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Found 5458 results

  1. Welcome back. Do you still have access to the Developer forums?
  2. Good point! I guess when tackling on such a task, one needs to find different rewards whilst doing it. Like, completing a project that has taught a lot of programming/server/... lessons on the way. So then, even when it becomes a ghosttown, it was not all for nothing. Also, the way I imagine is not that people meet randomly on servers. Rather, I think a few people make an "appointment" in these forums here and then 5-15 people play a map maybe once a month or so. That's how I imagine it, again, I could be completely off (I have no experience on which to base my estimates on).
  3. Sorry I'm not near as active on the forums these days since pursuing the portfolio again but this could be quickly whipped up I think. If anything I'd just need to get a suitable material for the feathery parts to look... feathery. If Springheel provides a model, obviously we shouldn't need two but in the case that cannot be done I'm sure I could come up with something.
  4. I'm not doing any modelling atm, but maybe Peterspy or Epifire could help? Don't know how often they read the forums, but they're active on Discord.
  5. @Atheran welcome back, and you sure sound a lot more knowledgeable than me about modelling now. For me modelling is just part of my toolset as an FM author for getting things done, alongside sound/image editing and scripting, so I'm glad to see a (newly baked) specialist in this field returning to the forums. Regarding the tools, Lightwave isn't obligatory. Arcturus and I use Blender, while I know others use/used 3dsmax, softimage and wings3d. As long as it produces .lwo or .ase models it's all good.
  6. 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
  7. Oooh boy. It's been a good few years I haven't checked these forums. Good job @Dragofer. Those assets were bad and honestly, big part of the reason I stopped helping around here. My workflow was atrocious due to (in order of importance): 1st) Lack of knowledge and experience. I had just stared dabbling in 3d modeling/texturing as a hobby for less tha a year to any serious degree at the point. Now it's been a few years, worked on a couple of games in a serious team effort, went to uni about Game Development and working on my own game right now. As such this has been fixed to a big degree. 2nd) The tools themselves. I couldn't stand Lightwave (still can't) and was seriously focusing on PBR workflows and the traditional texturing felt wrong to me. I'll keep an eye around for a while now and if I see progress on that second one (as in being able to use the tools I know, because there was nothing wrong the way it was, just not for me) I might try and help again. So once again, good job on my old assets, glad the community is still going and.. Sorry for bailing out on all of you, especially @grayman and a couple others. Cheers.
  8. No wonder he is having that huge drop in fps! With that amount of AA samples especially at that resolution! IMO at that resolution you don't even need anti aliasing. Duzenko, perhaps I'm mistaken but I seem to remember a old discussion in the defunct Doom3World forums that multi-sample AA makes idtech 4 lights much heavier, because when the surface is rendered per light, it is essentially rendered again and again for the amount of the AA samples you set, is this right?
  9. It's really odd, I'm getting around 10-15 FPS. I'd consider 40 to be more than sufficient. As far as I know I have the most recent version of the game. It's playable with the soft lighting feature turned off (around 40-60 fps) but if I turn it on and get near a torch it has dropped as low as 5 fps. I didn't really see much in the way of this problem searching through the forums so I thought I might have had something going on in my system. I'm okay with playing it without the soft lighting, but man it sure looked pretty. I've attached my darkmod.cfg file if that helps. Thank you guys! I can't wait to dig into this beautiful game!! Darkmod.cfg
  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. 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.
  12. 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?
  13. 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!
  14. Ah well Springheel thank you. I kind of remembered reading something like that somewhere, but I didn't think of our forums here! Thank you for pointing me there! Oh there aren't? Shouldn't be hard to do since the models look really blant. If I get the game, that could be a job for me maybe
  15. 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
  16. Finally done with my vertical contest entry... Swing You'll get your sea legs ... or die trying ... Thanks to my beta testers: SiyahParsomen Diego Baddcog ---------------------- README: SWING a Dark Mod mission, by Komag for the Vertical Contest held summer 2010 find me on TheDarkMod.com forums, or via ShadowDarkKeep.com This mission is a "platformer" with slight puzzle elements (figuring out where to go next and how to get there). Be prepared to do a lot of falling, dying, and quickloading! Quicksave anytime you are sure-footed, about take a risk Getting off the swing for any reason is not recommended! And try not to get sick ;-) Have FUN!!! Komag - Ben Ramsey -------------------------- BRIEFING: The King's steward has seen you in action aboard His Majesty's Ship Vertigo, and he is pleased with your potential. You are hereby granted an opportunity to prove your quality by successfully navigating the King's Royal Navy training swing. You need only retrieve the high crown (a replica of course) from the top of the swing, and return it to the docking area. As a bonus, see how many of the ten hidden bottles you can find - the more you come back with the more impressed your superiors will be, and that can only be a good thing as you know." ------------------------ Known Issues: - It's possible to stop the motion of some of the moving things, and even the entire swing itself, if you mess with things enough ENJOY!!! http://www.shadowdarkkeep.com/missions/Swing_v1.2.pk4
  17. 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...
  18. 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
  19. If you post this in enough forums, you may actually end up just advertising her and increasing her revenue and subscribers. Something to think about.
  20. Cleaning Up the Neighborhood by some1stoleit, bikerdude Brief Description: A small-medium sized assassination mission, taking place in a bar and casino environment with streets surrounding the bar. Story: Crime is out of control in my neighbourhood, when thugs attacked my wife I decided I can no longer stand by idly. Unable to rely on the corruptible city watch and the aloof Builders, I must take matters into my own hands. My first target is a bar called the Scoundrel’s Rest which is not far from my home. It’s owned by a man named Godfrey and considered neutral ground to the various criminal factions inhabiting the city district. There is no doubt its presence attracts criminals towards my neighbourhood, contributing to the infestation of crime. Infiltrating the bar not only creates the opportunity to kill Godfrey and shut it down for good but also allows me to find information about the rest of criminal groups that inhabit my neighbourhood. I gave my thieving days when I met my wife, but for her sake I must take up the profession once more and prowl in the shadows again. Notes/Tips: Your lock picks are noticeably old, so you can’t rely on them to get you past every door. Examine the environment and keep an eye out for keys on pockets.If you see a pipe outside, chances are you can climb up it.On Rusty and Practiced difficulty settings there's a map available for the bar’s ground level and the street surrounding it.It should be possible to ghost the every area in the mission. A small amount of loot however may be difficult or impossible to acquire without knockouts.There are a few hidden optional objectives you can discover. Screenshots Download Mirrors: https://www.dropbox.com/s/rbiashq1c1k56ns/Cleaning%20Up%20the%20Neighbourhood%20v1.0.zip?dl=0 https://mega.nz/#!bMtgiSra!Y1KXGovfYfdtG1xxRkmPYndLxgq7wMNVr8oENnS2Qxg FAQ: I dislike when I get stuck on an FM and have to leave the game to scroll through forums to find out what to do. I think the mission should be straightforward enough to beat without answers, but I will provide a FAQ if it’s needed. Just be sure to give a good try working it out yourself before reading this. Thanks: I’ve found the TDM community very welcoming and helpful as a new member and would like to thank several people. Bikerdude, for allowing me to collobarate with him and showing me a different way to build maps from scratch in Dark Radiant, as well as many other mapping techniques.Resources:Springheel, for his Modules and his retroactive permission to use New Job street segments.Amadeus, for doing some proofreading of the briefing and readables.Obsttorte, for his objective checking script used for one of the optional objectives.Rsoul, for creating new internal version of architecture models.Beta Testers:Amadeus, Cambridge Spy, Abusimplea, Shadow, Boiler’s_hiss, nbohr1more, Springheel, JudithPeople who helped Answer my Questions:Destined, JackFarmerSpecial thanks to Sotha and Springheel whose video tutorial series give me the guidance and confidence to start using Dark Radiant.I apologise if I missed anyone, if I missed you please do contact me and I’ll credit you appropriately. About the Development: Initially this was a solo developed mission made by myself, upon some beta testing I agreed to make the mission collaboration with Bikerdude, with the intention to learn good mapping practices from the collaboration. The mission was redesigning using the same layout as the original but using Springheel’s modules instead of my very simple brushwork, and expanded in scope to include a more detailed street, a canal, a sewer and a rooftop segments. Bikerdude’s use of springheel modules and custom skins is mostly responsible for the beautiful visuals, with my contribution being the layout of areas and the writing. Known Issues: None at the moment.
  21. 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.
  22. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  23. 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.
  24. Dark Mod forums are not your personal army.
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