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Goldchocobo

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Everything posted by Goldchocobo

  1. Not sure... Im buried alive in work at the moment, and I've been getting many requests to join some certain mapping teams. I'm only one man... just not sure :S
  2. What a fascinating thread. Bravo Fidcal, bravo
  3. Thanks for the feeback STiFU! Mission 2 was definately my favorite... I feel the gameplay aspect and look of it is genius.
  4. Did you actually drop the stash crate out of your inventory (default key "r" i believe). It should "zap" out of your inventory and onto Kutty's table.
  5. Hey, If you want to help making a Moddb site, that would be fantastic! I'm still on a TDM holiday at the moment. Feel free to yank any screens/articles from the promotion threads to do so
  6. Thanks for your kind words. I can feel Dark Radiant's, erm, darkness lulling me back into map making. I have another mission half complete... i may as well finish it? Time will tell.
  7. Blank? Strange... Pretty much it is a simple correspondence with the letter you find back at the hotel (the starting point). The smugglers want to leave since the Citywatch/builders are on to them. Sorry for the glitch, i wonder if other ppl are having a problem with it as well?
  8. is desperate for some new FM's.

  9. I'm really glad someone noticed the effects of MD's scripting. They took a while to write... It really helped a lot of the friendly/neutral AI behaviors and making them more realistic.
  10. Using an immobile readable is a bit more "stable". That way if the reader's read it, well, that's the only thing he can do with an immobile readable. Make an invisible button and link your readale to it with "frob_peer" "whateverthebuttonsnameis", and have the button target a objective visibility entity. Not too hard - took me forever to figure it out though (anoot has like 5 of them)
  11. Ah, original TDM voices... Not to put a damper on the project, but I highly doubt I'll be able to get any of them back. Busy guys
  12. Heck yes he did. I didn't do any mapping per say, but instead all the scripting, cutscenes, worked with custom sounds, massive work on optimization (you can pretty much blame him for NHAT performing more then 10fps).
  13. MD is closest. Its 2 particle effects and a noshadows light, bound to a invisible func_pendulum waaay in the sky, swinging it back and forth.
  14. These missions are already causing a lot of technical issues as is... they wouldn't even DMAP with 2 of them combined would be cool though...
  15. I'm beginning to think these various crashes are relevant to the systems ppl are playing them on. Maybe these levels are too big for the current TDM build to handle? Ah speculation... Ah well, too late. Cat's outta the bag ... and it's not like I could have shrunk them
  16. Frustrating. I think I may package them up as an actual installer - maybe the damned thing won't get "confused" through the interwebs and keep stopping at 120 megs.
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