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  1. If you don't have access to assets svn then I'd put it into the bug tracker and post link to it on the forums But if it's mission-specific then it should go to that FM thread or PM with mapper
  2. I would regard it as a revolution. You may or may not be aware of the two Dungeon Keeper games, the first having been made by Peter Molyneux himself during his time at Bullfrog, the second when he had left already. Still, after DK2 there was the hope that a third part would emerge someday, but all hopes were in vain, until a small group of very dedicated coders started creating their very own Dungeon Keeper game called War for the Overworld. They had their ups and downs, but they finally had their game ready to show a tech demo. Please note that you need the Unity browser plug-in: https://wftogame.com/demo Watch the Kickstarter video here: http://kck.st/YaLXcH What I am saying is: There was hardly a chance to get the development of this and other niche titles going without the help of crowdfunding, and this is what Kickstarter is for. Even if there will be a fatigue one day, this will only mean that developers will have to work twice as hard to attract potential backers. There are plenty examples for very successful Kickstarter campaigns, but also quite a few epic fails. Often, these fails resulted in the ineptitude of the developer to have a compelling video at start, to do good community work and to post updates regularly. The horrid failure that was the Nexus 2 campaign was one of them.
  3. Hey, thank you very much for the kind words I'm happy you enjoyed the mission. I am a bit busy with RL things this summer and haven't been nearly as responsive on the forums as I should be, lol, but I am hoping to start work on another FM after that. As for the glitch, I'm not sure I have experienced that. I'll take a look this weekend and see what's what. Also, Dragofer, Biker and I worked on a newly released FM for the recent contest called "Written in Stone" so feel free to give that a whirl if you want
  4. Kim will continue trying to make his dream come alive if it will be alone that is to be seen, and if the kickstarter fails not all is lost even if they lose the kickstarter money they won the support of a bunch new people, that potentially can transit the available monetary support to the official site. Sorry for the wall of text, i hope you like to read. Ok the idea for IM is older then that but they only started full steam on IM only on 2008 with a team of 20 developers that was how the UE3 demo came about, they went bankrupt some time after that because of failed publishers talks, and so add to disband the team, file bankruptcy and stopped development, Kim revived the game some time later and the core team (5 guys) but lost the ability to publish the UE3 demo and use the UE3 engine, so they decided to turn to Unity after the coder pitched to the team, Unity also announced the free version on this time, UDK was still some months away, ZPS started working with Unity and needed some months to climate to it and find a good work flow, for that they decided to make the Vault demo, it toke some months but after it was made they add a better understand of this new engine, the holly days came and they made some small Christmas based IM levels with funny music and snow falling and some basic puzzles for the community to find especial presents, , remember this was all being made by only a artist a coder a concept artist and a musician, with this bare bones team progress was painfully slow, but they where able to release the Bullseye demo after some months, the demo was well received and brought a much need monetary support for the team (spearheads like my self), a new artist was also included in the team by this time, with this artist they were able to release some months later a much more ambitious demo the running Man demo but by this time people were supporting less and less the game and so money was dangerously low, Kim announced to the community that they add to stop development some time to find some alternating means of funding, after some time searching for funds they were unsuccessful and not able to gain some significant support, so they decided to sell some of the, rich uncle ZPS shares, to the existing community members in essence make them shareholders, with that money they announced a even more ambitious demo and that was the Multiplayer demo Deadlock, they also said to the community they would fully open the doors to the development and let paying supporters play the demos from a very very early alpha stage, this decision was a blessing but also a very bad blow to ZPS, when the first 0.1 alpha version of the multiplayer demo came, it was really badly received by some people of the community, some didn't realized what alpha 0.1 and very early really mean, the demo was a very simple but nice looking small outdoor level and you could navigate on it but you couldn't do anything less more complex then that, not even shoot or turn the flash light on etc etc, so some started saying ZPS ripped them of and that this demo add no quality at all and this made a very bad splash in the community, but on the other side some realized what the demo was and loved the idea of seeing the baby steeps of a game being made (like me), this add the benefit of making the number of support medals going up, alpha 0.2, alpha 0.3 come fast enough all with totally different levels to play with but this time ZPS decided to upgrade their site and servers and so the only coder on the team add to stop working on the demo, that add the problem that art was evolving on the Deadlock demo but gameplay was seriously going behind this also made some people on the community question their priorities, but the site and servers add to be prepared for the multiplayer demo and to a more appealing look to try to gain more peaple, so there was no way around it, this made them lose some supporters (they were on their right of course) alpha 0.4 came and some basic gameplay finally came to light but this was not enough to up the support for the game and so they run out of money, this was how the idea for the kickstarter came about from the community and also ZPS that was open to suggestions, and the rest you already know. Has i said to Diego the Multiplayer demo is a unfinished and very early alpha 0.4 version, the character control is still to be fully implemented.
  5. People who use Blender for object editing sometimes run into a problem with material names. It has a character limit of 63. That's usually fine but some existing TDM materials have names which are longer than that, so it becomes impossible to use them. An FM author can make a copy of the material with a shorter name, but that might be adding unnecesary complexity for people who are just making standalone objects to share. I've been mounting a valiant campain on various Blender forums, and some of their LinkedIn posts, to get them to increase the limit, but to no avail. So it's time to take a different approach. Would it be feasible for TDM to rename long materials? The rendering system would have to intercept and replace calls to the original names, or something like that. I'm not sure if that would be an easy thing to implement or if it would set off a chain of complex events or coding etc. Another possible approach could be a material ID sytem, so in Blender the material name could be WoodPlanks_4ACFB987B, which would correspond to something like TDM\long\path\to\material\WoodPlanks That might even be beneficial for shorter material names, as even they are not user friendly to look at in some interfaces.
  6. gah Builder's balls! I don't know why I can't move that pic into the spoiler tags, sorry
  7. Agree with this, it's risky for the forum to publish downloadable content with copyright, because the person in charge is the owner/admin of the forum who allows it, not the user who put the link. but there the regulations of each country are valid in this regard, extrem use it in German forums according to their own experiences, which do not even allow images without these being checked before if they have copyright or not, if they are not their own images. I certainly find this somewhat exaggerated. Anyway, in any case it is a good habit to put the sources of content that is posted. Nor should anything happen if someone puts a link to a page, for example one dedicated to downloading games, if it can be verified that the downloads are virus-free, the user does not have to know if the game is legal or not. The responsibility of the Forum in this case can only be limited to checking the security, not any rights that the games on the list may have. It is also necessary to differentiate between a download for private use, practically always legitimate, or for commercial use, very different and where copyright becomes relevant. Although there are also nuances there that are sometimes somewhat absurd, such as the Eiffel Tower, without problems to photograph it during the day, but with lighting at night it is illegal to take a photo, because the lighting is copyrighted, it can be considered this problems when posting a photo of the Eiffel Tower at night.
  8. Way too far fetched. I only saw strict rules against promoting, justifying piracy on old Steam forums. Probably also valid for the new discussions thing. But they are a store and a game company. Steam is also DRM in an of itself. So I guess that explains the reasons. Not sufficiently user friendly due to their monopoly as well. Yeah author's rights matter morally, but copyright doesn't mean that one should be a copyrast (pederast) for profit. And that's what copyright became.
  9. 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.
  10. 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.
  11. I'm sorry this took so long, but I've just restored the forums from a backup I took on saturday. The forums were 'hacked' by a script-kiddie yesterday. I saw in the admin logs that he logged in with one of the admin accounts (probably after 'guessing' the password with some brute force script). He then edited all of the admin accounts and removed their access to the admin control panel (acp). Then he edited the forum description and wrote a text saying we would get acp access back for the total amount of $100. Right. Anyway, since I had to restore a backup of the database, some posts/threads/PM's and new users were wiped, but I couldn't do anything with that. I don't think this guy did anything other than removing the admin powers and editing the forum description when he was in the acp (all operations in the acp is logged), and he had no access to download the database. But just in case I urge you to change your password on this forum, and other sites where you've got the same account name and password. It's better to be safe than sorry. All admins are instructed to change their passwords to a hard-to-guess one. The password should; not contain any words found in a dictionary contain atleast 8 characters or more consist of characters, numbers and signs in a good mix consist of both lower- and uppercase characters/signs Also, always LOG OUT after you're done in the admin cp, and don't click on links in threads when logged into the admin cp. If an intruder fetches your cookie, he can access the admin cp. All admins have lost their acp access. They will get it back once they have changed their password. Please PM Fingernail when you have changed your password. Also, the acp is .htaccess protected with a username/password, and I've given the login info to Fingernail.
  12. There's now an editable fan mission list on the wiki, for the sake of tracking missions made for The Dark Mod. Please read and follow the guidelines, and help keep the list up to date! Direct link, but also accessible from the wiki title page: http://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod Discussion of changes (format, policies, entries, etc.) can take place in this thread. --------------------------------------- There is also now a wiki page to track upcoming fan missions: http://wiki.thedarkmod.com/index.php?title=Upcoming_Fan_Missions Submissions, progress, and any discussion for missions under construction can take place here: http://forums.thedarkmod.com/topic/11639-upcoming-fan-missions/
  13. About ways to share a patch. If you have SVN working copy, you can simply create SVN patch and attach it to forums post. Better mention which SVN revision your patch is based on. If you don't have SVN working copy (e.g. downloaded source code archive), then I guess you have to use some diff tool between directories. To be honest, I don't remember doing it myself. WinMerge is good for directory diff, but I don't know if it can actually save the changes as some patch... I'm currently travelling and don't have access to TDM development, so I'll trust the decision of "how should it work in various situations" and testing to the other members of TDM team. But I'd be happy to read a source code patch anyway.
  14. They're in a dilemma. People expect super high definition graphics and AAA tech even from games with a small budget, when they come from a bigger publisher. I really see only one way for projects with ideas which stray from the mainstream: Go Indie and crowdfunding. Some nice games are done that way. But, even if you do that, people have totally overblown expectations. See the System Shock remake. I hold my head in shame every time I visit the Steam forums for that game. Gazillions of "When is this being released pleeeease... " threads. Well... it will be released when it's done. I guess. Not to mention they had to start all over again, of course, because people didn't like what they saw, and they had to change everything to make it closer to the original. Well... I guess crowdfunding has its very bad sides as well. Again due to expectations though.
  15. DarkRadiant 2.11.0 is ready for download. Next to bug fixes and GUI improvements (also to the recently added TDM Game Connection plugin) this build enables users to manage their favourite resources like materials, entities, sound shaders. The search function of resource trees has been improved too. It's recommended to prefer this version over any previous release. See the pre-release testing thread for a few feature highlights. Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/2.11.0 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 2.10.0 Feature: Managing favorite resources like entities, textures and sound shaders Feature: Extended/improved the search feature of resource browsers Feature: List model definitions in Model Chooser Feature: Initial GUI improvements to game connection plugin Fixed: Collapsing a brush while undoing cannot be undone Fixed: Skin Chooser starts with expanded All Skins root folder Fixed: Projected lights don't rotate around their origin anymore Fixed: Default scale & natural function producing stretched results Fixed: Script dialogs don't scale when window is resized Fixed: Material parser doesn't recognise materials with no whitespace between name and block Fixed: Treeview search box can overlap with the search result Improved: Prefab Chooser preview has better initial view origin and angles Improved: Imported prefabs are now created at the cursor Improved: Added option for "ai_see" spawnarg to Light Inspector The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  16. I thought the code tags constrained the code window vertical size and inserted a vertical scroll... hmm, guess not. I guess you have to use spoiler tags and nested code tags so you get the correct text highlight.
  17. @Acolytesixthe party's over here! https://forums.thedarkmod.com/index.php?/topic/21384-beta-test-for-eastbound/ You can take a look now, or wait and be a fresh set of eyes on Beta 2 sometime next week.
  18. The beta thread is up, head on over there for a download link: https://forums.thedarkmod.com/index.php?/topic/21384-beta-test-for-eastbound/ Looking forward to hearing feedback from my alpha testers on the adjustments I made as well as more fresh perspectives!
  19. The current Kickstarter seems to be crawling to the finish, but I think they'll get there. I wonder how a Thief Kickstarter would do - seems safe to say it would fare significantly better.
  20. Headbobbing definitely seems like something for the player rather than the mapper to control. In fact, the headbobbing in TDM is a criticism I often saw on the TTLG forums, so it would be good to at least allow them to disable or reduce it.
  21. After some fund raising we were able to get a IPB perpetual license which makes us able to upgrade from an unsecure 1.3.x board to a fully updated 2.0.4 board. Feel free to poke around and look at the new features etc. The skin is reset to the default IPB one, because the old one won't work on this version. We'll get working on it ASAP. Happy posting!
  22. Jeez, I'm really loving the forum community for TDM. I mean, the replies I get for my topic is damn amazing. I jus post a topic asking about a release date, and I get 50 replies talking about wether or not we should add a bloody sword to the game(I personally think you should, as it came in handy when I got cornered). And im getting tired of people saying "If you get caught, or if you run out of flashbangs to use to run away with you dont even deserve to be playing the game" or something like that, I mean, not everybody spends so much time playing a damn stealth game so that they never ever get caught, plus a sword, and (my favourite weapon by far in any theif games) the bow, added more replayability, so you could always replay the game and just try to rampage through the level, or sneak, but be a bit more brutal, using the aggression to pick off your enemies in the dark with the sword, or bow, or (I almost forgot another useful tool) the blackjack. If theres one this that I dont like about the forums its that I cant figuire out how to reply in a topic... or maybe thats just my problem for being so stupid, but either way, can somebody please tell me before I have to start a new thread everytime I want to say something?!
  23. Welcome to the community. A start would by looking at the several installation methods at TDM wiki installation page (mac category). An easy start is try to run 2.07 in a WINE environment. (you can 2.05 mac os binary but very experimental and its an old version and not updated) Havent tested 2.07 on wineskin. But wineskin is a just wine container in a mac os app-format. playonmac. is a nice front-end to manage wine containers and to expiriment with them. I succesfully tested also 2.07 on the mac using playonmac (several wine versions) in the beta topic: http://forums.thedarkmod.com/topic/19774-beta-testing-207/page-5?do=findComment&comment=431999 http://forums.thedarkmod.com/topic/19774-beta-testing-207/page-6?do=findComment&comment=432170 http://forums.thedarkmod.com/topic/19774-beta-testing-207/page-10?do=findComment&comment=433014 http://forums.thedarkmod.com/topic/19774-beta-testing-207/page-14?do=findComment&comment=433667
  24. Welcome to forums! Thanks for sharing this! The main problem with having more ways to install/build TDM is maintaining all of them, and making sure players don't get into more problems. That's why we keep away from having official TDM packages in Linux distributions and similar stuff. Is there any benefit in this flatpak approach, compared to running tdm_installer manually? P.S. You should not specify checksum for tdm_installer.linux64.zip, because this file is regularly updated, and each update changes the checksum.
  25. 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
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