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Amadeus last won the day on September 5
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Word fixin' & gold stealin'
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So from my own personal experience, I recommend naming your map file (and the relevant files) something that uses three letters at least. I don't know why, but TDM doesn't like map file names with two letters or less, but only sometimes, so you're kind of playing with fire here. When I was working on A Good Neighbor, my map file was name was "gn.map" and for some reason, TDM just wouldn't accept my pk4 when I packaged it up. It took me way too long to realize that it was the short file name. I renamed it to "good.map" and voila! All of my packaging problems disappeared. and it seems like if you have everything listed. If your map had a map script, then it would need to be "(whatever your map name is).script", but you don't have one so you're good to go there
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I guess I just should have put "WIP" is big old letters. I'm still trying to get the timing right, but I am sorry to hear that this displeases you
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The summer storms have come to Braeden....
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So, the lady is supposed to be knocked out at map start via script. I replayed this with the version straight out of the mission downloader and didn't find an issue, so I'm not sure what is going on. Did you ever use noclip or notarget throughout the playthrough? More importantly, can you replicate the issue?
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no, because obviously this is a hidden secret that some players remember. It's not fair to simply move it on one of the first FMs ever released for this game. I just deleted that window. These windows were added in a much later revision; they weren't even present in the original version of this mission This wasn't monsterclip though, this was a clip-textured brush that was placed. As for the AI, there doesn't seem to be an issue with them. Given the two loot sources up here as well as the several moveables, it seems like it was intended for the player to be allowed up here from the beginning
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Well, I fixed the two issues (At revision: 17346). Thanks for the bug report, and let me know if you find any other issues
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And is this where the gas arrow was supposed to be, behind a moveable brick? According to DR, it is still there. Looks like earlier versions didn't have this windows, so I will revert it.
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Yeah, it seems like a clip brush was placed here for whatever reason. Easy enough to fix. As for the gas arrow, I don't remember there being one in there, but I'll take a look.
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Thanks for playing, glad you enjoyed it! Yeah, there aren't too many snow missions, but there should definitely be more, as they are just so fun and atmospheric (Eye on the Prize has snow, and rain!) Regarding the secrets, yeah.... I might have made some of those a bit too hard Oh well, I guess that's what replays are for
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Vengeance for a Thief 3 has a shop, so the things for sale there can simply be transferred over when packaging the campaign. Vengeance for a Thief 2, however, has the player starting in a prison cell, and there is no shop available, so given the context of having a player in prison, it wouldn't make sense to have a shop here I don't think adding volumetric lights and particle effects throughout the map should be done to already existing missions without the mapper's consent. The placement of VL lights is an artistic choice made by the mapper. The same with particle effects. I also don't know why briefing videos would need to be made or title menu screen music. These are all artistic choices that don't I don't think have any bearing on whether or not this series can be released as one single packaged campaign (although I'm happy to be corrected on this if I'm wrong). It would be great to honor his wishes to make it one single package, but placing VL lights, particles and new music doesn't really qualify IMO
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I can upload this to the abandoned FM repo and add it to the wiki as well tonight. As for getting a credit, any mapper who wishes to adopt any abandoned work would be required to credit the original author/s as per the rules stated on the first page of this thread, so your name will definitely be on it once it is released. If anyone would like to adopt this, just say so here in this thread or feel free to reach out to myself or any other team member EDIT: Alright, added the FM to the Abandoned repo and edited the Wiki
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Project Proposal: change lit/selflit/moonlit window texture method.
Amadeus replied to Bikerdude's topic in Art Assets
Yeah, I really like these new windows and think it will be a worthwhile change. Some of the selflit windows in core TDM are essentially worthless right now because the "metal" part of the window image is unnaturally bright. Is there any opposition to making this change? -
Proposal: Flashbombed AI's become Blackjackable
Amadeus replied to chumbucket91's topic in I want to Help
Since you're a forum member, you should be able to sign up for a bugtracker account easily enough