Jump to content
The Dark Mod Forums

Search the Community

Showing results for '/tags/forums/kickstarter/q=/tags/forums/kickstarter/'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. I dislike GOG for killing the abandonware scene and profiting from exploitation of dusty old crap and donations, like a cat charity shop that pockets all the cash to look after "the cats" which are their own cats and give a can of premium tuna for their mates every now and then. They even use the same exact same cracked .exe for Covert Action that we sorted fkn years ago. The only good thing about GOG is it saves sourcing a dodgy crack for the new titles, imho. No big loss - I forgot about the F2P thing. But you guys are in a bit of a bind with this one, with steamworks and trying to get onto a major platform, if you want to keep it as a free game... I can't think of a solution that doesn't involve you spending money to not break even that doesn't involve donations from, eg, kickstarter for incorporation and licensing, etc. Plus, you're gonna be in the same category as Clicker Heroes... and that makes it a tough decision on which F2P game I want to download... Have you tried itch.io or Humble Store? They get press fairly often in the rags.
  2. Welcome to the forums! It's always a nice surprise to see a new mapper emerge from the shadows Regarding voice acting, definitely look at the TDM wiki entry and the TTLG voice actors list. Regarding your map, I can see quite a few nice ideas there, but my feedback going by those screenshots is that those areas are quite wide open and it's therefore difficult to light them up adequately. How about looking at ways to divide them up, i.e. with pillars and maybe some dividing wall pieces inbetween? That way your lights illuminate a bigger portion of the walkable space, you have more points to attach lights where necessary and the player has more cover he can work with. One mission that does this very well is Full Moon Fever.
  3. DarkRadiant 2.8.0 is ready for download. Next to a considerable number of bugfixes and improvements, a nice amount of new editing features made it into this build. There's a new way to select items by filter, it's possible to retain grouping information when copy-pasting between DarkRadiant sessions, a new "Select Parent Entities" command has been added, and more. A new DarkRadiant User Guide is being worked on and available on the website https://www.darkradiant.net/userguide (also accessible through the About > User Guide menu option). Windows and Mac Downloads are available on github: https://github.com/codereader/DarkRadiant/releases/tag/2.8.0 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 2.7.0 Feature: Selection by Filter Feature: Preserve grouping information when copy-pasting between multiple open instances of DR Feature: Add Portable Map Format storing map and additional data in one single file Feature: Preserve grouping information in prefabs Feature: Model chooser now lists .md3 models Feature: The Dark Mod: Let DR look for either 32-bit or 64-bit TDM .exe's Feature: The Dark Mod: Added ability to edit difficulty names Feature: The Dark Mod: Add Move up/down buttons to Conversation Editor Feature: Add type-to-search ability to AI vocal set and head chooser dialogs Feature: Let DR remember the shader in ShaderClipboard after closing Feature: Add option to show "Other Materials" in Texture Browser Fixed: Edit Objectives dialog doesn't adjust its height when selecting a component Fixed: DR can't find materials whose names start with table Fixed: It's possible to delete the classname spawnarg through the context menu Fixed: All spawnargs with the same value as the "name" spawnarg iterate when the entity is cloned Fixed: Removing a Stim/Response entry can break the remaining entries Fixed: Loading error caused by non-Latin character in filename Fixed: Texture Tool: crashes on brush surfaces with texture scale 0 Fixed: Undo after thickening a cylinder cap along vertex normals causes crash Fixed: Readable Editor Crash Fixed: Python 3.8 does not get linked (Linux) Fixed: ConnectNamespacedWalker Warning when cloning selection containing links and targets Fixed: Show English difficulty names in the Difficulty Editor instead of the #strNNNNN IDs Fixed: 'Reload models' reveals hidden models Fixed: 'Show help' etc. checkboxes in entity inspector aren't remembered by DR Fixed: 'Show help' tooltip text updates incorrectly Fixed: Changing classname ties entity's visibility to 'Default' layer Fixed: Resized Models lose their scale in auto-saved maps Fixed: Autosaves don't save last camera angle & position Fixed ToggleFullScreenCamera command for Embedded and RegularLeft layouts Tweak: Removed/disabled close button from all dialogs Tweak: Allow fixed Subdivisions to go higher than 32 Tweak: Targeting projected lights: let the line point to the light source instead of the light volume's midpoint Tweak: Collapsing a folder in a treeview now collapses all child elements too The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  4. So I got back to my desktop and installed the dark mod 2.09a, but when I start it I get a gray screen for a couple of seconds then a black screen. I can hear the music and the menu sounds when I move my mouse but I can't see anything. I tried some things from what I could see in the forums but nothing worked. I have a pretty old GPU but it should run it no problem I believe (a Radeon hd 4850). Things i tried: -Downloading the latest dev build -Downloading the build test15973-8787 -changing glcore from 2 to 1 and to 0 -changing the resolution to 800x600 -starting it in compatibility mode windows 7 -changing glsl -changing shadow to 0 - downloading an executable posted by stgatilov in a post about the same problem (I can't find it anymore) None of this worked and the log file doesn't show any issues. Any idea how to fix this or if I need an older version, because I believe the GPU should be able to launch the game properly at least?
  5. Hello Aosys! I just happened to run past your thread here as I've returned recently to the forums myself. I might be able to help you here with your Substance Painter setup, as I use it exclusively now. You wont get a one to one render preview in Painter, akin to that of the properties you'll see in-game. However you can get pretty close. I do use the non-pbr mode but once you've got the settings and layers optioned correctly, it'll work. Firstly, are you using current versions? This is important as shaders and various versions of Painter have broke in the past (especially since Adobe bought them). I normally bake my Ambient Occlusion into my diffuse texture. Until (or really if ever) we get PBR in game, this shouldn't be changing; however baking the AO really helps if you're wanting dramatic lighting for cheap. If you can, try to multiply the AO over the diffuse texture in Photoshop and then save that to DDS. Personally I don't much like how powerful (and plastic like) specular effects are in TDM, so I usually will just end up with a final diffuse and normal texture. The only time I'd recommend blending the AO via mtr file is if you needed to preserve the UV's for the diffuse but had to multiply that over a tiling texture independently. Otherwise we can just cut down on the file consumption and go without the mask. Also, Greebo just made a file converter to take FBX to LWO. I use MayaLT now, so if you have to pull anything in from FBX; that can now be handled directly. It also handles vertex paints and smoothing options! This was a big requested feature from me and I'm really excited to start using it here myself. Greebo made it to work with his Dark Radiant upgrade project but it's also directly accessible via a batch file! So what this means is we'll be able to just save FBX to a mirrored directory and then run the batch file and it'll convert/copy the new LWO files to your chosen models destination. If you want, I can show you how I've got my Substance Painter setup for TDM too. I could probably best do that via screenshare over Discord, so lemme know if you'd like to do that at some point.
  6. Yes, that's generally the case. On rare exception, mappers sometimes "ask for ideas": http://forums.thedarkmod.com/topic/13674-wip-fm-the-elixir/?do=findComment&comment=283045 ...but it is more common that mappers will have their own ideas that they even "know how to implement" but do not have the time and energy to start working on them (or continue working on them) and will instead choose smaller, more feasible projects for fun. Even with the simple concept in "The Elixir", the mission turned out to be much smaller than the "Lord Edmund Entertains" idea I had originally envisioned. Still, it's cool to have at least one of my story ideas out there. There are similar "make it for me" threads over at AtariAge forums where players ask Homebrew and Rom hackers to somehow make Atari 2600 games for them based on their concept designs. They are predictably filled with requests that go well beyond what a 2600 can do. So many have been offered that they have made guidelines in the forums like: You should include concept art. You must be willing to attempt Batari Basic coding and Sprite editing.
  7. tried that to run TDM on android in this topic:http://forums.thedarkmod.com/topic/16672-trying-to-run-tdm-on-android/?hl= maybe possible with d3 and a very old version of tdm. read this topic for some pointers, d3 on the pi: https://www.raspberrypi.org/forums/viewtopic.php?t=99624 (check also a video in the spoiler) or try steam link on your pi. https://steamcommunity.com/app/353380/discussions/0/1743353164093954254/ and http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/ video in the spoiler
  8. Sui Generis is nearing the end of its Kickstarter campaign, and it's still missing 15,000 £. If you are interested in this genre, please pledge the minimum amount of 10 £, as it would be a waste to let this little gem die. Please note that unlike the American Kickstarter, you can't use Amazon Payments but have to use your credit card to pledge.
  9. OK Guys i thought id installed OK but at the end i got a compatability error and when i tryed to launch i got a black screen ! I then tryed to reinstall with compatability settings and the installer said i had installed successfully ! Tryed to launch and got the black screen again. I did a little search on the forums and it's looking like this might be a known problem. Is it a compatability issue with radeon drivers or am i missunderstanding the thread i read ? I have an Asus R9 270 which I hope is still good enough to run this game ! I used to be !! I alreao read about a hotfix but dont wish to do anything untill i get advice. Thanks got your help in advance.
  10. Hello, It's our final hour on kickstarter... and last chance to join us and get this game with special kickstarter spaceship elements. At now we have over 3100 backers with almost $82.000 already pledged! You can see our newest update here: http://www.youtube.com/watch?v=ZmmWsfud7NU You can support us and find more info here: Best Regards, IdeaLcenter
  11. I was referring to D3W advice in general, not the specific text you posted. I've seen several forum posts on D3W and I think even these forums where people have repeated the "fact" that Doom 3 has a problem with more than 3 lights hitting a surface, and advised mappers to cut up brushes to make sure they never see a cyan surface in the r_showLightCount view, even though this was a waste of time that made no difference to frame rates back when I was doing it on a Radeon 9800 XT in 2006. I suspect that the "3 light limit" comes from the descriptive text in the explanation of r_showLightCount: 1. Black= No light hitting the surface. 2. Red= 1 light hitting the surface (this is excellent). 3. Green= 2 lights hitting a surface (this is great). 4. Blue = 3 lights hitting a surface (This is getting bad. You need to keep these areas small, but it is ok to have a number of smaller areas in a room that are blue). 5. Cyan, pink, or white= 4+ lights hitting a surface this is bad and you should only have this in very small, isolated areas. It would be easy to interpret these descriptions as implying that something bad happens between 2 lights ("this is great") and 3 lights ("this is getting bad"), even no there is no such limit and these textual descriptions were (as far as I can tell) just off-the-cuff phrases that never actually reflected any empirical performance testing. There is no such limit for maximum lights, because light count is just one of many factors influencing performance, along with poly count, shadow count, shadow mesh complexity, number of shadow-casting lights, number and size of open/closed visportals and many other things. Giving suggested limits for particular scene elements is counter productive because these limits tend to get enshrined in documents and forum posts and propagated through time as a sort of "cargo cult", where people believe that as long as they have fewer than a certain number of lights or polygons then their scene will be fast to render, even though there may be many cases where having more lights/polygons would be fine if other elements of the scene are simpler, and vice versa. The only meaningful way to address performance is based on empirical testing, with guided optimisations based on this data. For example, if you have a scene that is particularly slow to render, and you find that you have a large surface hit by 20 different lights and they all cast shadows, this might be the thing to optimised, whereas in another scene you might find that you have 10 million polygons in view due to a reflection surface and too many open visportals, and these are the things you need to fix. But in no case does this mean that if you stick to 19 different lights and only 9 million polygons, you will never have a problem with performance. No need to get defensive; I wasn't criticising you, just pointing out that some of that old advice from D3W and other forums isn't particularly accurate and shouldn't be relied upon by today's mappers, particularly when it asserts particular numeric limits that quickly become obsolete due to the evolution of hardware, and might not have been correct to begin with. Nothing wrong with looking at light counts in conjunction with other items (but you must also consider the area of the over-lit polygons, not just the count, and consider the effect of light scissoring which considerably restricts the actual area that is illuminated based on the size of the light, even if that light hits a large polygon), provided you don't become attached to certain fixed "ideal light counts" which are just too crude a measure to be useful. Overall my advice with light count and everything else (polygons, shadows etc) is: Minimise everything as far as you possibly can without compromising the artistic intent. Use in-game diagnostics and statistics as a guide, without being hung up on particular numeric thresholds and values. Test on a variety of hardware (especially mediocre hardware) if you can, to avoid producing a map which only runs well on your super high-end rig.
  12. Good news, everyone! Almost Epic Adventures: The Goblin's Week has been Greenlit! I really want to thanks everybody who supported my project on Steam and/or took the time to give me some feedback I was especially happy to see that the game concept interested some of you, and that my target audience may really exists What's next? I am working hard on the first alpha version that will cover the first days of the week. After that I may try to run a Kickstarter to be able to work with a few contractors to improve the game. In any case, I will keep you informed
  13. No, it doesnt :-) http://wiki.thedarkm...tching_entities Especially in the case of "non-lit wood in the night" the batching could be improved considerable. Even the SEED method could be improved, as it currently builds the new geometry in an awkward way on the CPU. Edit: Here is the old thread: http://forums.thedar...243#entry243243 Note that SEED (formerly known as LODE) does two things: random generation of entities/models and distance-based culling/re-instating combining rendermodels of multiple func_statics or models into one model (optional: with multiple clipmodels) The old thread often talks about 1 but occasional 2 is also mentioned. Sorry if I can't pick out the relevant posts right now A few interesting posts with screenshots: http://forums.thedar...post__p__243972 views:4 draws:235 tris:12782603 (shdw:306) (vbo:0) image: 49.9 MB http://forums.thedar...post__p__244362 http://forums.thedar...post__p__246658 http://forums.thedar...post__p__247177 real world test with NHAT: http://forums.thedar...post__p__247907 multi particle emitters http://forums.thedarkmod.com/topic/12107-announcement-seed-system/page__view__findpost__p__248646 Please note that all the above posts are from before we had the full source code - some info might be outdated and we probably could fix quite a few problems now much more easily.
  14. Wow, I'm impressed seeing so many fellow metal heads on the forums! Moonsorrow was mentioned by several members, definitely in my top 10 bands. Though I would probably classify them as black metal (with folk and progressive influences). Shout out to Devin Townsend too, I mostly know him from listening to Strapping Young Lad, but an excellent musician in general. In general I'm an equal fan of death metal and black metal, and mainly Nordic bands, but there is good stuff from all over the world. I'm particularly a fan of the early Swedish death metal scene with bands like Entombed, Dismember, Grave, Grotesque etc, and the later Gothenburg scene of Melodic Death Metal like Dark Tranquillity, In Flames and others (both of which I've hung out with at concerts, Gothenburg is a small town ^^) For Black Metal it's mainly Norwegian and some Swedish and Finnish bands like Darkthrone, Immortal, Gorgoroth, Lord Belial, Bathory, Dissection, Moonsorrow, Impaled Nazarene and many more. But when it comes to mapping in DR I tend to go for something that's a bit more chill and puts me in the zone. I usually listen to some kind of Dungeon Synth or similar, for example:
  15. So, you've been working for weeks or months and finally have a fan mission that you're happy with. Now what do you do? 1. Playtest (in private) You've obviously been testing things yourself as you build, but it's important to get a few fresh perspectives before releasing your mission. Other players will try things that you never thought of, and will help you decide if your mission is too easy or difficult. They can also spot texture misalignments, floating objects, and other mapping pitfalls that we all fall into from time to time. Don't just post a link to your mission in the public forums, however. Lots of people are bound to download it and play it without realizing it is still in the playtest phase, and then complain about any bugs. We recommend you post a message asking for beta-testers, and then email them a link to your mission. It's probably also best to handle feedback through private messages; even with spoiler tags, things inevitably slip out. 2. Test the Release version It's very easy to make a last-minute, minor tweak to your mission, and then upload it, only to find out that you forgot to dmap, and now your aas is out of date. Oops! If you change anything, it needs to go through a couple of testers. This does slow down the release process, right at the moment where you're most excited. But you don't want to be in a position of dozens of people trying your mission with a last minute bug that slipped through. 3. Submit your mission .pk4 for hosting Where should you host your pk4? Good question. There are several public sites that will host small pk4 files. Mediafire darklurker 4. Post a Release Announcement Post a new message in the Fan Mission forum with the following title: "Fan Mission: [mission title] by [author] ([release date in yyyy/mm/dd format])" The first post should include a short synopsis of your mission, perhaps with a couple screenshots, as well as download links. 5. Add your FM to the Fan Mission List. Other Considerations A few other miscellaneous details... External Material: If you use external material (textures, sounds, models, etc) that isn't part of the mod repository, and you didn't make it yourself, get permission. We won't host or link to any missions that use copyrighted material, and it's not a good way to make a name for yourself. Credit: Be sure to give credit for anything you use that you didn't make (other than the stuff in the main mod itself). That's just good form. If someone helped you write your readables or made a loading image for you, credit them too. The TDM Website: Don't post asking why your FM has not been added to the official FM page on the Dark Mod website the day it is released. As the number of TDM FMs grows, it will take longer to ensure that new missions are copyright-issue-free, so it may take some time for new missions to appear.
  16. I promoted The Dark Mod Forums and the game yesterday to a stream by Deadwing Dork. Even sent a super chat telling him to check out the forums. He said Thief 2 was better than Thief 1, never got to play Thief 3 but wanted to, and disliked Thief 2014.
  17. The ones I know about (not having been around back then) are: https://forums.thedarkmod.com/index.php?/topic/9762-zombies-ghouls-and-revenants/page/2/&tab=comments#comment-198310 https://forums.thedarkmod.com/index.php?/topic/14066-needed-for-standalone-animated-werebeast/
  18. That's pretty much how Obsttorte had 'fragment blending' work: https://forums.thedarkmod.com/index.php?/topic/17308-epis-many-questions-thread/&do=findComment&comment=375331 At one point SteveL even suggested a tweaked interaction shader to allow three-way RGB vertex colour blending: https://forums.thedarkmod.com/index.php?/topic/17308-epis-many-questions-thread/&do=findComment&comment=375331 Light interaction is usually where these things run into complications: the old 'soft alpha transparency without light interaction or hard alphatested edges with it' limitation is another one. And since real-time lighting plays such a central part in TDM...
  19. I think I first noticed it here https://forums.thedarkmod.com/index.php?/topic/20169-the-history-of-bloom/&do=findComment&comment=446309 It looks rather cool, mostly because he's a no-nonsense person and his formatting kinda underscores that in my mind
  20. Some time ago I also got excessive linebreaks on the forums, although in my case whole lines were never broken into pieces, just the newlines that I put became way longer. I could remove them after-the-fact by editing my post twice. In the end I noticed that I accidentally disabled javascript via browser extension. I enabled it back, and now everything works perfectly.
  21. Seems like the forums been updated since my last visit. Why does everybody have a rocket on their profile picture? Could the ranks either be disabled or filled with proper icons instead of just one rocket? If you need someone to create those icons (maybe Thief related) just give me a call, I may can help.
  22. The objective is to get mappers to use newer features. The Asset bonus is capped to 2 perfect votes averaged into the visual score. I was considering only awarding bonus points for code features ( game-play, visuals ) but the Asset bonus allows mappers to decide (risk) only to use one code feature or none at all and still have a little buffer against others who use them. Hopefully the vote participation will be high so that the bonus bias won't be too exaggerated anyway. ( I may need to add a scaling factor if 18 additional votes is half or more of the overall vote participation. ) I ask you to consider joining the fray as you always add stellar submissions to contests! Otherwise, please consider joining "in spirit" and adding story connections and 2.07+ features to your WIP and targeting the 2.10 release window. There is no obligation to declare your participation before submitting your entry. Yes, for 2.10 features players will need to install a 2.10 Dev Build or Beta version: https://forums.thedarkmod.com/index.php?/topic/20824-public-access-to-development-versions/ they can either use this as the primary TDM install or install it separately. As for 2.09 "features"? You're right, I guess I should say "feature" as the only player exposed feature is the new physics based particle setup: https://wiki.thedarkmod.com/index.php?title=Particle_collisions_and_cutoff
  23. prjames' post showed me something interesting which I should mention to all, concerning spoilers... If you make your spoiler tags with capital letters, the spoiler tags work in the original post, but not in a quoted reply... all of the spoiler text shows up in the quoted reply. So, spoiler tags should be all lower case. Then they work both in the regular post and in the quoted reply.
  24. How does this Kickstarter thingy actually work? Darkmod can get benefit of it? If not why so many Kickstarter threads going on here lately? End of questions...
×
×
  • Create New...