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About RedNoodles

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  1. looking forward to it. I've always wanted to see some of the old T1/2/3 environments reimagined in FMs set hundreds of years after the events of the original games. that's one of the things I liked about Thief 4.
  2. stunning. I hope we get to explore the necromancer's tower
  3. Looks great! I'm having some trouble recognizing the map though
  4. I love playing with shadows on, a slightly more elaborate walking/crouching animation would be awesome
  5. I was exploring the files and found an alternative 'sword' model. Looks really cool. has this been used in any FMs? seems to work just fine, all I had to do was rename it to broadsword.md5mesh and drop it in my FM. Makes sword noises, but its not a huge issue. I'll have to look for a way to change the inventory icon and name later.
  6. thanks, but just to clarify I didn't make that. I'm using the default TDM spyglass overlay. originally i was going to use a thick glass texture and an air filter system (each filter would last 30 seconds or so) but they made navigation too difficult
  7. I did some exploring and found the relevant lines in tdm_readables.script Readables are rendered on layer # 10. The HUD is on layer #1. So the trick is to put the mask overlay above the readables, and below the HUD. By editing the "$player1.createOverlay" commands on tdm_readables I got the readables to render on layer # -1. after that I put my overlay on layer 0. Everything displays in the right order now.
  8. Speaking of readables, is there a way to make them appear on a specific layer? They show up "on top" of a gas mask overlay I've prepared, which breaks immersion somewhat.
  9. Is there a way to make the "Start mission" button take the player directly to the Objectives screen? I'm playing around with the mainmenu_custom_defs.gui file but I can't figure it out.
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