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Amadeus

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Everything posted by Amadeus

  1. 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
  2. The summer storms have come to Braeden....
  3. hmm, yeah, I am stumped. Maybe @Dragofer has an idea of what might be going on
  4. 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?
  5. 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
  6. Well, I fixed the two issues (At revision: 17346). Thanks for the bug report, and let me know if you find any other issues
  7. 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.
  8. 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.
  9. 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
  10. Thanks for playing, and for leaving some great feedback as well! Yeah, this mission is a beast in a lot of ways, but lots of good lessons on city-building were learned from this. The winding streets and dark alleyways of Mirkway Quarter are certainly not for the faint of heart
  11. 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
  12. 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
  13. 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?
  14. Since you're a forum member, you should be able to sign up for a bugtracker account easily enough
  15. Congratulations on the release! The screenshots look pretty stylish!
  16. Is there a bugtracker for this? It would be nice to list all the issues regarding flashbombs in one place
  17. For the record, I'm not totally against all modifications (nor am I the final authority!); I just think they should be done more carefully and with greater consideration, especially when it comes to altering diffusemaps. The selflit windows you proposed, for instance, are a good example IMO of textures that should change. As for this particular one, yeah, the changes do look a bit extreme, but it's gone unnoticed for so long, I wonder if it's just best to leave it
  18. Hey! Thank you for playing, I'm glad to hear the story resonated with you, too! As for your question:
  19. Wow! Stellar work! I'm really digging that last screenshot; love the detail and what look to be custom pillars
  20. A hearty congratulations on the release! Two FMs in one week?? We're getting spoiled
  21. YES!! Congrats on the release! I'm very much looking forward to playing this
  22. There is no download link yet, but either biker or myself will post one soon Whoops, I stand corrected. Biker already posted the link
  23. Alright, an update for this FM is on the servers now. It fixes the dreaded black square and you should no longer experience a crash when extinguishing the blue elementals
  24. Well, I was able to repeat the blue elemental crash for TPW, but I'm afraid your issue for the black mage is different. I can't replicate it. Also confirmed the black cube issue too. I'll get a fix out for this soon
  25. Here are some screenshots of Skacky's textures that Biker and I have been trying to make TDM-ready. We could actually use some testers to if people would like to try them out:
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