Well, no more complaints:


What do I need?
1- Developers with Torque experience. Or with masochistic tendencies. Warning: Im not responsible if after 1 month using Torque you decide to kill youself or abandon your current life and become a monk. Seriously, if you know Torque, but dont have time to code, you are welcome as mentor.
2- Artists! DNT currently has a hughe amount of art, but mostly organized in a way that was very useful for previous engine, but quite a mess for the newcomer (models are in a place while textures are in another. All textures are named texture.png). File names are in portuguese. Portuguese is a sort of spanish badly pronounced... some times. Other times, it is an unknown word. I have spent hours opening file after file to actually figure out what is it. There are models in the game that i still dont know where they are. Also, even when I appreciate the great effort done by the team, I think that a fork using a commercial grade engine deserves to put the bar a bit higher for quality.
The project needs at least one UI artist, one concept artist, environment modellers and creature modellers. Experience with low-poly modeling is mandatory, also you must be able to provide texture maps, including normal maps. Blender is the preferred tool, but for animated creatures, 3d max is admitted (Blender collada exporter makes a mess with animations).
Before you mention Opengameart, the answer is no. Even when you can find useful stuff there, it is not enough to build a game.
3- More artists: musicians, writers. If you have played DNT and have an idea for a quest, drop me a message.
Thats all. Needless to say, that any donation that can help me rebuild my PC or motivate some local artists (have a few here, but everybody is trying to bring bread to the table instead of spending time of free projects) is welcome. Now, it is time to go back to Torque.