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  1. I have created a thread in the beta testing forums for those who want to check it out. https://forums.thedarkmod.com/index.php?/topic/20742-blackgrove-manor-work-in-progress/
  2. 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.
  3. Maybe it's easier to google the issue to see what the forums come up with.
  4. https://forums.thedarkmod.com/index.php?/topic/21333-tdm-wont-run/&do=findComment&comment=471717
  5. Hey Xolvix! Yes there has been a long wait between act 2 and 3, longer than I would have preferred. But between personal events that have popped up and taken my time away from mapping and also big world issues, it has just extended that time even further. Work is being made though, in fact I actually just took a break from working on Act 3 to check the forums and saw your message. The wait should be over soon Re: your spoiler question
  6. DarkRadiant 2.10.0 is ready for download. This version adds a couple of interesting features for mappers, like welding/merging patches, opening maps from PK4 files and adjustable light colours and orthoview font sizes. It's recommended to prefer this version over any previous release. 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/2.10.0 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 2.9.0 Feature: User control of font size of "size" numbers on ortho screen Feature: Merge patch / connect patches Feature: Allow DR to open .maps that are inside .pk4s Feature: Expose LayerManager interface to Python scripts Feature: Light colours in the ortho view can be overridden by the colour specified in the scheme Feature: DarkRadiant now warns before saving in case the map file has been modified in the meantime Coding: Linux build has been switched from automake to cmake, refer to the project readme for updated build instructions Improvement: Add dropdown list of all map entity names when editing a "Name of single entity" of an Objective component Improvement: Double-clicking an objective will open the editor. Objectives Dialog will automatically select the first objective entity now. Improvement: Sound and prefab choosers now start with folders expanded Fixed: Creating a model entity creates a "phantom light" near the world origin Fixed: Automatic map saving can crash DarkRadiant Fixed: Layer toggle controls can get out of sync (showing wrong icons) Fixed: Up/down strafe movement not working in camera free look mode Fixed: Can't build Radiant on current arch due to pybind breaking change Fixed: EntityClassManager vs. VirtualFileSystem initialisation order might prevent .def file parsing Fixed: World geometry is blue and cannot be changed when no worldspawn entityDef is defined Fixed: 16-Bit PNGs and 8-Bit Greyscale PNGs with Alpha channel can be loaded correctly (again) Fixed: Creating/renaming/deleting a layer didn't flag the map as modified Fixed: Selected light bounds not updated when editing light_radius spawnarg Fixed: Brushes were not selectable in orthoview when none of its faces were facing upwards The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  7. https://forums.thedarkmod.com/index.php?/topic/21207-210-x-rays/ Another big gameplay addition in 2.10 were the improved security cameras. Other features which indirectly impact gameplay were things like removing the entity limit (my mission would not function without substantial compromises if that was not done) and the productivity boosts which came from compile time optimization and the connection and collaboration features added to DR.
  8. Evenin, Taffers! My FM for the Grand Christmas FM Contest, Business as Usual... updated 16-01-10 (fixed all of the minor errors people were having) "Got a new place in the old quarter, but as the saying goes 'the more things change the more they stay the same..." "...Tiss the holiday season and the first snows are upon us, bah bloody humbug. As usual there is a local thief who needs taking down a peg or two and some noble boasting about his wealth down the local tavern. Thankfully this part of town is free from the likes of the Builders, but my 'old friends' the Guardians are as usual keeping an eye on things..." Download links: filefront Build Time: 5 weeks, starting December 13th. Thanks:- Huge respect to the Dark Mod team for such a great mod and for all the hard work they put into it and continue to put into it. Special thanks to Fidcal, Serpentine and others for their help on the forums and to my beta testers: Serpentine, 7upMan, StiFuNelson, FFox, Acolyte, Chiron and others who did an awesome job. Known issues:- # This mission will have less than optimal fps at a few points on the map. # Enabling bloom on low end PCs will drop off 5-10fps # On low end PCs I recommend, V-sync is off, AA is off, Aniso is 4x or lower. # Additionally, on low end PCs you may have to disable player shadow - bring up the cmd line in tdm (ctrl-alt-`) and then type the following line ' g_showPlayerShadow 0 '
  9. 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.
  10. Yes, Q4 and ET:QW both had their own implementations but D3 never did. (It appears from the leaked D3 demo that at one stage its parser was going to use the C preprocessor, or something like it. DECAL_MACRO is a leftover from that era but is no longer implemented in the same way; probably id never used the preprocessor for anything else and decided it wasn't worth it.) Someone did make this though: https://forums.thedarkmod.com/index.php?/topic/18843-material-generator-bash-script/
  11. TDM has come a long way since its standalone release, and I've been enjoying 2.10 quite a bit on my legacy machine, which finally is no longer prey to slow loading times! Because of all technical achievements in the past 3 or so releases I wonder if perhaps it could be a good time for the team to show some love to some more outwardly aspects of TDM. This is because I still think the TDM default package is a bit too bare-bones to incentivize new players to invest time into it, and there are some simple yet significant changes that I believe that could change that. I will try to make a short list of suggestions in no particular order for your consideration and for community discussion. Finish St. Lucia campaign - I think that one of the most disappointing aspects of the core TDM package is the lack of a full official campaign. I remember Springheel mentioning many aspects for the 3rd final mission were underway but left incomplete, and that these resources could be ceded to any interested FM creator who was interested in finishing the mission. Why not taking the initiative and do a public announcement? A better training mission - The current TDM training mission is a strange sandbox that doesn't blend too well with the rest of the package. I think something similar to Goldwell's Thief training mission remake would be a more suitable and shorter solution to teach the basics of the game while keeping it within the narrative. It could even be included in the St. Lucia campaign as Mission 0. Better, clearer main menu - even with the most recent changes, I still feel the TDM menu needs a redesign. I'm not quite sure what would be the best approach, so the only suggestion I have at the moment is to have the Mission Downloader available straight from the main menu, instead of being somewhat hidden on the corner of the New Mission section. This is mainly because the game focuses heavily on downloadable, content and thus should immediately point new players towards it. Two-mission community FM sample - one easy way to make the TDM package more complete is by adding a sample of two FMs to the main package - one short, and one long - so that new players can enjoy a small curated selection of what the game offers without having to browse the forums for mission descriptions. These missions could be selected by community vote and then tweaked before inclusion in the package, with the consent of their authors of course. A better intro sequence - The old glowing TDM logo video is really starting to show its age. I wonder if it could be replaced with a better hi-res version, or even with a simple logo texture with an after effect applied, discarding the need for an FMV sequence. Let me know what are your thoughts. I would like also ask the TDM team members if anything similar to these suggestions is already in development.
  12. When you're done playing Moment of Truth, you should give MoTmod a try - it makes all missions from the first game playable in the second. And remember to donate to Kickstarter if you want Death to Spies 3 to see the light of day, or at least released very soon. https://www.kickstarter.com/projects/haggardgames/death-to-spies-3
  13. I've NEVER played a modern game that "just worked" out of the box. They ALWAYS had settings that I didn't like or want (motion blur, AA set to something weird, really low default FOV, weird FPS caps). So I'm not really sure where you're coming from with that statement. Like I wrote earlier, nobody should be starting a game without looking at the options menu. That's your own fault for not learning what options are available, then coming into the forums requesting changes that are already present.
  14. It's an attachment to the post of kcghost with the name tdm_loot_stealth_stats.pk4 . https://forums.thedarkmod.com/applications/core/interface/file/attachment.php?id=17190
  15. No dice Not surprising as the Lenovo readme states that there are no significant changes in any of the releases since the one I have. Version Info <10.18.14.4414> (j4d214ww) - (Fix) Fixed security issue. <10.18.10.3431> (j4d211ww) - (Fix) Fixed an issue that Intel video driver can't do upgrade install. <10.18.10.3431> (j4d210ww) - (Fix) Fixed an issue that can't change resolution successfully with DP1.2 mointor. <9.18.10.3272> (j4d208ww) - (New) Initial release for Thinkpad L440, L540. Googling the problem I see that in previous versions of TDM someone had the same problem and you solved it for them by telling them to delete "the gamex86.dll files then running tdm_updater to get new versions" https://forums.thedarkmod.com/index.php?/topic/14667-tdm-wont-start-doom3exe-has-stopped-working/ I don't see any such files in my version of TDM. Is there something similar I could try?
  16. Is the prototype a tech demo to bolster your portfolio, or do you intend to create a complete game, perhaps with a Kickstarter to turn the beta version into a full version? Is it intended to be a single campaign made by you or have the capability for anyone to make a mission? If you decide to go with a medieval setting, then should this be considered a TDM competitor? If you decide to go with a modern/contemporary setting, is this a Hitman/AssCreed/Deus Ex/etc. competitor (maybe someone can think of a less violent contemporary stealth game)? Here's another stealth prototype you should check out: http://www.indiedb.com/games/upversive I thought upversive was on TDM forums as well but I don't see a user account.
  17. Will there be more work to improve performance? For example include common performance workaround tweaks into standard game settings? I mean particularly ”Disabling standard graphics features” I use a fairly newer budget laptop. The new patch helped loading times a lot and I'm glad to see this. But standard performance seems to be inconsistent, especially with EAX. I really want to keep native resolution and EAX on. Everything else doesn't matter to me. Minimum graphics solutions are also described on the forums here: here: And on the wiki here: https://wiki.thedarkmod.com/index.php?title=Performance_Tweaks#Disabling_standard_graphics_features
  18. DarkRadiant 2.9.1 is ready for download. Maintenance release available: DarkRadiant 2.9.1 fixes a freeze issue that has slipped into the recent 2.9.0 release. The previous release of DR 2.9.0 includes a large change to DarkRadiant's module architecture, separating UI code from the actual algorithms almost everywhere. Aside from that, most efforts went into bug fixing and stabilisation - with the occasional convenience feature here and there. TDM mappers will like the first incarnation of the TDM Game Connection plugin (usable in TDM 2.09+). It's recommended to prefer this version over any previous release. Windows and Mac Downloads are available on github: https://github.com/codereader/DarkRadiant/releases/tag/2.9.1 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 2.9.0 Fixed: DR freezes when saving from the "Exit DarkRadiant" dialogue Fixed: Crash when "Load last map at startup" is activated Changes since 2.8.0 Feature: TDM Game Connection Plugin Feature: Add search function in Skin Chooser Feature: Highlight a model in orthoview and its selected in 'map info' inspector Feature: Display Estimated Duration of Sound Clip Feature: Display which file an entity or soundshader is defined in Feature: Add a 'Reload Sounds' options to the menu Feature: Add a way to teleport to coordinates (via Console Command or Python) Feature: Exit search field in child window by pressing escape Feature: Improve usability of class selection in Difficulty editor Feature: Add `monster_player_clip_wood` to list of filtered clip textures Fixed: Skin listing issues in Skin Chooser Fixed: Moving a clipper point always sets position on one axis back to 0 Fixed: "Model Scaler" doesn't handle model duplication correctly (or perhaps consistently) Fixed: Clipper cursor persists when switching out of clipper mode Fixed: Crash if pressing backspace while drawing a brush Fixed: Console warning in Linux when loading libradiantcore.so: undefined symbol: RegisterModule Fixed: Change CSG Merge such that only brushes sharing the same parent entity get merged Fixed: Crash when using CSG Merge on brushes that are entities Fixed: 'Delete property' is greyed out when multiple properties are selected Fixed: Difficulty editor doesn't show classnames when typing instead of selecting them from the dropdown list Fixed: Particle editor creates .prt files incorrectly Fixed: Crash in PrefabChooser dialog when using type-search while a prefab is loaded Fixed: Escaped EOLN in entity spawnarg is turned into real EOLN Fixed: DarkRadiant will not show DDS textures that are stored uncompressed (non-DXT) Fixed: Linux config files should go under ".config" Fixed: Render mode icons are difficult to distinguish in certain environments Fixed: Texture Tool / UV Tool grid size Fixed: DR lockup/freeze while cleaning up brushes using subtract/cutting tools. Fixed: Fit Texture does not work if either Horiz. or Vert. scale are set to 0 Fixed: DR not always remembering window size and position between sessions Fixed: Model browser renders 3D previews for past models, overlaps current selection Fixed: Conversation Editor won't add new actors, entity names are seen as null (Linux) Fixed: On/off Selection issue with layers window Fixed: Export patches: .lwo loses smooth shading Fixed: Reported Polycount for LWO models is one too high Coding: Unit testing infrastructure The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  19. @MirceaKitsune I have a whole thread on that, and I think the followong post is the most appropriate: https://forums.thedarkmod.com/index.php?/topic/20328-playing-in-game-videos/&do=findComment&comment=445630 There is no sound with the video though ... You could also download the mtr here: https://forums.thedarkmod.com/applications/core/interface/file/attachment.php?id=17375
  20. Intro: Back among these old walls again, it seems. The alleyways and courts beckon, the smells and flickering lights the same as ever. Have I been away so little that I remember them all? No matter. This time, my objective once more brings me to the Builders: one of their workshops has recently received a shipment of potent explosives... Although inert before it is treated with a volatile compound, there is bound to be a mechanician who will pay a good price for the lot. That settles my agenda for the night. I must be careful, since the Builders aren't known to be lenient with trespassers... and if they knew it was the same fellow who had already paid them a visit... but best not dwell on trivialities. I have found a way to the street where the storehouse is located, and hid myself next to the south gate. If I am unable to open it from inside when I am done, I may just have to find another way out. It is an hour before midnight. Time to go.." Build Time: 3 months. Thanks:- Huge respect to the Dark Mod team for such a great mod and for all the hard work they put into it and continue to put into it. Special thanks to Fidcal, Serpentine and others for their help on the forums. Melan for making the original map and puttin up with my constant tweaking, the beta testers: Serps, Grayman, nbohr1more, , NewHorizon, 7upMan and others who did an awesome job. Info # Please download TDM 1.04 before playing this FM, as a lot of 1.04 textures have been used! # On very low end PC's with a "Pentium"4 or "HD2400pro" that are even considered low for vanilla Doom3, I recommend that V-sync is off, AA is off, Aniso is 4x or lower and "Ambient rendering" & "interaction shader" are set to their lowest settings. Also playing any tdm mission I suggest you do a fresh reboot of windows, this will flush the ram which enables a few extra fps in tdm. Enjoy
  21. So far, I stayed out of this discussion, as I simply don't like discussing and especially critisizing other peoples beliefs. But now, I am starting to think that our TDM-forums are not the place to discuss such matters, as the discussion has become quite extreme. So, I would like to personally make clear that all muslims (and also all people of all other beliefs) are welcome here! Do not let yourselves be fooled into thinking that you are not wanted here, just based on the posts of one or two persons in these forums! The only exception to my statement are obviously extremists, who do not accept the beliefs of others.
  22. I was one of the people that supported the kickstarter but funny enough i have still to play the full game has time has not allowed for it.
  23. Stuck early, lol... PS: I wish there was a 'spoiler' tag icon among all the other icons when composing a reply. (If it's there, what does it look like?) I don't post here a lot, and I even more rarely need to use spoiler tags... so when I do need to, I can never remember if the spoiler tag is [ s ] or [ spoiler ] or some other tag. So, I try to go to advanced editing and check there, but that doesn't help much; and/or I have to preview post and make sure my attempt works.
  24. Nice. See also our comments in topic: https://forums.thedarkmod.com/index.php?/topic/20573-winter-ember-isometric-stealth-game-inspired-by-the-thief-series/
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