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  1. Belgium - city "brugge" (dutch translated. "Bridges") - brugge City square (partially 3d generated) https://www.google.com/maps/@51.2094804,3.224082,37a,35y,155.16h,75.69t/data=!3m1!1e3 - brugge medival city canal buildings https://www.google.com/maps/@51.2070125,3.2286034,50a,35y,295.08h,73.69t/data=!3m1!1e3 Belgium - Antwerpen - cityhall (very nice building and in front a weekly marketplace) https://www.google.com/maps/place/Stadhuis+van+Antwerpen/@51.2205847,4.39985,63a,35y,337.5h,59.98t/data=!3m1!1e3!4m5!3m4!1s0x47c3f6f66c11bf11:0x8c912f8f64509c5d!8m2!3d51.2213109!4d4.3991605 Belgium - Gent Korenmarkt (dutch translated "corn market") (a river flows trough city square) https://www.google.com/maps/place/Korenmarkt/@51.0555383,3.7205825,45a,35y,166.17h,75.14t/data=!3m1!1e3!4m5!3m4!1s0x47c37146d0c0df0f:0x77fcd000e99173b9!8m2!3d51.054633!4d3.7219431 Netherlands - Zwolle During Bikerdude's visit in my country (with me as guide), I showed him: - Sassenport (transl. Sassengate) https://www.google.com/maps/place/Zwolle/@52.5093169,6.0955905,57a,35y,354.61h,62.58t/data=!3m1!1e3!4m5!3m4!1s0x47c7df209d12ecb1:0xcd0b5b2492dd3e8c!8m2!3d52.5167747!4d6.0830219 - hof van ittersum (transl. court of ittersum): https://www.google.com/maps/place/Zwolle/@52.5108309,6.0935861,32a,35y,50.63h,71.63t/data=!3m1!1e3!4m5!3m4!1s0x47c7df209d12ecb1:0xcd0b5b2492dd3e8c!8m2!3d52.5167747!4d6.0830219 - Grote kerk (transl. big church) https://www.google.com/maps/place/Zwolle/@52.5108309,6.0935861,32a,35y,50.63h,71.63t/data=!3m1!1e3!4m5!3m4!1s0x47c7df209d12ecb1:0xcd0b5b2492dd3e8c!8m2!3d52.5167747!4d6.0830219 - De peperbus (transl. the pepper pot) https://www.google.com/maps/place/Zwolle/@52.5115423,6.0881135,101a,35y,56.48h,64.35t/data=!3m1!1e3!4m5!3m4!1s0x47c7df209d12ecb1:0xcd0b5b2492dd3e8c!8m2!3d52.5167747!4d6.0830219 (he also made some topic about zwolle and the rest of the tour: http://forums.thedarkmod.com/index.php?/topic/19554-tdm-inspiration-deventer) The Netherlands - City "Utrecht", -church tower "dom toren" https://www.google.com/maps/place/Utrecht/@52.0891717,5.1219951,150a,35y,347.81h,61.34t/data=!3m1!1e3!4m5!3m4!1s0x47c66f4339d32d37:0xd6c8fc4c19af4ae9!8m2!3d52.0907374!4d5.1214201 France - Mont Saint-Michel (cathedral on a island) https://www.google.com/maps/search/Mont+Saint-Michel/@48.633167,-1.511274,237a,35y,353.2h,54.35t/data=!3m1!1e3 Switzerland, City Luzern (bridge over river, citybuildings, swizz mountains) https://www.google.com/maps/place/Luzern,+Zwitserland/@47.0514221,8.3089603,42a,35y,270.94h,78.79t/data=!3m1!1e3!4m5!3m4!1s0x478ffa2a79547379:0xaef02ad1409952af!8m2!3d47.0501682!4d8.3093072 Video's of brugge in the spoiler
  2. After a long time and a lot of delays, I'm extremely happy and relieved to announce the release date for my first map; Lords & Legacy, on Friday the 30th of August, 2013! Lords & Legacy v.2.1 Resume: Screenshots: http://imgur.com/a/Lj8UJ#0 Notes: Build time: 2013/03/30 - 2013/08/30 To install, simply put the .pk4 file in your fm folder and install from the in-game mission menu. It is a large mission with optional objectives, so make sure to save often. The ropes in the beginning have a 'slick' surface, to simulate being 'slack lines'. They are difficult, but once you get a hang of the slide they can be fun. A couple of the large areas can be a bit rough on performance, and can be improved by adjusting the LOD slider in video options. A few of visportals open only when you get close. This is to keep the frames smooth inside the respective building, due to early inexperienced design. If you find any bugs which affect the gameplay experience, then you're very welcome to post them here, but please use the spoiler tags. Big thanks to 'Obsttorte', 'Springheel', 'Greyman', 'Bikerdude', 'Sotha' and rest of 'The Dark Mod Team'for all the help, guides and tricks. Also thanks to the other TDM users who provided fantastic support and feedback during the build. Thank you for beta-testing: 'Bikerdude', 'TylerVocal', 'Simplen00b', 'nbohr1more', 'Briareos H.' Special thanks to: 'Danus', 'Dsx' & 'Stanleh' for testing, help and support. v.2.0.1 changelog: Bugs: -The "Master Thief" challenge was impossible to do for a while, due to incorrect values. Fixed. -Getting seen by "The Killer" now also fails the "Ghost" challenge. -The 3 cardplaying guards no longer float mid air, as their chairs are now nailed to the floor. -Fixed the sound of the furnace continuing after the flames were extinguished. -Fixed weird glittering on the power cables around the map. -Fixed some moonlight popping in and out. -Fixed openable windows in Commons, clipping into the frame. -Fixed a book dropping through a desk. -Fixed visportals closing too close in Lancel's Tower, slight hit on performance though. -Added more monsterclip to Service Tower and Robert's Tower's entrance. -Improved a few vis_portals with func_portals. -Replaced curbs in Slums and Commons with some more detailed versions and changed textures. And a lot more little unecessary tweaks. Gameplay: -Added new challenge: (Jack White) - Do not knock-out anyone. -Reduced the amount of starting gear, depending on difficulty. -Added cubemaps to most windows on the map. -Redid most func_statics in Commmons Quarter to reduce tris and increase performance. Draw count is still somewhat high. -Removed all transparent windows as they didn't have actual gameplay value, just a performance drain in exchange for glitchy visuals. -Lancel's safe can no longer be picked. Find the key! -Added a couple minor cosmetic details in the sewers. -Moved a coinpurse from a wealthy commoner's sleeping butt to his nightside table. Also adjusted his furniture so thieves can better move around. -Changed sounds for several doors across the map. Once again, a big thanks to 'Bikerdude' for taking the time help out and locate room for improvement! v.2.0 changelog: Bugs: -Fixed various textures and surfaces and a few minor tweaks. -Tweaked some sounds to be in line with TDM 2.0 changes. -Fixed 2 certain AIs being too sensitive rather than drunk. (Thanks to AluminumHaste!) -Tweaked LOD on some objects, to prevent windows "popping" in and out. Gameplay: -Added more monsterclip to the towers, so the AI can now run up and down stairs. Only the stairs in the small tower has issues still. -Added more monsterclip in the city so the guards can follow you up all stairs. -Added a few minor details. -Windows in the city now dims sound, resulting in less aggro from guards and more convincing soundscape. -Reduced 'draw calls' in all the large areas, increasing performance. The map is still heavy at certain areas. Another big thanks to 'Bikerdude' and 'Greyman', for taking time out of their own schedules to help optimize the map's draw count and other significant adjustements! v.1.0.3 changelog: Bugs: -Fixed 4 black chairs in one of the towers -Fixed a floating painting -Fixed several clipping objects v.1.0.2 changelog: Bugs: -Fixed zfighting in the library's bookshelves -Fixed a black window in one of the towers -Fixed several typos in readables Gameplay: v.1.0.1 changelog: Bugs: -Fixed an issue with the main objectives not being in "sync". -Fixed console spam from a script Gameplay: -Adjusted required loot for each difficulty from "3000, 4000 and 5000" to "2500, 3500 and 4500".
  3. Story: "Sir Barrington, as he likes to be known, enjoys a prestigious reputation of having lavish yet intimate dinner parties. I've heard the tales about what goes on in the noble's dining room, but I believed none of them 'till now. Orbach, a local shop-keep who makes special deliveries to the people of 'high stature' heard Sir Henry Hughbellow raving about Sir Barrington's special 'Elixir', It cures your ails and gives you vigor... By the Hammer, it extends your very life! he exclaimed. Orbach begged Sir Henry for a small sample, and after one sip he was sure that the potion was nothing more than mineral water and spirit. He asked Sir Henry if other folks were as fond of the elixir as he was, and he found out that folks are paying handsomely for these small vials on a weekly basis. Some lords pay for exclusive treatments and bathe in the tonic. Lord Barrington even brings in an occult expert every month, where supposedly the power of the elixir is renewed by the full moon. Never one to pass up the opportunity for a good scam, Orbach has decided to take a cut of this 'elixir' business. He has made an elixir of his own, but needs to convince Sir Henry that it's really the same as the 'magical' tonic that Lord Barrington has been selling. And that's where I come in. Its rumered that Sir Barrington's prized possession is a painting of the revolutionary inventor 'Guillermo de Sohase' the day after he won the Battle of Billinsdune. If I can steal this painting, Orbach can use it to 'prove' that he also got the elixir from Sir Barrington. Once Sir Henry tells all his friends that Orbach's stolen elixir is healing his heart, soothing his pains, and igniting his libido, they'll be lining up at his shop. Its time to go." Build Time: Version 1.0 was speed build of sorts, to build upon Springheels video's with the new modules. Took roughly 20hrs to build but this ended up happening over the space of a few months.http://forums.thedarkmod.com/topic/18808-bikerdudes-speedish-build-using-the-new-modules/?hl=%2Bspeed+%2BbuildThanks: Co-auther: Obstortte for all his custom entities, scripting and showing me a thing or two about perfing.Resource: Springheel - new modulesReadables: nbhor1moreTesters: Bienie, Judith, Abusimplea, Cambridge Spy, Gerberox, MayheM, Amadeus, Goldwell, nbhor1more.Download: - mega Info: Repeat after me, "Read and explore, Read and explore"Known issues: This mission has been heavily tweaked and worked on to provide a playable experience for even low end machines.For very low end PC's please make use of the in-game LOD slider, as not only are details reduced, but the ambient_world fog is removed at the lowest setting.The medium difficulty is partially broken, the mission wont end when the player gets to the exit location. As this is the only issue with that difficulty level, I will fix this when I next update it to include the intro.
  4. Cleaning Up the Neighborhood by some1stoleit, bikerdude Brief Description: A small-medium sized assassination mission, taking place in a bar and casino environment with streets surrounding the bar. Story: Crime is out of control in my neighbourhood, when thugs attacked my wife I decided I can no longer stand by idly. Unable to rely on the corruptible city watch and the aloof Builders, I must take matters into my own hands. My first target is a bar called the Scoundrel’s Rest which is not far from my home. It’s owned by a man named Godfrey and considered neutral ground to the various criminal factions inhabiting the city district. There is no doubt its presence attracts criminals towards my neighbourhood, contributing to the infestation of crime. Infiltrating the bar not only creates the opportunity to kill Godfrey and shut it down for good but also allows me to find information about the rest of criminal groups that inhabit my neighbourhood. I gave my thieving days when I met my wife, but for her sake I must take up the profession once more and prowl in the shadows again. Notes/Tips: Your lock picks are noticeably old, so you can’t rely on them to get you past every door. Examine the environment and keep an eye out for keys on pockets.If you see a pipe outside, chances are you can climb up it.On Rusty and Practiced difficulty settings there's a map available for the bar’s ground level and the street surrounding it.It should be possible to ghost the every area in the mission. A small amount of loot however may be difficult or impossible to acquire without knockouts.There are a few hidden optional objectives you can discover. Screenshots Download Mirrors: https://www.dropbox.com/s/rbiashq1c1k56ns/Cleaning%20Up%20the%20Neighbourhood%20v1.0.zip?dl=0 https://mega.nz/#!bMtgiSra!Y1KXGovfYfdtG1xxRkmPYndLxgq7wMNVr8oENnS2Qxg FAQ: I dislike when I get stuck on an FM and have to leave the game to scroll through forums to find out what to do. I think the mission should be straightforward enough to beat without answers, but I will provide a FAQ if it’s needed. Just be sure to give a good try working it out yourself before reading this. Thanks: I’ve found the TDM community very welcoming and helpful as a new member and would like to thank several people. Bikerdude, for allowing me to collobarate with him and showing me a different way to build maps from scratch in Dark Radiant, as well as many other mapping techniques.Resources:Springheel, for his Modules and his retroactive permission to use New Job street segments.Amadeus, for doing some proofreading of the briefing and readables.Obsttorte, for his objective checking script used for one of the optional objectives.Rsoul, for creating new internal version of architecture models.Beta Testers:Amadeus, Cambridge Spy, Abusimplea, Shadow, Boiler’s_hiss, nbohr1more, Springheel, JudithPeople who helped Answer my Questions:Destined, JackFarmerSpecial thanks to Sotha and Springheel whose video tutorial series give me the guidance and confidence to start using Dark Radiant.I apologise if I missed anyone, if I missed you please do contact me and I’ll credit you appropriately. About the Development: Initially this was a solo developed mission made by myself, upon some beta testing I agreed to make the mission collaboration with Bikerdude, with the intention to learn good mapping practices from the collaboration. The mission was redesigning using the same layout as the original but using Springheel’s modules instead of my very simple brushwork, and expanded in scope to include a more detailed street, a canal, a sewer and a rooftop segments. Bikerdude’s use of springheel modules and custom skins is mostly responsible for the beautiful visuals, with my contribution being the layout of areas and the writing. Known Issues: None at the moment.
  5. Don't get me wrong, i can at least halfway see where you're coming from. I can only say that, from my perspective, i didn't spend remotely enough time here, or am deep enough involved to even know what he was like exactly. Yeah, saw some controversial stuff, but, spending time on internet forums, you sort of get used to it... i don't even want to know how many people who spend a considerable time of their life on internet forums suffer from the things you mentioned. I'd say a whole lot. At least that's my impression, with all kind of wicked posts i've read. As snowy mentioned, that doesn't have a influence on me enjoying his maps, though. AFAIC, he made some of the finest missions for this mod, so...
  6. 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.
  7. Death to Spies 3 is now up on Kickstarter! https://www.kickstar...eath-to-spies-3 At the time I posted this, $2,524 out of $85,000 has been donated, and we've got 36 days to go. Head over there and express your support! And remember to spread the word on social media sites, gaming forums or among friends and colleagues. We need this game to come out soon!
  8. Finished a floor grate with some pipes and pistons. The latter will be moveable. It could use some "tech lights" too, will make those some other time. Edit: oh shoot, I accidentally deleted those, see this post below: http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/&do=findComment&comment=440421
  9. They can be downloaded from the internal downloader in tdm and from downloadlinks at the fan mission pages (and several fron moddb) . For more info, see:http://wiki.thedarkmod.com/index.php?title=Installing_and_Running_Fan_Missions http://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod http://forums.thedarkmod.com/index.php?/forum/57-fan-missions/
  10. I'm having some difficulty getting the trigger_look script to work as advertised. I posted the original problem a while ago to http://forums.thedarkmod.com/index.php?/topic/14394-apples-and-peaches-obsttortes-mapping-and-scripting-thread/page/17/ but crickets there. To restate more precisely and fully: --- I'm trying to use the trigger_look script for the first time. I want my player to look at a rope (the seen-object) and stuff happens, limited to popping up a GUI message initially. So, as the instructions for this specified: - I put a copy of "trigger_look.script" into my <fm>.maps folder - I added #include "script/trigger_look.script" to the head of my <fm>.script file - To my rope object I added spawnarg "scriptobject" with value "trigger_look", as well as a "trigger" to a pop up gui message. The popup is working OK... the problem is under what conditions the popup occurs. When my player looks at the seen-object, the trigger works fine based on the default distance and "once"=1. What does not work is the view direction (just using default, or even with a specified "tolerance" value), which is ignored (e.g., as if "tolerance" was "2" aka 360 total degrees). I can back my player up to the seen-object, and still it triggers when within distance. I've also noticed a console warning about divide by zero in line 66 of the script. Presumably this is the call to the length function float length(vector v) { return sys.sqrt(v_x*v_x+v_y*v_y+v_z*v_z); } Perhaps sys.sqrt is broken? This is under TDM 2.07/Windows 10. --- I tried further diagnosis of this today, but I'm getting nowhere. Not even sure my copy of trigger_look.script within my "maps" folder is being called, as opposed to some other mystery location. The instructions say to use #include "script/trigger_look.script" which I did but the "script" part of the path must be some abstract location... and if I remove "script/", runtime TDM complains about not finding the script. If I add sys.print(...) in various locations within my copy of the trigger_look.script, nothing extra appears on the console, even it I create a separate threaded child function. That's why I'm thinking some other copy of "trigger_look.script" is being utilized. Or sys.print only works when called by $player1, not from scripts associated with other objects? Thanks for any help
  11. Hi all, me again Now that I've learned how to take screenies on DM (thanks to Aluminumhaste) I wanted to post one that I took but I got an error saying that the image ext that I used was not allowed in these forums, It was .jpg so I changed it to .png and I got the same error again. They're on Photobucket.
  12. jaxa

    Raspberry Pi 4

    According to what I'm finding so far, actual Bluetooth 5 features may be non-existent: https://www.raspberrypi.org/forums/viewtopic.php?f=63&t=245492&p=1499926 https://www.raspberrypi.org/forums/viewtopic.php?f=63&t=244386#p1497702 Looks like you can't expect higher speeds, longer range, or any particular benefit at all. I'm not sure if there would be any positive outcome from using a Bluetooth 5 device with RasPi 4, so it may be a very misleading selling point. Seems like with any two Bluetooth devices, one of them will be the weakest link. If it's as bad as claimed, attaching a BT5 USB dongle to the Pi might yield better results. https://www.androidauthority.com/bluetooth-5-speed-range-762369/ Bluetooth 5 can potentially "double" or "quadruple" range, knocking max data rate down to 500 Kbps or 125 Kbps respectively. If you were to use a super-efficient audio codec like Opus, 100 Kbps should be more than enough for podcasts and even streaming music. But when I was researching Bluetooth 5 headphones, I found zero indication of Opus support anywhere, with many of them relying on the old SBC codec, even though Opus or any other codec could be added as an optional extension to A2DP. Here's some discussion. Someone compared RasPi 4 CPU performance to the Intel Core2 Duo T5600, a 2006 dual-core mobile chip with a 34 W TDP. I'm not sure if I buy that, and it's hard to find good direct comparisons right now. Also, a fresh new firmware update has apparently increased performance while reducing operating temperatures. You might be able to get a substantial boost from having a heatsink, metal case, or small fan. I think it's plausible that RasPi 4 could run some TDM missions at a playable (low) framerate, but more research is needed. Now for something more interesting. The user guide for the RasPi 4 possibly makes reference to a variant with 8 GB of RAM. See the heated discussion in the comments. There doesn't seem to be an actual 64 Gb (8 GB) LPDDR4 chip with a 32-bit bus, or something like that. Compare to this new 12 GB LPDDR4X chip from Samsung that has a 64-bit bus. I'm in the "more RAM is best" camp, even if on the face of it, it seems absurd to have that amount attached to this device. Raspbian or other desktop-focused OSes should be able to take advantage of the full amount, caching stuff that would otherwise be loaded from a slow microSD card (unless you are booting from an external SSD). Maybe we will see a $75 RasPi 4 variant in 2020 with 8 GB of RAM and fixed USB-C charging implementation. So if you were on the fence about this thing, you could kick the can down the road and see what they do next year. At the same time, 4 GB is going to be enough for a lot of use cases, and the USB-C problem is not that serious.
  13. I'm wondering if anyone ever checks new posts in the Fan Missions Forums? I've posted 4 questions asking for help for 4 different missions that I can't finish because I"m stuck, and I don't get any help. I posted a question this morning so I don't expect an answer right away for that one. Its frustrating because I would like to finish them. I've read through the posts for each mission and I'm not getting anything from them. If there's someone who could help me I'd really appreciate it. Thanks I guess I'm spoiled from the TTLG forums.
  14. Well, the release threads on the forums would probably be the most accurate info.
  15. https://www.kickstarter.com/projects/pimax8kvr/pimax-the-worlds-first-8k-vr-headset https://www.roadtovr.com/pimax-8k-vr-headset-coming-kickstarter-later-month/ This is the right direction for VR. Especially important is the wide field of view: 200 degrees. However, it doesn't have the widest field of view on the market: StarVR has a 210 degree FOV. The Pimax Kickstarter mentions "Pimax 8K offers 200° Field of Vision (FOV), which is far closer to matching the natural human FOV of 220°." IIRC the natural human FOV actually varies by a few degrees from person to person (scary, huh?). But 220 degrees should probably cover every human alive. Wikipedia says "slightly over 210-degree forward-facing horizontal arc of their visual field" and "binocular vision, which is the basis for stereopsis and is important for depth perception, covers 114 degrees (horizontally) of the visual field in humans; the remaining peripheral 40 degrees on each side have no binocular vision" (194 degrees?). The "8K" or "5K" in the name is a little deceptive. It should be called 4K or 2.5K per eye. 7680x4320 is what is referred to as 8K. Pimax is 7680x2160. However there is a precedent, see the Ultra-Wide 5K (5120x2160) and Ultra-Wide 10K (10240x4320) resolutions which are 21:9 aspect ratio This is 32:9 aspect ratio. Super-Ultra-Wide 8K? It also talks about using a "Brainwarp" algorithm/method to effectively double the 75-90 Hz refresh rate to 150-180 Hz. If this is so easy, why hasn't Oculus, HTC, or Google done it (it would be especially useful on mobile and console platforms to double the framerate from a lower number)? It could be a marketing lie. Here's another thing that is not clear to me: there is an "8K" model and "8K X" listed in the reward tiers. It implies that the "8K X" does 90 Hz while the other one does 75 Hz. I have not watched the video, just read the text.
  16. Wiki editing credentials are not granted to everyone who just registered on forums. It's even better when users post their tutorials on the forums first, to get some feedback on quality of their work.
  17. 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
  18. Thought this might interest some of you here - there's a PnP RPG on Kickstarter right now called Project Dark that's supposedly able to closely emulate stealth games. Other things of note: - Card-based mechanics in combination with dice - Optimised for 1-2 player-characters Also based on a brief exchange, it seems the developer's a fan of PC stealth games like Thief. Project looks pretty cool overall, and although I haven't played any games that use cards for conflict resolution, the pitch has me intrigued, if only because running a game set in the Thief world sounds awesome. Too bad existing backers won't get a copy of the rules until March Edit - oh yeah, link here:
  19. For me personally, this is where I drew the line. https://www.extremetech.com/computing/241587-microsoft-finally-admits-malware-style-get-windows-10-upgrade-campaign-went-far Once you start deliberately designing your products to trick, take advantage of people or wear them down with incessant nagging, that is beyond the point of forgiveness in my book. To Microsoft's credit, malicious user interfaces are pretty standard today. I have an Android tablet with one particular app on it, solely for offline use. It asks me if I want to update the app constantly. I say "not now". That's because my only options are "not now" and "update". This particular app is written by a certain company with a track record of pushing the boundaries of acceptable behavior.., so I don't really want it connecting to the Internet. They just do not understand, or more likely choose to not understand, that I do not want this software connecting to the Internet, ever. It is solely for offline use and there should be an option to permanently dismiss a dialog like this and make it stop nagging me. If there was an option in the UI to firewall this program off from the network entirely, I would have done so already. Back when software developers had a shred of respect for users, there was always a "don't ask again" button. But those days are long gone, save for in the free and open source world. We don't pick on Microsoft exclusively, but this is a Microsoft thread, so Microsoft is naturally going to be the prime subject of discussion here. I don't imagine that there are that many Apple users on these forums, because Apple isn't big in the computer gaming sector. I myself have almost no experience with their products whatsoever. Likewise for Chromebooks/Chrome OS. They have hardly any presence in the gaming sphere, save for very simple games that do not require demanding hardware
  20. There's a new oldschool RPG project on Kickstarter. It's made by a german RPG veteran, Guido Henkel, known for Realms of Arkania and propably not as famous outside of germany. If you've never heard of these old games, Legends of Grimrock is a good reference point. Here are the key features according to the kicksterter page: Single player, first person Party-based play (four player-, plus two non-player characters) Six races and eight classes to choose from Over 34 unique character traits, plus base attributes Party characters interact with each other Turn-based combat Indoor and outdoor environments Complex puzzles and evolving quests Combine items to build weapons and traps Interactive game world Recipe-based crafting and enchanting Involving, adaptive storyline with many key players and twists Factions for intriguing political set-ups Tons of monsters to battle Dialogues—yes, you will be in awe at our cool and intelligent dialogue system Cheese toast I backed it. Is anyone here interested in this kind of game?
  21. I have the key, but no plans to play it until I get a new computer. By the time that happens they should have fixed most of the bugs. If there are deeper issues, that's too bad. Backing a Kickstarter/Indiegogo campaign is always a risk.
  22. Thought it would be a good idea to collate a useful list for new and old mappers alike and this post will update as we go. Abandoned works: Any WIP projects that were abandoned by the original author - http://forums.thedarkmod.com/topic/12713-abandoned-works/Darkradiant & Darkmod shortcut settings: Some example settings for new mappers - http://forums.thedarkmod.com/topic/15152-darkradiant-and-darkmod-shortcut-folder-settings/Darkradiant howto, must knows, tips and faqs - http://forums.thedarkmod.com/topic/12558-usefull-important-editing-links/?do=findComment&comment=272581Info for Beginners: Newbie DarkRadiant Questions - http://forums.thedar...iant-questions/Dark Radient Must Know Basic Intro - http://wiki.thedarkm...now_Basic_IntroEditing Tips for Beginners - http://wiki.thedarkm...s_for_BeginnersEditing FAQ (Troubleshooting & How-To) - http://wiki.thedarkmod.com/index.php?title=Editing_FAQ_-_Troubleshooting_%26_How-ToSotha's excellent Mapping Tutorial series: http://forums.thedarkmod.com/topic/18680-lets-map-tdm-with-sotha-the-bakery-job/Springheel's New Mapper's Workshop: http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/ Inspiration: Collection of screenshots and images people have found online - http://forums.thedarkmod.com/topic/11610-darkmod-inspiration-thread/Mapping Resources: List of Voice actors available for voice recording - http://modetwo.net/d...6-voice-actors/Lengthy collection of city reference pictures - http://modetwo.net/d...rence-pictures/Collection of texture resource sites - http://modetwo.net/d...ture-resources/Free Ambient Tracks - http://skeksisnetlabel.wordpress.com/2009/12/30/10-songs-for-free-download-vol-10-full-moon-over-noricum/Mapping Tools: 3 useful tools for texture creation - http://forums.thedarkmod.com/topic/18581-must-have-tools-for-the-descerning-mapper/Modular Building: What is Modular building - http://forums.thedarkmod.com/topic/14832-modular-building-techniques/Working example tutorial on modular building - http://forums.thedarkmod.com/topic/18680-lets-map-tdm-with-sotha-the-bakery-job/Springheels new modular models - http://forums.thedarkmod.com/topic/18683-using-springheels-205-modules/Some related mapper recipies -Easy Vaults - http://forums.thedarkmod.com/topic/14859-easy-vault-recipe/?hl=%2Beasy+%2BrecipeEasy Outdoors - http://forums.thedarkmod.com/topic/16159-easy-outdoors-recipe/?hl=%2Beasy+%2BrecipeEasy Caverns - http://forums.thedarkmod.com/topic/14469-quick-caverns-recipe/?hl=recipeEasy Alert Ai - http://forums.thedarkmod.com/topic/17157-easy-alert-ai-recipe/?hl=%2Beasy+%2BrecipeEasy Alert Ai Custom Behavour - http://forums.thedarkmod.com/topic/17160-easy-alert-ai-custom-behavior-recipe/?hl=recipeTutorials: Collection of video tutorials for DR - http://modetwo.net/d...in-darkradiant/Using Lighting and detail effectively: - http://forums.thedar...l-and-lighting/Voice Actors list: List of available voice actors - http://forums.thedarkmod.com/topic/12556-list-of-available-voice-actors/Usefull Console commands: A list of console commands for testing in-game - http://wiki.thedarkm...Useful_Controls
  23. 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
  24. How you can help depends a lot on what skills you have. I can Record Video Recording "Let's Play" videos or simple walkthroughs of existing missions and posting them to Youtube is great exposure for the mod (see example .) Be sure to let us know so we can link to them. If you have some editing ability, Video tutorials, where you explain how the mod works, or how to use specific tools, would also be great. Video trailers, showcasing interesting places and features, are also great for publicity. An example is . I can Write Writing reviews for missions are always nice, especially if they include good screenshots. Not only does it give us something to post on other forums, but it makes mappers feel good when their mission gets attention (especially if it's positive). We have a collective thread to post reviews in: http://forums.thedar...s-walkthroughs/ Writing reviews of the mod as a whole, targetted an an audience that doesn't know much about TDM, is also very useful. You could also try offering your services to mappers to create interesting readables, or to proofread for their mission. I can Act and Record Audio We are always on the lookout for good quality audio recordings for vocal sets. If interested, you can pick a few different lines from this script: http://wiki.thedarkm...t:_Average_Jack and send the recordings to Springheel, who then writes a script based on the type of voice you have. I can Translate We could always use translations of our menu/hud into more languages. Also, only a few FMs are aavailable in more than one language, so there is a lot of work there, see the I18N Translator's Guide in the Wiki. I can Model Great! Take a look at the model request thread:http://forums.thedar...-requests-here/ and pick something that interests you. Or just post a, "Hey, anybody want a model?" thread in this forum and I'm sure mappers will get back to you. I can Animate Fantastic. We can always use more good animations. Our current character rigs use a Maya skeleton. PM Springheel for more info. I know C++ Have a look at our coding section in the wiki, pick an issue or feature from the bugtracker of the mod or the leveleditor, download the recent sourcecode release (or better ask for an SVN checkout) and get cracking. Make sure nobody is already working on that specific issue and feel free to ask questions. I can Edit Images We can always use completely new textures and/or improved versions of older textures. How to get started and how to import them into the mod. I can Take Photos Good quality photos of useful textures (medieval-ish building facades, dirt, rocks, wood, etc) are always welcome. The fewer directional shadows and higher resolution, the better. I don't have any skills Even if you can't do any of the above, you can still help out. Talk about TDM in other forums; share your (preferably positive) experiences with other gamers you know. Last, but not least, compliment people when you like their work. Saying "thanks", to a developer or, "I really enjoyed your mission" to a mapper will make their day. -------------------- I'll update this further as more things occur to me.
  25. Previous discussion: http://forums.thedarkmod.com/index.php?/topic/16980-missions-in-exotic-locations/ I agree about assets: in general, I think 'exotic' ornaments/loot/etc. that could play the role of Thief's masks are something it would be nice to have more of. Besides 'foreign' locations or Lost City-style missions they could also suit museum heists, a gentleman's cabinet of curiosities, a mage's laboratory... Currently I'm prodding at this Aztec calendar I found on Burningwell. (Since someone mentioned sand: surprisingly, if you search DR's Media tab for sand only a couple of suitable materials turn up, and they both use the dirt surface type even though there is a sand surface type. That's easily dealt with by scavenging more textures though.)
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