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  1. I miss the brown borders dividing up the sub forums. This great big block of grey looks ugly.

    1. modetwo

      modetwo

      Back in the days it was actually dark-red. Let's call it evolution :-P

  2. So... What was up with the forums all day yesterday..?
  3. First of all, there is no "we, the gamers" as a defined, coherent group. It's a myth that was dispelled decades ago. "Gamers" are as smart and coherent as "book-readers" or simply, people, so not really. And, by pouring your panicked and hateful thoughts over the forums, i.e. wishing someone had their throats slit, you made this discussion not smart from the get-go. Last but not least, long rants about current politics are like talking about the weather. It's something we have almost no control over, and by definition, i.e. by living in the current times, we have the least information available. Talking about past history is interesting, because e.g. academics and researchers made certain facts come to light, and politicians or other groups that have tried their best to keep some facts secret are long dead. Ranting about current politics is more like old man yelling at clouds. Again, why don't you choose some news site or forums as an outlet, instead of a niche hobby-based forums?
  4. We got TDM VR, for a start. https://forums.thedarkmod.com/index.php?/topic/20468-the-dark-mod-vr-210-alpha-is-now-available/
  5. I literally registered just to point out that people HAVE been raising this as a serious accessibility issue since as far back as 2008. It's been repeatedly brought up over and over and over again. And that is just here on the official forums. If you really mean what you've said I think you should find it genuinely concerning that one of the single most widely discussed accessibility issues in gaming has been repeatedly brought up for over a decade with your game and apparently this is the first you've heard of it... even though it's even been subject to multiple issues in your issue tracking system according to these threads and other google results.
  6. here use this link and never miss again its my startpage https://forums.thedarkmod.com/index.php?/discover
  7. Welcome to the Dark Mod forums! I enjoyed browsing your gallery. =-)

  8. Hi guys, I'm sure someof you remember the old 6-degrees-of-freedom shooter Descent. Some of the former devs are already working on a spiritual successor called Descent: Underground, while some others have started a Kickstarter campaign for their re-imagined version called "Overload". You can find the Kickstarter here: http://kck.st/23WX5ck I hope the link works: <iframe frameborder="0" height="420" scrolling="no" src="https://www.kickstarter.com/projects/revivalprod/overload-the-ultimate-six-degree-of-freedom-shoote/widget/card.html?v=2"width="220"></iframe> Optional={option} and content= Now since videos and pictures only tell half of the story, the devs just released a playable teaser of the game. http://media.revivalprod.com/OverloadPlayableTeaser64bit.zip http://media.revivalprod.com/OverloadPlayableTeaser32bit.zip The teaser is Windows only, but it's said to be working quite well under Wine, you you Linux guys might want to have a look. The campaign desperately needs your support. In four days it will be over, and currently only half the sum has been collected. So if you loved the original Descent and are interested in its successor, please help and back it!
  9. Bad news, it's on hiatus: https://www.polygon.com/2018/2/16/17020296/system-shock-remake-kickstarter-hiatus-delayed https://kotaku.com/kickstarted-system-shock-remaster-got-too-big-put-on-h-1823082070 https://wccftech.com/system-shock-remake-hiatus/ https://www.kickstarter.com/projects/1598858095/system-shock/posts/2115044
  10. What I was trying to get at that there is no real difference. The end result is the same. The biggest drawback to the "theme" thing is that to create multiple themes, you have to visit almost everything mutliple times - or make one grand swep through things and assign the into multiple themes - at which point you might just as well "tag" them. For me this is semantic hair splitting, regardless on wether you use: * theme A: contains element a, b,c, d * theme B: contains element a, b,x, y or: * element a: tags A, B * element b: tags A, B * element c: tags A * element d: tags A * element x: tags B * element y: tags B The result from a point of getting the search result is the same, search for A and you get the same "set" in both cases. Just the storage is a bit different laid out. You are storing the same information in both cases, and with the over 10000 "things" we have in TDM (possible 15..20000), you need some sort of central storage and editing, anyway, because there is NO WAY you are gonna sort 2000 material shaders into themes, or tag them manually, and then repeat the same for sounds, particles, skins etc. Edit: Searching for "A" is a bit easier with the themes, because you can just "take" everything in the theme. But thats a storage algorithgm difference, and needs not to be visible to the user. The idea here is that a theme works good if the users wants anything in the theme, but breaks down if you add search modifiers. Like "give me everything from theme A but no sounds, and then add every entity from theme B". At this point the user might as well say "give me everything tagged with A except sounds, and every entity tagged with B" and there is no difference in output. Just that parts and mixing themes makes no so much sense as just saying "give me a list of things that match these tags", which essentialy is. The "theming" thus leads the user to believe they get something different, which they don't.
  11. You can find a test map here. Note that I remember not being too happy with it. https://forums.thedarkmod.com/index.php?/topic/19825-negative-spectrum/&do=findComment&comment=432949
  12. Recently I started listing the Abandoned Works on a wiki page. Looking through some of the project folders I encountered assets that were posted on the forum years ago (for example this fish), but I never read about them before. I don't think the forum is good for listing assets, it's off course good for discussing. So I was wondering maybe it's an idea to make a list of game assets, including scripts, centered in one place? Knowing the assets exists, people are able to find it on the forums (placing direct links on the wiki page will get outdated). I might have to ask people for permission.
  13. Hello!

    I saw on TDM forums that you are a very talented level designer. Could you lend your talents for The Sly Project? (http://tsp.comlu.com)

    We have no level designers yet and the project was announced almost a year ago. Please join us! I'm looking forward to your answer friend.

    Best wishes: Oszkár Winkler

  14. Hello!

    You mentioned on TDM forums that you are a skilled modeler. Could you lend your talents for The Sly Project? (http://tsp.comlu.com) There are only a few models we need.

    If you are interested, please e-mail me: woszkar@gmail.com

    Thank you! :)

  15. [update] Spoke to Marcus @AMD UK on the phone and as it turns out a number of complaints have been made against "Spyre". My AMD forum account has been unbarred and my Ip address unblocked!!! Bought a new gfx card for xmas, been having issues with mainly the driver So I though a good place to look for support and polity vent etc - or so I thought My second post got flamed by some smart arse fanboy and then promptly locked, to which I reported the posted asking why it had been locked.. and then my account on there got deleted and my Ip blocked (untill the isp dhcp refreshed etc) so I cant login even with a different account name. I have emailed AMD directly about this as I did nothing wrong according the t&c's and I got no warning Pm or email from the forum mods. Now I've been over at the nVidia forums a long while back when I had the 8800GTX when I was equally frustrated when posting about the driver issue with thief etc, but at no point did a thread get locked or worse my account deleted. I don't have loyalty to AMD or nVidia but depending on the answer I get from AMD next week this card maybe going back and AMD will be added to the list of manufactures I will never buy anything from again. So whats the moral of this story, well take your pick.. [update] found cached copies of 1 of my posts Cached AMD frum link Cached AMD forum link2
  16. when i do a search, it give me some results, I click on a result and exspect to get taken to the post it specifies - but no..... I get taken to the first post of the bloody thread it is in..ggrrr
  17. Can't use spoiler tags, so here's the file I'm using for beta4.
  18. Would it be at all possible to do this from the "main" website? I mean the one you first see when you look up "Dark Mod". Cuz it is a maze in these forums, goodies strewn about here and there but few resources that are intuitively accessible. Also @SeriousToni, what are you planning on uploading?
  19. Originally the mug was created by @LordSoth https://forums.thedarkmod.com/index.php?/topic/13257-tdm-beginners-contest/&do=findComment&comment=287897
  20. @Zerg Rush: Any further clues or suggestions or strategy should be wrapped in spoiler tags, please.
  21. Hey all, I just noticed on the TTLG forums that Xorax released a large (1600+) set of textures for public use. I browsed through them and they match well with TDM. While they don't have normal maps, I'd still recommend giving them a once-over. Here's the TTLG thread: https://www.ttlg.com/forums/showthread.php?t=151606
  22. DarkRadiant 2.14.0 is ready for download. This release focused on DarkRadiant's texturing abilities, the Texture Tool and some of the Surface Inspector algorithms have been completely rewritten. A new model importer UI has been added with the ability to convert FBX models into a format compatible to the game (it can also convert LWO, ASE and OBJ models). The EntityInspector can now deal with more than one selected entities, showing the shared key values in the list. Copy/Paste Textures across angled faces: Texture Tool Rotate Tool (use "R" hotkey to switch) Surface Inspector Harmonise Scale / Linked Scaling Surface Inspector Normalise EntityInspector Multi-Selection Support For more things that have changed or fixed, see the list below. Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/2.14.0 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 2.13.0 Feature: Texture Tool Improvements Feature: Texture Tool: Add Manipulation Panel to shift/scale/rotate selection Feature: Show shared keyvalues when multiple entities are selected Feature: Texture Browser Filter: match multiple words (using 'AND' logic) Feature: Skin Chooser shows materials of the model Feature: Surface Inspector: Add buttons to harmonise Horizontal and Vertical scale values Feature: Improved pasting textures to angled faces sharing an edge Feature: XY view zoom is centered at cursor Feature: Texture Tool: Constrain operations to axes by holding down Shift Feature: Texture Tools: rotate function Feature: Texture Tool: UI contrast Feature: Model Conversion UI Feature: Add FBX model importer Feature: add IQM format support into lib/picomodel Feature: Spawnarg type icon not shown for inherited properties Improvement: New Game Connection GUI Improvement: "Replace Selection with exported Model" preserves spawnargs Improvement: automatically reload exported models Improvement: Search function: don't start searching while still typing Improvement: MediaBrowser toolbar: clear filter text when texture is selected through MMB or Texture Browser Improvement: Merge "Create player start" and "Move player start" options Improvement: Patch Texture Rotation should take aspect ratio into account Improvement: Texture Tool: use aspect ratio of material Improvement: Step-rotating textures through the Surface Inspector should be using the center as pivot Improvement: Surface Inspector: Option to change horizontal and vertical scale values proportionally Improvement: Apply textures to surfaces using "normalized" scaling. Improvement: Normalise button brings texture coordinates closer to 0,0 Improvement: Prevent Texture Tool "face jump" on rescaling textures Improvement: Move modifier hints out of the status bar Improvement: Flip Texture: Prevent huge face UV coordinate translations Improvement: Double click on list elements should auto-close dialogs Improvement: Texture Tool: Select items by clicking the UV space they cover Improvement: Texture Tool: Grid lines are getting too dense when zooming out a lot Improvement: Texture Tool: intercept keystrokes for grid resizing & snap to grid Improvement: Model Exporter: warn if Output Format and extension in File Path don't match Improvement: Change Quake3 map exporter to write "legacy" brush syntax Fixed: Q3 Legacy BrushDef parser sometime produce some wrong texture rotation Fixed: "Replace Selection with exported Model" assigns result to Default layer Fixed: All scene graphs connect to the same undo system, causing interference Fixed: Remove Floating Layout Fixed: EntityInspector allows to set an entity's name to an empty value Fixed: modelDefs folder starts expanded after changing selection Fixed: Particle Editor: wireframe does not render Fixed: Drag-select while in texture tool window gets stuck. Fixed: Some brushes change shape or disappear when rotated or duplicated Fixed: Texture Tool: drag operation doesn't capture the mouse Fixed: Ctrl-S does not work when focus is on inputs Fixed: Autosave filename unhelpfully overwrites 'save copy as' filename Fixed: Merge Maps: can't hide changed entities/primitives Fixed: Merge Maps: can't center orthoview/camera on changed entities Fixed: Merge Maps UI remains if DR is closed while a merge is in progress Fixed: Merge Maps: "Details" text doesn't use full width of window Fixed: Brushes colour schemes not saving Fixed: Fit Texture fields do not allow values below 1.0 Fixed: PatchDefExporter: do not write trailing white space after shader name Fixed: LWO2 Model Exporter doesn't write vertex colours Fixed: Objective components not correctly renumbered after removing a component Fixed: Applying a skin to a model entity no longer works under 2.14pre1 Fixed: Spawnarg types and tooltips not reliably inherited in entityDefs Fixed: Crash when saving map or prefab without a file extension Fixed: Texture Tool crashes when creating a new brush Fixed: "Texture tool" grid cannot decrease under 1 Fixed: Texture Tool: dragged vertices snap to grid even though it's switched off Fixed: Sound chooser not pre-selecting the inherited value of snd_* keys of an entity Fixed: User Guide (Local) doesn't work Fixed: Restore GL_LINEAR_MIPMAP_LINEAR texture filtering Fixed: Objective components not correctly renumbered after removing a component Tweak: Surface Inspector vertical shift / vertical scale arrows Tweak: Surface Inspector's minimum width is too large The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  23. It seems that there is a reverse engineer group ( Amernime \ Nimez ) who are back-porting newer AMD drivers to older GPU versions. Terrascale 1 support is currently a "work in progress" : https://forums.guru3d.com/threads/amernime-zone-amd-software-adrenalin-pro-driver-release-nemesis-22-10-3-whql.436611/ If you are interested, they might have beta versions up on their terrascale discord. The downside is that these are community created drivers rather than official ones by AMD. Maybe AMD will release some sort of maintenance for terascale like they did for some of their other old GPU's.
  24. why are they so slow this evening..??
  25. This game on its current state is not being made from 2005 till now, this is more or less a basic explanation of project IM history , IM that is the first iteration of the IM story and idea started in 2005, by kim alone, and the first tests were made by him on Unreal Engine 2, he then made a CG video showing the IM idea and proposed gameplay, that video was well received by the media and gamers and helped him gain monetary help from a cousin, he was then able to make a team of 20 developers, to turn the CG video on a real time gameplay demo of IM. Kim asked Epic if they could use the UE3 engine for free to develop the demo for publishers, Epic said yes but made ZPS sign a contract were they could only release images, videos or the demo to the public after paying for the full engine. This was before UDK was freely available mind you, ZPS then talked with many publishers including EA and Microsoft, but all of them demanded the IP to be passed to their hands, Microsoft even said the game should be a Xbox360 exclusive, they talked with more publishers but the 2008 crisis came and that automatically closed all doors to ZPS, no publisher wanted to risk spending money now on an unproven IP from a new also unproven team, that was a great blow to ZPS, from 20 developers they went to 6 or so and a month or two later they were forced to claim bankruptcy. All seemed lost but Kim, the ZPS founder and CO, was able to start the company again, this was a totally fresh start, they could not release the UE3 demo or assets so all work needed to be remade from scratch, kim them add a ideia, they were able to amass a significant community around the game, so he decided to go full indie and forgot the publishers, and perhaps the game development could be made by monetary help from the community (just like kickstarter but before it even existed), this idea was called by ZPS AAAindie, they made a site for the game and then started searching for a engine (UDK was still not available at this time), a ZPS developer had worked with Unity before and so pitched that engine to the team, Kim accepted and work was started on a small Unity 2.0 demo. This to test the engine and to make the developers become familiar with it, that first demo was called "The Vault" a small show room of sorts to present some of the most important IM characters, enemies and vehicles. You can play that demo right now on your browser here , i don't remember right now the exact time when that demo was made but it was made some months before UDK became available so that perhaps makes it early 2009, Unity free version was also not available at that time. After "The Vault" ZPS started work immediately on a more complicated demo (slice has they called it) this demo was to have shooting and basic weapon modification, but not movement, it came fast enough and was called "The bullseye", you can play it here, i forgot to say, at this time only 4 or 5 guys were working full time on IM, this demo was well received and made ZPS and IM be noticed, it was the first playable "game" from ZPS and it was fun, and also made the Unity browser engine side gain some rep in the process. After bullseye, the community wanted to play a IM version where you could do more then shoot simple bullseye targets, so ZPS started work immediately on a next demo called "Running Man", mind you this demos were made on Unity 2.0 and Unity 3.0 not Unity 4.2 unlike the new version of the multiplayer deadlock game, this demo was more complicated than the past ones so it took slightly more time to make, but when it was finished we could finally see a true glimpse of what IM gameplay could feel like, this was also a success among the community and also outside it, i will remind you again and that is not enough to say it seems, that this was all made with a team of 4 people with only a coder two artists and a musician and of course only with monetary help from the IM small community, and it was becoming very small at this time indeed, the AAAindie idea was not working as expected, people were not risking money understandably on a unknow game and team, so money was running low. They at this time also started work on the first version of the fourth and last demo called "deadlock", they worked on it for some months till the lack of funding forced ZPS to stop and search other avenues for money, they explained that openly to the community said that has they were making that effort and with such a small team, development on the full game and deadlock would suffer, and all was also dependent on the success of the fund raising effort, and it really did, they stopped development for a month or two if i recall correctly, only posting small updates on how things were going in between. Then they came with bad news, the effort failed and kim add to let the team go and stop development on the game till money was available, they stopped again for some months, then kickstarter became famous at this time, so the community pitched the idea to the team, Kim liked it, and started working on it, of course work on IM was suspended and full effort was directed to make a kickass kickstarter pitch video, and imo they nailed it, but unfortunately the campaign failed, they were not a known team and they also add to fight the stigma of being a "duke nukem forever all over again" kind of game, their big ambitions also made some people frown their eyes and doubt this team could make it. Thier inexperience on this kind of campaign (has kim said "we are developers not marketers" also made them wrongly use the unfinished Deadlock demo as the principal attraction for their game, even tho it was slightly better looking at that time then the past demos, the gameplay was just was not there. After kickstarter failed kim and i think hecks were the only developers on the team now, but kim was not on the mood for quitting yet again, so work on steam early access was started, it was imo a success they were able to gain the same amount of money on 48 hours on steam that took them 3 years to gain on their site, and the rest is history this is already a big post.
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