project-vaulderie-general-discussion/cease-and-desist/?PHPSESSID=usbfbsfbo7ctsjhq55dm9pfrpu But, I think that since 2013 when TDM went standalone, there should be some statutes of limitations. Is that valid for Canada in this field? May these provisions apply? https://www.ontario.ca/laws/statute/02l24 In any case, if anyone has any problem with any part of TDM's content, it will possibly have to be modified or removed to comply with the GOG and/or Steam version.
  10. Man, I was excited to try this. I'm having issues getting it to work. Dove into their forums and did some research and it seems I'm not the only person with my issue. Best I could come up with after 4 hours of trying reinstalls and other workarounds and digging through their forums is "wait a week for a patch and hopefully it works". Bummed cuz I love S.T.A.L.K.E.R. and was looking forward to trying this with other add-ons. I shan't give up tho.
  11. Sometimes the mapper wants the AI to do something special if they are alerted. That is, when the AI sees the player, instead of attacking, they run to do some special action and then come to fight. A typical thing that comes to mind is to run to the alarm switch and press it. This behavior is done like this: 1) Make the setup and the script that asks the AI alert levels periodically. This was explained here: http://forums.thedarkmod.com/topic/17157-easy-alert-ai-recipe/ 2) Make a conversation that executes the task you want the AI to do. For example: run to an alarm button and press it. Or run to the hostages and hit them with a sword. Or launch the rockets. 3) Use this kind of script: 4) You will also need a second script that repeats the AI reset blocks and have that script called once the AI finishes his task. Previously in the Easy Recipe series: http://forums.thedarkmod.com/topic/17157-easy-alert-ai-recipe/ http://forums.thedar...sy-bush-recipe/ http://forums.thedar...utdoors-recipe/ http://forums.thedar...y-vault-recipe/ http://forums.thedar...caverns-recipe/
  12. That might be the best way to get the exact features we want, once we've agreed on them. This looks to be the documentation for making own plugins for these forums: https://invisioncommunity.com/developers Maybe it's something you or someone else can work with?
  13. Is there by any chance a repository of "thieving event" ideas somewhere in these forums? I'm not talking about ideas for an entire mission, I'm just talking about single events or NPC encounters or small quests or even a puzzle that could fit into a larger mission. I ask because I'm building a mission and want to add a couple clever side events to fill out my mission. I've searched these forums but haven't found anything. Thanks in advanced for your help,
  14. DarkRadiant 2.7.0 is ready for download. It's a maintenance build for the most part, but it contains a few smaller improvements. As usual, a bit of refactoring and improvement has been happening under the hood, but this shouldn't have any negative impact. It's recommended to prefer this version over any previous release. A new DarkRadiant User Guide is being worked on and available on the website https://www.darkradiant.net/userguide (also accessible through the About > User Guide menu option). Windows and Mac Downloads are available on github: https://github.com/codereader/DarkRadiant/releases/tag/2.7.0 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 2.6.0 Feature: A method to deprecate models without breaking existing maps Feature: Game/Project Setup should show recently used custom paths in the mission drop down list Feature: Add "Choose Skin" button when editing model spawnarg of an existing entity Feature: Let the 'Matching skins' folder start in expanded state when showing the SkinChooser Fixed: Unhandled exception on start up when user XMLs are corrupt Fixed: Rotation of x-oriented particles in Particle Editor is different than in-game Fixed: Highlighted vertices of hidden brushes will move when moving highlighted vertices of visible brushes. Fixed: Unmaximised DarkRadiant not remembering main window size and location Fixed: Reload Models option in Create Model dialog window doesn't update the model Fixed: Problem with satisfying readable objective "when closed" Fixed: DR thinks an entity name of the form "Cylinder01" is the same as "Cylinder1" Fixed: Syntax error in "Test for missing targets" script Fixed: Bad normals produced by .ASE exporter Fixed: No confirmation dialogue box when exporting combined models Fixed: Undo/Redo Does Not Restore Light Color Fixed: Blend export script fails Fixed: Mouse Binding settings for Aux1 do not work Fixed: Exporting bell_hand.lwo as ASE is producing an invalid model, which will fail to dmap Fixed: Model exporter doesn't remember last export location Fixed: Buttons to change spawnargs can affect entities that aren't currently selected Fixed: Search box persists for some seconds after closing window or shifting focus Fixed: Connecting lines to targeted entities don't show up if 'Default' layer was hidden Fixed: Layers window: first click after opening isn't registered properly Fixed: Entities with non-existent classnames are shown white instead of blue in orthoview Fixed: Hitting cancel in 'Create Speaker' still creates a speaker The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  15. 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.
  16. Select the text, and use the Special BBCode button. Specify the "Spoiler" BBcode. That wraps the text in spoiler tags. Or you can do it manually, by adding [ spoiler] at the start of the text, and [ /spoiler] at the end (except, don't add the space after the open bracket; I did that so that you could see it in the message).
  17. 1- Zoom the 2D views toward the mouse location. I couldn't find any option for this in the settings, so I'm assuming this isn't in DR at all. This would make zooming in and out much easier. 2- A search feature on model/skins/texture/etc browsers. I noticed that in some cases if you press Space a text field appears, and it seems like that's some form of search thingy, but doesn't seem to work very reliably. This would make things much easier to find, regardless of how they are organized in the folders. You could always just search for it. Find "by name" might be enough for most purposes, and would be golden in itself, as far as I'm concerned. Although if more could be suggested about this, I'd say it would be something like how Hammer categorizes things with tags that allow for search filters (can also use material keywords for filtering textures). 3- Simplified wireframe on models (optionally just a bounding box). So that models wouldn't turn the 2D views into incomprehensible messes so quickly, but it would also help more easily seeing where model boundaries are exactly, for positioning/alignment purposes and such. Also one more, that I forgot: 4- Add an acceleration factor to the camera movement speed. Since there's no quick way to change it back and forth between fast and slow (have to press P, click camera, change speed, click ok, every time) this would make it easier to do small adjustments to camera position while still keeping the speed high enough to taste, and so that if you kept the movement key pressed you still quickly fly away to that far place you want. This is how it works in Hammer. I think its acceleration factor must be pretty high, so that small taps barely move the camera, but a continuous press almost instantly accelerates you to max speed.
  18. I believe you can still see topics started by a user you have on your ignore list, which is different to other forums I participate in where the whole topic is invisible. The first post will be invisible, but you can see all the replies.
  19. Oh, right, spoiler tags. Here is the content of mylog.txt after I start TDM with the start argument:
  20. Thanks for the logs. (please keep this topic clean, by placing the content of the logs between spoiler-tags.) like this. Cant see any error messages in the logs, thats with the problem to do with it. So, whats the content of mylog.txt, after you start tdm with the following startargument? +gfxinfo +condump mylog.txt +quit
  21. Thanks for testing. This help us too, to help other players in the future on their first-run. Some on the internet say, to also install the vcrun2015 component. Please install it and check it reaction. A black screen with sound is a video problem. You can solve this by change things in the tdm config file or run tdm with start-arguments. Run TDM windowed mode and low screen resolution: make a backup of the file "darkmod.cfg" (by make a copy of it) Then open the file with a texteditor, change the following values and save the file. r_customHeight 600 r_customWidth 800 r_fullscreen 0 If this works on your system, then you can change the video settings from the tdm main menu. If not, we need some logs. Create in playonmac a shortcut to the tdm executable and fill in some start arguments. (Configure button > select dark mod container > General tab > "Make a shortcut from this virtual drive" button)", select the dark mod exe inside the darkmod folder) After you created the shortcut in playonmac, hit the configure button again, select the darkmod container, then the darkmod exe shortcut and select tab "general" and where you can enter arguments in the "Arguments" input. we need to see how tdm loads. please create a log for us. using the start arguments: +gfxinfo +condump mylog.txt +quitThis generates a textfile inside the tdm folder and automaticly close tdm. We want to see the content of that file. (in spoiler-forum tags, please) If changeing the values for low resolution and windowed moded in the darkmod doesnt work Then use start arguments: +set r_customHeight 600 +set r_customWidth 800 +set r_fullscreen 0(or change these values in the darkmod.cfg file,) If this works on your system, then you can change the video settings from the tdm main menu. Folow the following tdm wiki article: http://wiki.thedarkmod.com/index.php?title=Debugging_TDM_systemerrors
  22. Everybody here should check Tangiers, a 3rd person surrealist stealth game on Kickstarter: http://www.kickstarter.com/projects/1841885340/tangiers-surrealist-stealth

    1. Show previous comments  5 more
    2. Melan

      Melan

      Probably the thieviest sounding game since TDP. I'm sold.

    3. Sir Taffsalot

      Sir Taffsalot

      Looks bloody awesome!

    4. Obsttorte

      Obsttorte

      Looks very minimalistic. This could mean they focus more on gameplay, what would be good. Let's see how it turns out. The art design is definetely awesome.

  23. I'm not sure what you mean by "CMS". If this is CMS aka wordpress, then there is website and forums. If you mean wiki, then here is the wiki. If you mean bugtracker, then here is one. Switching from one system to another is always a lossy process. Also, pretty much everything I listed above on TDM side is better and more well-known than builtin solutions which GitHub provides. MediaWiki is the widest-known wiki engine. Mantis is very popular too, although today's trend is using the awful Jira-monster. Forum is probably not so good (I have never heard about our Forum engine until now). As for website, is there anything except for GitHub pages on GitHub? This is perhaps not important for all the hipster developers hanging around, talking about trends and coolness... but I regularly browse through years-old history. I do SVN blame and read commits from 2008 explaining why something was done. I dig issues from TDM 1.04 times. I search over the forums to find what some stale shader was doing originally and how to use it. Migration from svn to git can save most of the history, but migrating other things sounds like an even more stupid idea. Well, we have CI/autobuild (thanks to Cabalistic). TDM bugtracker is very good, much more detailed than GitHub tracker yet not monstrous like Jira. And it is filled with lots of useful history SVN blame and SVN log is enough for history. Insights... is it the metric like who made more commits and which months was more "productive" ? ? That's the reason why I suggested creating an official mirror of source code repo on GitHub. And don't forget about "increased visibility", which is also very important. It would be a waste of time. There is already one such repo by Nbohr1more, and it gets constant warnings about its size (BTW, I have a reduced git repo with third-party libs excluded from history). Moreover, I think it is updated only manually now. In order to set up a mirror, collaboration with our admin is necessary to provide automatic updates. Just converting the repo and putting it on GitHub would be useless.
  24. Yeah? When I played, say, Dishonored and Prey, I sure appreciated having all the HUD customization options in the menus, as opposed to having to hunt down console commands in forums or wiki articles.
  25. @JackFarmer Yes. Well, maybe? I want to make it look like he's been dead for a while in that chair, and I could imagine it'd help if the hands and feet were also positioned in certain ways. @ERH+ yeah a temporary table in front of the chair seems like a pragmatic solution in the absence of other tools. Still very tricky - I remember spending ages dropping the shopkeeper's wife in Perilous Refuge trying to get her to land sideways on the bed for a more fetal position. Had to do it several times even before I figured out the modified map file gets written to the base darkmod/maps folder, instead of fms/*mission*/maps. Fortunately I found an article about this on the forums, after remembering I only searched the wiki. It looks like it has everything needed, including console commands, to make this task manageable. Will have to try this out and probs update the wiki: http://forums.thedarkmod.com/index.php?/topic/6677-guide-to-ingame-moveable-and-ragdoll-editing/
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