Please be warned. Dangerous conditions. I do not know. Praise Karras, the problem is removed. Lights.mtr is renamed. I do not know. ... a malfunction. Thanks all! grayman is correct, what I know of programming and the possibilities re coding game AI could be likened to a vacuum, if only there was more of it, but there isn't. We worked on an unreleased Q2 engine TC and he brought things to life. I found that "just ask and it will be given" goes a long way, but nothing asked for came close to the surprises. I'm very fortunate indeed to find grayman already working on DM. The Q2 TC had one 8-bit 256 color palette, for the whole game. Trying to maximize on that taught me a whole world of color. The DM 32-bit palette with alpha channel is a whole other world. I've yet to have a clue, but I'm good at copy/paste and trial and error, and the DM artists have paved a way. The Dark Mod is already an impressive finished piece that stands solidly on its own. gfx aside, a Dark Mod level requires more attention on details of story/plotline than anything produced from id's arsenal. Nowhere in an id game is a player required to pause and hold position, to go forward cautiously after some time of calculation to blackjack a target. In Thief a player is required to not only remain immersed through all those minutes, but to emerge even more immersed. In fact, I can't think of any first-person action game mode more opposite to the one pioneered by id than that of the Thief series. Quite a challenge, that. canopus