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Found 5464 results

  1. 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!
  2. Hi guys, through the "cheats" topic I got the idea, that it would be quite useful, if there were tags for missions (the post was about removing the killing restriction in some missions to suit the prefered play style). I don't know how easy or difficult this is, but with them, it would be quite convenient to pick missions with playstyles, environment, etc one does want to use. This could also be expanded to other mission properties. I remember a discussion about climbable drains, handles on doors, that cannot be picked and other things the map author chooses for himself. That way these things would be clearer and as I said before, it is easier to choose missions with playstyles that suit oneself. What do think?
  3. Oh boy it seems like we really have to do this... "sigh" So lets address some points to hopefully shed some light into this and structure things up (I really wanted to avoid this cause all it is going to do is costing me time that I won't be able to invest into modding). I am modder. It's what I have been doing for quite some time now with various game engines and to various degrees of project completion. A modder by definition is somebody who takes existing assets and/or code and modifies it into (hopefully) a new and interesting context which he (and eventually other players) enjoy to play. Now let's take a look at what footage I recently have "shared" with the community that sparked this discussion: Video Description: At no point in time have I claimed to have been the original creator of the map or the assets shown in the video. It was strictly a showcase about multiplayer clientside network replication (a topic very dear to me as I personally consider multiplayer game development the supreme discipline within game development). But it doesn't matter since again, I am a modder and my job is to put existing code and assets into new context and in the best case to create an (for me personally) enjoyable experience. I produce several videos a day when I do modding related work to document the progress with the vast majority of those videos never getting publicly shared. Due to time constrains most of those videos contain very few (if any) details about the source art/code used especially when they are in a WIP unreleased project state with plenty of the assets & code still being subject to change. Do I read the feedback in the community forums about the footage that I post ? Absolutely ! Does other people's feedback about my shared footage morally or legally oblige me to take it into consideration when working on my mod projects ? Absolutely not. I always have, am and will create mods for my personal satisfaction first and foremost. And even if you told me that the strong contrast in my footage melted away your retina and blinded you permanently I would probably shrug it off and ask why you kept watching it then in the first place... You don't pay my time/work on the mod nor my monthly bills so your opinion's impact could be described as "mild" at best (especially when I quote users multiple times to the optional client setup showcase without getting even a response/reply to that). The reason I share my work/footage with the community is because I firmly believe that I am not the only person longing for stealth-medieval-fantasy themed games WITH online cooperative multiplayer functionality. I always gladly will answer questions (about asset origins for example) but in this specific case and in this specific thread since the question about the map origin was already self-answered before I was able to read and reply to the question there was no point in re-answering the already answered question. Now about the "taking the drama with me from another community page": This is the demented level of commenting I have to deal with on a regular basis on that page (I specifically picked a fresh and mild one to not give that person more attention than he/she desperately seems to seek from me): I stopped posting updates on those community forums for several years now but when I updated my thread about my project with this week's footage the same trolls crept up and started again instantly trash posting. This is the plague that I wanted to avoid taking with me over to the TDS Forums because I witnessed how (also because of that constant trash/trolling drama) plenty of valuable users/modders left that community over the years basically leaving it a dead place of trolls. Some of the toxic trolls from those diseased community forums I see now commenting in my thread here at the TDS forums (hence the wording "toxic stalkers"). I really hope this post contributes to explaining the entire background so that in case similar questions by other users come up again in the future I can then simply link to it while at the same time keeping the discussion content topic related.
  4. 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--------------------------------------
  5. This has gone pretty much under the radar but looks very interesting. Even though it's released by Cyan Ventures (the publishing department of Cyan) and the creator worked on Myst, it doesn't have a lot of puzzles (or just very easy ones) and it's more story. Reviews are divided as the game seems to be quite different from what was promised during the kickstarter. ZED is the story of an aging artist, lost in regret and the haze of dementia. Inside the dreamscape of this creative mind come undone, players reassemble the artist’s fragmented memories into a final, lasting legacy: a loving gift to his granddaughter. Making its debut on PC (with optional VR support for Oculus Rift and HTC Vive), ZED is a surreal trip, with an unexpected narrative that unfolds across fanciful, fractured lands. Spanning regret, reconciliation and redemption, it’s a bittersweet story that’s both deeply personal, and undeniably universal. Released in partnership with Cyan Ventures, the new publishing arm from the creators of the legendary games Myst and Riven, ZED is the vision of Chuck Carter, part of the team behind the original Myst. Co-written by Joe Fielder (Bioshock Infinite, The Flame and the Flood) and David Chen (Metal Gear Solid series, Narcosis), the game also features a riveting performance from veteran video-game voice actor Stephen Russell (the Thief and Fallout series).
  6. 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.
  7. Death to Spies 3 is now up on Kickstarter! https://www.kickstar...eath-to-spies-3 At the time I posted this, $2,524 out of $85,000 has been donated, and we've got 36 days to go. Head over there and express your support! And remember to spread the word on social media sites, gaming forums or among friends and colleagues. We need this game to come out soon!
  8. Yes, that's Filizitas on our forums. That UE4 presentation is a bit long (who needs to see collecting the same things time and time again?), but it looks promising overall.
  9. Please create a thread here: https://forums.thedarkmod.com/index.php?/forum/11-i-want-to-help/ with details about your proposal(s).
  10. 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.
  11. I think a good early step would be if someone uploaded a zipped version of the pk4 that contains the player's vocal set. To dropbox or a similar reliable cloud service, it's only about 3,5 MB in size. We could then share the link with interested voice actors (if they don't already have TDM on their computer). They could download the zip version, unzip it and listen to the audio files, to get a bit of an idea what the male equivalent sounds like, in addition to the instructions for the VS, as linked to at the end of my previous post. I've taken a look at whether BrokenArts or RedLeaf (both over at TTLG.com) would be available to help. I'm a bit apprehensive, though. Both are great, but they've already done plenty of work for us in the past, and I think they'd both deserve a rest from VA contributions to TDM. Either of them could still try if they'd be interested, though. From the latest posting history I've seen, BrokenArts probably has other duties at the moment and probably wouldn't be available anyway. (We could try and contact her, but who knows if she has time.) RedLeaf seems to be more available, her currently last visits to TTLG were just the previous month, so maybe she could find some time in the near future, if she'd be interested. Concerning the rest of TTLG, I have revisited the Available voice actors thread and looked around for any potentially available VAs. I've already contacted Shadow Creepr, one of the VAs recommended in the opening post of that thread, but not RedLeaf yet, as I'm not sure whether to contact her. I might, though. Just don't want to contact too many people at once. Of the newer VA talent we know about here on the TDM forums, I'll try to contact Molly, just to ask whether she's still doing VA and would have some interest. If you know about any other female VAs who offered their help here on the forums, but I forgot about them, tell me. I'm all ears.
  12. It sounds like a good idea, but TDM has several interconnected services with a lot of data worth saving. You can put repository somewhere, but what about mantis bugtracker, invision forums, and mediawiki? The bugtracker, SVN, and forums are linking to each other a lot, so losing one of them would mean losing a lot of information about when, how and why something was done. Don't say that GitHub has issue tracker: it is very simplistic compared to mantis, and I bet it won't import all the mantis data in lossless way.
  13. Hi all, me again Now that I've learned how to take screenies on DM (thanks to Aluminumhaste) I wanted to post one that I took but I got an error saying that the image ext that I used was not allowed in these forums, It was .jpg so I changed it to .png and I got the same error again. They're on Photobucket.
  14. I'm wondering if anyone ever checks new posts in the Fan Missions Forums? I've posted 4 questions asking for help for 4 different missions that I can't finish because I"m stuck, and I don't get any help. I posted a question this morning so I don't expect an answer right away for that one. Its frustrating because I would like to finish them. I've read through the posts for each mission and I'm not getting anything from them. If there's someone who could help me I'd really appreciate it. Thanks I guess I'm spoiled from the TTLG forums.
  15. got a email about this. link https://www.kickstarter.com/projects/1252280491/firmament?ref=section-homepage-projectcollection-staff-picks-popular
  16. Well, I never supported anything on Kickstarter before.... until now. Hopefully this campaign is successful, it looks great
  17. Excuse me. But There are some topic about this. (Did not remember them at the time, when i was writing my first post in this topic.) Take a look at: the forums search function that points to the mentioned topics
  18. Thought this might interest some of you here - there's a PnP RPG on Kickstarter right now called Project Dark that's supposedly able to closely emulate stealth games. Other things of note: - Card-based mechanics in combination with dice - Optimised for 1-2 player-characters Also based on a brief exchange, it seems the developer's a fan of PC stealth games like Thief. Project looks pretty cool overall, and although I haven't played any games that use cards for conflict resolution, the pitch has me intrigued, if only because running a game set in the Thief world sounds awesome. Too bad existing backers won't get a copy of the rules until March Edit - oh yeah, link here:
  19. Tring to get a ragdoll to stay attached to a hangmans rope, bothing Ive tried works. so started having a look on the forum - - http://forums.thedarkmod.com/topic/7586-attach-entities-to-tdm-ropes-how/ - http://forums.thedarkmod.com/topic/7637-hanging-ragdolls-worth-it/ but not found much help there or even an example prefab...
  20. @OrbWeaverI'd also like to think these forums are more civilised, which makes the highly undignified original post in this thread stand out all the more like a sore thumb. If members of the community still want to discuss Islam and atheism they could do that in a new thread that starts with a level-headed and well-reasoned opening that doesn't contain crude slurs.
  21. 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.
  22. First of all, don't expect to get Wiki editing privileges the moment you register on the forums. Typically, knowledge base is updated by experienced users.
  23. I dont know. And please create your own forum account. Instead of a temporary one. (proof: http://bugmenot.com/view/forums.thedarkmod.com)
  24. There's a new oldschool RPG project on Kickstarter. It's made by a german RPG veteran, Guido Henkel, known for Realms of Arkania and propably not as famous outside of germany. If you've never heard of these old games, Legends of Grimrock is a good reference point. Here are the key features according to the kicksterter page: Single player, first person Party-based play (four player-, plus two non-player characters) Six races and eight classes to choose from Over 34 unique character traits, plus base attributes Party characters interact with each other Turn-based combat Indoor and outdoor environments Complex puzzles and evolving quests Combine items to build weapons and traps Interactive game world Recipe-based crafting and enchanting Involving, adaptive storyline with many key players and twists Factions for intriguing political set-ups Tons of monsters to battle Dialogues—yes, you will be in awe at our cool and intelligent dialogue system Cheese toast I backed it. Is anyone here interested in this kind of game?
  25. https://www.kickstarter.com/projects/pimax8kvr/pimax-the-worlds-first-8k-vr-headset https://www.roadtovr.com/pimax-8k-vr-headset-coming-kickstarter-later-month/ This is the right direction for VR. Especially important is the wide field of view: 200 degrees. However, it doesn't have the widest field of view on the market: StarVR has a 210 degree FOV. The Pimax Kickstarter mentions "Pimax 8K offers 200° Field of Vision (FOV), which is far closer to matching the natural human FOV of 220°." IIRC the natural human FOV actually varies by a few degrees from person to person (scary, huh?). But 220 degrees should probably cover every human alive. Wikipedia says "slightly over 210-degree forward-facing horizontal arc of their visual field" and "binocular vision, which is the basis for stereopsis and is important for depth perception, covers 114 degrees (horizontally) of the visual field in humans; the remaining peripheral 40 degrees on each side have no binocular vision" (194 degrees?). The "8K" or "5K" in the name is a little deceptive. It should be called 4K or 2.5K per eye. 7680x4320 is what is referred to as 8K. Pimax is 7680x2160. However there is a precedent, see the Ultra-Wide 5K (5120x2160) and Ultra-Wide 10K (10240x4320) resolutions which are 21:9 aspect ratio This is 32:9 aspect ratio. Super-Ultra-Wide 8K? It also talks about using a "Brainwarp" algorithm/method to effectively double the 75-90 Hz refresh rate to 150-180 Hz. If this is so easy, why hasn't Oculus, HTC, or Google done it (it would be especially useful on mobile and console platforms to double the framerate from a lower number)? It could be a marketing lie. Here's another thing that is not clear to me: there is an "8K" model and "8K X" listed in the reward tiers. It implies that the "8K X" does 90 Hz while the other one does 75 Hz. I have not watched the video, just read the text.
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