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RedNoodles

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Everything posted by RedNoodles

  1. the "undercity" concept is criminally underused- as the city grows taller old streets end up buried under new apartment buildings. I love it! very few FMs do this. one example I can think of is Whispers Below the Cobblestone for Thief Gold
  2. Downloading! Looks awesome. Congrats on the release.
  3. Congrats on the release!
  4. Finally got some free time and finished this! Awesome mission. I had a ton of fun exploring the "other place", reminds me a lot of Dishonored. The new assets look great too.
  5. I've always wanted something like this in TDM! thank you so much.
  6. congratulations on the release! just played it for a bit, it's huge.
  7. Sorry for the late reply. This is the file. It was shared by Dragofer on the discord. z_handheld_lantern.pk4
  8. Played this last night! Awesome mission. but I'm a bit confused
  9. I can't believe I missed that... I even visited that room and stared at the ...thing... a number of times but just didn't see it. Very well done by the way. I hope we get to see more of Lady Ursine in the future.
  10. amazing mission. finally finished last night, then started over to try and ghost it. turns out I missed a ton of stuff. the readables make more a lot more sense on a 2nd playthrough- there's just one thing I'm missing
  11. stealing the scroll was so satisfying!
  12. 10/10 mission.
  13. that worked! thanks.
  14. Hey everyone. hope your new year is off to a good start. lately I've been taking a break from mapping and trying to learn some Blender... nothing complicated, simple stuff like bottles, boxes, etc. I followed a tutorial on youtube and made this. I put one of the wine bottle textures on it. then I tried to import it into TDM. surprisingly the scale was just right. Only problem is that I don't actually know how to apply a texture to it. Am I supposed to export it as an .ase or .lwo? If I export it as .ase I can then open the file in wordpad and try to mess around with the following definitions which I assume have something to do with the texture *MAP_NAME "...." *BITMAP "\\base\..." I'm not sure what these control though. Are they supposed to point to a texture file in the darkmod folder?
  15. Congrats on the release and happy holidays!
  16. I'm so sorry this happened, please don't give up on your map!
  17. I'm trying to give a projectile a special effect... Ive been snooping around the weapon defs to learn more and this is what I have so far: 1) most projectile entities point to a separate "result" entity which spawns upon impact. 2) the result entity usually contains a Stim. NPC definition files contain a Response to that Stim (damage, heal, blind, gas knockout and so on) I want to put together a response that will trigger a script function- whats the best way to do this? none of the responses seem to use STIM_TRIGGER, so I can't find any good references to use. one possible solution that doesn't need Stim/Responses is turning the Result entity into a trigger_once that will call the desired function, but Id like to avoid this as its not very practical
  18. Hi, I've been playing around with your halloween sandbox (helloween.pk4) and I wanted to say the lantern looks awesome. I'd love to see this in a horror mission. do you know if theres a way to separate it from the sword? Ive been experimenting with the def files and haven't had much luck. first thing I did was go into the tdm_player_thief def file and add a new weapon def (there are 12 weapon slots, but TDM only uses 10) then I duplicated the default tdm_weapon_shortsword def from TDM and renamed it tdm_weapon_lamp. I compared it to your shortsword def and copied some of the references while giving the functions new names. At this point I could start up darkradiant, create this new lamp entity, load the map, pick it up and equip it alongside the sword. I then tried to repeat this process with your shortsword script file (which the lamp def file is supposed to point to) after including it in tdm_custom_scripts TDM doesn't like this new script file for some reason. it crashes on start up citing errors in the weapon_lantern::Idle() function Error: tdm_weapon_lantern.script, line 90: '.' is not a name I'm stuck. any idea what could be causing this?
  19. 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.
  20. stunning. I hope we get to explore the necromancer's tower
  21. Looks great! I'm having some trouble recognizing the map though
  22. I love playing with shadows on, a slightly more elaborate walking/crouching animation would be awesome
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