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Nils

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  1. Awesome, thanks @LukasPJ I see a future there... Let's start build websites with Torquescript instead of PHP :P
  2. Keep up the good work!
  3. I posted this comment because the current site is all indexed and ranked by Google. Big chunk of new visitors will eventually see that page when wanting to know what the engine can do. Showing outdated info is never good; regardless what personal opinions are of long-time T3D users, who never read it in the 1st place. Surely you could start a new project, but takes time and free time; which is a rare commodity if you ask me Why not updating the current one and work on a new page in the meanwhile. Popping up a Wordpress page or 2 is peanuts, but before we agree on something a year will ha
  4. Maybe it's about time the front page is updated, especially the "features" page: http://torque3d.org/engine/#features And perhaps a feature list pinned on the top in the forums. The outside world seems to still think about the T3D of 2012, I believe...
  5. Nils

    "Deathball Desert"

    Like Duion said, the smoothing brush is your friend there, or cover it up with foliage or stones etc. Combine your terrain with 3d shapes with similar materials as your terrain to blend in (cliffs, large rocks etc.)
  6. That's cool @Johxz ! Let me wrap up the indiegogo campaign and contact you later this week :)
  7. 9 days left! http://www.deadlymatter.com/external/GreenLightPage/DM_9_Days_Twitter.jpg
  8. Cool, thanks for the replies guys! It's a bit of a mix I think; partly it's the lack of budget for marketing... it's common for a successful campaign to use 10k on advertising. As for social marketing; it's what the name says... it needs human interaction or it doesn't work. There were a lot of bumps on the road since the start; including spending a lot of time in the hospital, a hardware crash taking 2 HDD's at once (including local backups), people leaving the team, passing away of the mother of our artist who just started... etc. etc. These events let us miss our chances like with
  9. T3D is a wonderful engine with a lot of possibilities. DeadlyMatter as a game has evolved well running on it; though a huge amount of work on the engine to keep up with the modern day standards also cost a lot of precious time which would else could be used for the game it self. But on the other hand can deep changes be made to serve the game; which most other engines do have these possibilities. DeadlyMatter is a game; it's not a game engine and it's not sold as a game engine. As a developer we need to do everything to make the game the best product for the players as possible. If that wou
  10. Looking for collaborators to join the DeadlyMatter project! - Lead developer - Developers (C++ / TS / Git) - Scripter TS (gameplay etc.) - 3d animator (1st/3rd person modelling / rigging / animation) Initially unpaid; when the upcoming Kickstarter campaign goes well paid. Check out the website and indiegogo page for more information: http://www.deadlymatter.com http://dmgo.co Mail: info * deadlymatter ' com Nils Eikelenboom Studio DimSum
  11. Awesome guys; that's a major achievement! Applause & tap on the shoulders!
  12. Thank you @JeffR !!! :) :) :) :)
  13. Don't twist the words please; it doesn't say our first goal is to move away from T3D We're not looking for possibilities to switch mainly because they look nice, or have some awesome features. It's mainly because of performance, multiple platform support and up-to-date rendering. T3D has none of that (at least not working properly) And yes, it's a huge amount of extra work. No attempts for migration will be made if we don't have the budget for it. We're very aware of what we can achieve and what not. Anyway, thanks for the cheering! ---- Website: http://www.deadlymatter.com T
  14. We're on indiegogo! Go here : http://dmgo.co
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