Jump to content
The Dark Mod Forums

NeonsStyle

Member
  • Posts

    1784
  • Joined

  • Last visited

  • Days Won

    29

Everything posted by NeonsStyle

  1. The middle woman in this pic, the one with the red dress, would be a perfect skin for a middle class woman AI in TDM. We don't have any women of middle class. We have the lady, the prostitute (wench, rogue all same woman) we really do need a middle class skin on an AI. Say take the lady AI and skin her as say a guildmasters wife, not as refined as a noble, but well above the peasants in dress.
  2. Really enjoyable mission, gameplay as Shadow was bloody hard, even moreso if you intend to get all the loot. I found I couldn't ghost this, which made it really fun and tense. Really fun mission, definitely recommend it. Ven
  3. Requiem William Steele 2 - Home Again William Steele 1 - In The North Tears of St Lucia Thomas Porter 5 - Phrase Book Loved the whole Willian Steele series, and the Thomas Porter series. So hard to pick just five.
  4. What ever happened with the first demo map? It was a simple, cave travel to a mansion, but I never saw it completed. At the time, it was the only mission to play in TDM until mappers started making some. This was back in the day when lockpicking was being debated over (wow that was a great debate lol). Ven
  5. The link to this mission is dead. Could you please put up a new link to the pk4
  6. I'm also active, though still working on my first TDM level, but when it's done, if it's any good and someone wants to translate it, I'm fine with that.
  7. Really cool anims. There are two anims you could do with that praying anim, by eliminating a movement. For the devout, you'd have a full kneel, however just like with many catholics, the more general single knee kneel is used. So for one anim you can get two by just eliminating the final full kneel moves from the one knee guy.
  8. Has there ever been any thought given to a TDM updater when things like textures/models/prefabs are added. Be a neat way to just auto download when they are added.
  9. Why would you want noshadow on something? I see a lot on this, but no reason why it's useful. I would've thought shadows of objects are important. (Obviously some are, ie an orchid next to a candle gives crap shadows over a wall). However light fixture shadows seem to make sense.
  10. Wow this is a great idea. I'd really like to see more guards get alerted if an important (ie an objective) piece of loot is stolen. Also I think if a body is found there really should be a widespread alert of all AI guards in the area, and low level alert for civilians. I'd love to see reasons why things like gas arrows, and gas mines are useable. I find I rarely use them when available, and would like to see more reasons to use the area weapons. However I'd also like to see AI have a chance to detect the presence of a mine or gas mine, and start a radial search of the area. I always found it odd that they always just walk into it.
  11. Ahhh hadn't thought of that. I'd also forgotten that I used to map in 1.5 n I stopped mapping just as D3 came the new way to map and Q3 fell by the wayside. Thanks
  12. I doubt it, since at the time, GTK was used for Quake 3 and these are quake 3 maps, which a completely incompatible with D3. However maybe 1.6.4 can do it since it's the latest vers, I don't know.
  13. Hey, I have a bunch of interesting maps I made years ago, that might suit TDM however they were made in GTK Radiant. I have a current vers of GTK Radiant 1.6.4. Does anyone know of any programs that might be able to convert brush/patchwork over to TDM? I don't need any entities or anything, just the brushes and patches. Is this possible? Even if it was, they'd need masses of work to make them useable in TDM. Here's a pic of one I think will suit TDM, which was from a map I was working on in GTK but never finished. I'd love to get this patchwork n stuff into TDM, and you can't just select it n paste it in, lol tried that lol. There's 4 sides to this complex and two stories. Sort of a hogwart look. Here's another that could be a prefab if shrunk. Thanks Ven
  14. Does this mean you can't take an AI (dead) and say hang them from a hook say through their abdomen (as in Algerian Hook torture?
  15. Well in that case the head forward and hands as in the 2nd is the best choice Spring. It's just the head is all wrong for a sleeping person in the final image, however the first one, was much better for the head. Regardless of chair.
  16. Springheel, please put that model into TDM. That draped furniture is gorgeous, and almost perfect for how cloth would drape over it. Would love to see a full set of drapped wealthy furniture (for the wealthy, the poor wouldn't bother in these times).
  17. WOW Impressive set of models and textures there. Can't wait to see them in TDM in some way. We can look forward to a whole bunch of builder themed missions once they are available. Great work, sorry to hear you're not well. Get better soon
  18. Ahh yeh of course LOL.... DOH!!! All good now and works beautifully. Much appreciated guys, and especially Bikerdude for the door looks great
  19. No, I don't want this, it will take away some game play fun. Like messing with an AI trying to open a door, you won't be able to do that if you have to frob the handle, because you'd be see by the AI thru the partially open door.
  20. No, but it's very useful in the ways servants were used so as to be not seen. Also there is some nice architecture there though outside our time frame.
  21. Personally, I don't object to neutral kids as back characters.
  22. My biggest pet peeve which I wish was changed, is that you have to be right on top of something to frob it. It seems default is 100, but I think 150 would be nicer, and especially for loot a wider frob zone. Don't change the AI one bit unless to improve them, it more skins more anims, more voices. I love the AI, some of the most challenging I've come across in decades. Ven
  23. Yeh I did that, was my first thought. However in game, the door is frobable, but the locked sound plays, and it responds to picks, but just gives a click as if it's the wrong pick. I don't get it! Spawnargs are all set. Classname atmd:mover_door model is Bikerdudes coal_door prefab (looks great though red would've been nicer lol). rotate 0 90 0 locked 1 lockpins 235 lock_pick_type tst pickable 1 frobable 1
  24. Hmmm... problem with this prefab door by Bikerdude (really appreciate it), however I can't make it an atdm:mover_door. This door needs to open as it's going to be one of two entrances into the house for the player.
  25. Yeh I got it now, renaming it wouldn't work, I had to open the properties and change the program that opens it to winrar.
×
×
  • Create New...