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Found 5445 results

  1. @HMart I had to put a monsterclip above them otherwise the would swim also above the water, so putting one just above the floor would fix the intersection, and about their behaviour .. well yes, it's just how it is. With search on they react strongly to explosions and all go to where the explosion was ... and then the game crashes : O So, not perfect but nice to have these fish that @VanishedOne got to work for TDM: https://forums.thedarkmod.com/index.php?/topic/20318-arx-eos-fish/
  2. Quite the challenge in the title, right ? Well, as long as it is not difficult to implement into the base game, I think we should finally resolve this particular collection of missing assets. In recent years, I've come across several FM makers clamouring for being able to make an FM with a female thief protagonist for a change. If we find someone willing to do the female player vocal set, I think it should be someone who can affect a voice that sounds neither too youthful or too old. That's, IMHO, key. The player character's male vocal set already sounds like it could belong to any deeper-voiced guy between 20 and 50. I have started this new thread in order to finally organise an effort to create a female vocal set. That's one of the few stumbling blocks left for more original protag creation, IMHO. Some three, maybe even four years ago, Lavender took a brave stab at this - if memory serves me right, she actually finished her recordings for the entire PC vocal set, they just weren't processed and suitable yet for publication. However, as Lavender has left the forums, we're basically back to square one. I think we should look into contacting the female voice actors we already have here on the forums and doing an assessment of their voice acting samples. There's got to be at least two ladies with an appropriate voice range for the female vocal set. I think women voice actors in their 30s, with a wide enough voice range, would definitely suffice for what is needed in that vocal set. Bear in mind that the entire vocal set is actually non-verbal, so there is no need to articulate anything. The whole set consists of a voice doing sighs, or noises during physical exertion (e.g. climbing, lifting), and so on and so forth. Though there are dozens of these purely vocal "lines", it's not that long a list, so the vocal set can be completed in a fairly short amount of time. The selected voice actor could do the whole thing in a day or two (or several days), we could then filter through the various takes, select the best ones, have our sound guys help with cleaning up any audio issues, and we could then work on implementing the whole thing as an alternate vocal set. It would be a really nice (if relatively minor) addition for 2.08. Particularly for mission builders. I'd like to hear everyone else's thoughts on how we should proceed, who can provide oversight for the effort, and so on. Wikilink to our voice actor article: http://wiki.thedarkmod.com/index.php?title=Voice_actors Wikilink to our article on the script for the player vocal set: http://wiki.thedarkmod.com/index.php?title=Vocal_script:_Player
  3. These are a few threads I found. Don't forget TTLG has a long history of talking about FM ideas too-- https://www.ttlg.com/forums/showthread.php?t=134149 https://www.ttlg.com/forums/showthread.php?t=133048 https://www.ttlg.com/forums/showthread.php?t=33693
  4. Regarding STRUNK's comment about non-full screen video... If anyone has access to circa-2006 3D Realms, it reportedly features a roadhouse with a TV showing several short videos, that loops overall. This mod forum post talks about editing the .gui and video .mtr to add additional video segments (called "channels" in the TV context), but is not self-explanatory without the original files: http://forums.3drealms.com/vb/showthread.php?t=20597 Idea might be adaptable to TDM
  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 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.
  7. Welcome to the forums! That would be a cool addition for those who like to do Ironman-type challenges. I once toyed with the idea of making one of the difficulties non-loadable from saves to force an ironman scenario, but decided against it. As far as how complicated this particular feature would be to implement, I have no idea, but if it's easy enough I say we should go for it!
  8. 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.
  9. Ulysses 2: Protecting the Flock By Sotha The mission starts some time after the events of Ulysses: Genesis, and continues the story of Ulysses. It is a medium sized mission with a focus on stealthy assassinations and hostage liberation. BUILD TIME: 12/2014 - 05/2015 CREDITS The TDM Community is thanked for steady supply of excellent mapping advice. Thanks goes also to everyone contributing to TDM! Voice Actors: Goldwell (as Goubert and Ulysses), Goldwell's Girlfriend (as Alis) Betatesters: Airship Ballet, Ryan101. Special Thanks to: Springheel and Melan (for proofreading). Story: Read & listen it in game. Link: https://drive.google.com/file/d/0BwR0ORZU5sraRGduUWlVRmtsX3c/view?usp=sharing Other: Spoilers: When discussing, please use spoiler tags, like this: [spoiler] Hidden text. [/spoiler] Mirrors: Could someone put this on TDM ingame downloader? Thanks!
  10. Funnily enough I did play T2 - Shadows of the Metal Age HD remaster and that sounds exactly like what you're trying to achieve. Hell, the main character was from Northern Africa! This was made ages ago and I'm not sure what happened to the devs, but maybe it's worth dropping them a line or two? Man, I would've happily paid good money for that game. That being said, I have been burned on kickstarter with the System Shock remaster, which'll be done roughly when I hit retirement at this stage....
  11. The br tags were added by me to the mission page. It works on the website but apparently it is rendering incorrectly in-game. I think we should fix that on the TDM side rather than living without basic line breaking on the website side and having all mission descriptions look like a wall-of-text...
  12. On the Download Missions page, when you go to your mission's full Description, there are a bunch of <\br> tags. Thought that might be a problem with how your description was written, as I checked a few different missions and didn't see the issue there? I tried to grab a screenshot, but somehow failed. (I think screenshots sometimes capture background TDM menus/pages instead of the active window.) And since I've already downloaded your mission, it's not on the Download Missions page for me anymore. Hopefully you can replicate
  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. From a design perspective, the mission types are a mixed bag consisting of locations (mansion, city), genres (horror) and game play types (platforming). Ideally we'd want to split these 3 groups and allow multiple tags in each group. This would cover both single missions and campaigns. It could possibly facilitate an advanced tag-based search if we'd ever want one. And maybe even something fancy, such as a mission recommendation system based on, for example, highest percentage overlap of type tags from already finished or downloaded missions. I wouldn't do those features in C++. Python has easier access to data science tools to do such things. To keep it simple, I'd say the wiki mission type list has a high overlap with the TTLG mission type list that has been in use since 2006. So after 13 years of use, maybe it's just a good list. Mission authors can choose a single mission type that most represents their mission. It can be an artistic decision. A campaign simply remains a "campaign" and missions without a type remain a "single mission". I added a screenshot of the mission download menu with mission type included in the existing layout, marked with red. Because the release date value is fixed in width, there's room for a type value next to it. Since type names are not finalized yet, we can make each type name fit in that type value space. This would always be a single value. I don't know how missions are uploaded. If it's a form, the mission author can select a mission type from a drop-down list. If it's a PM, maybe the mission author can simply mention the mission type in the PM. Because it's a fixed type list, I think we should exclude type from darkmod.txt. Otherwise we'd either have to allow a free type text that could deviate from the online types in the mission manager, or guarantee fixed types in the mission manager by matching the type text with the fixed type name list using something like Levenshtein distance. I'd say the mission type is always read from the online mission mirrors. I think the idea is to help players to more easily select missions to download. Once a mission is downloaded, we can assume players have already made their preferred selection, so mission types in the offline mission manager are less important and more a nice-to-have. I don't know how missions are updated, can I assume they are updated the same way they are uploaded?
  16. according to the kickstarter is was to be a myst type game, but they the developers changed the direction on it sometime after the kickstarter finished, apparently the backers were told about the direction change. got that info off a post on steam. takes about 2 hours to complete.
  17. Maybe. On their Kickstarter they were talking about being a small team and such and not having the manpower to focus on both at the same time. Yeah looks like it, and I'm happy because there used to be just a few choices. Now we just need a few more good movies, because I've watched The Road too many times. There's an HBO mini-series at the moment called Chernobyl if you're interested. As far as I know it's a realistic series, so no monsters or anything. It's just about the pre and after events of the disaster. This demo is an alpha for Kickstarter backers, so it will certainly improve. Funny fact: The URL of this topic has the numbers 19986
  18. gah Builder's balls! I don't know why I can't move that pic into the spoiler tags, sorry
  19. So it's finally time! Not An Ordinary Guest hits the forums like a heavy bag of coins! This is, as the topic states, my entry to the Unusually Gameplay contest. It is a fine example of a mission that has been built with only vague plans in mind. I thought it would be cool with a hotel mission and so I started building a room and a corridor and a boxy lobby. This was back in january 2010, the first serious map I started and since then I've probably run into every crevice in the road in my attempts to become a master mapper. Always start small, that's the lesson the gurus are trying to teach us. Baah, humbug! I rather went for something I thought would be fun to play. And after all, it wasn't meant to be a quick build, but rather something I could planlessly just add things onto as I went. And so more and more work went into it but I got carried away from it because of the other contests so this mission is something I've been building on from time to time over three years and because the overall plans were very vague until about one and a half years ago, several things have been changed over the years. I hope you'll enjoy the resulting mision! The unusual element in this mission is that each difficulty setting corresponds to a different character with different agendas; Will you play as the assassin, sneaking into the hotel, figuring out where your target is and eliminate it? Or will you be the unseen thief, skulking in the shadows, looting the wealthy from their heavy purses? Or why not the saboteur, wandering the hotel like an ordinary guest, but is he? Why is the water in the bath cold? Why is the food tasting like shit? It is something peculiar about that fellow in that room... Another thing I would like to mention is the effort I've made to increase replayability. There is no guarantee that the guests will reside in the same rooms from play to play, and the same goes for where the loot may be. And as the different characters have different agendas, so will some items be frobable for some and unfrobable for others. Special thanks to Ziggun, my friend who has helped me with lots of visual design desicions. Henrik Swenson, who has made at least one of the ambient sounds. BikerDude stepped in during the betatesting for some lighting help, much appreciated! And Grayman helped me with some scripting, I'm very grateful for that! I would also like to thank the betatesters with lots of good advice and keen eyes for Z-fighting and other unwanted errors: Bikerdude, AluminiumHaste, nbohr1more, lowenz, jaxa, Obsttorte and TylerVocal. I must adress some issues with the map. As I said, some parts of this mission was built when I was rather new at this and visportalling became a second issue, especially in the front section which is a rather open area. Lower end systems will have problems there. My efforts to increase the replayability was not without a cost. I'm very close to the entity maximun with only a few hundred entitys left to prohibit the mission from starting. I don't know if this will cause any trouble, performance vise, though. Planned fixes/additions for ver 1.01 Good hunting/looting/sabotaging! Ver 1.01 (Newest) http://www27.zippyshare.com/v/7742855/file.html Ver 1.0 http://www73.zippysh...35167/file.html ------------------------------------WARNING, THERE MAY BE SPOILERS BELOW--------------------------------------
  20. 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.
  21. Ok, seems my view of the forums was a bit out of sync, now all grayman's replies showed up making mine a bit redundant. First time I saw the "HOT! 9 replies" tag on a forum thread, hehe.
  22. 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.
  23. 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.
  24. @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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