Slice
Voice our concerns for .5 here.
also this ones for you slice:
Oh, I don't know why you're not there
I give you my love, but you don't care
So what is right and what is wrong
Gimme a sign
What is love
Oh baby, don't hurt me
Don't hurt me no more
What is love
Oh baby, don't hurt me
Don't hurt me no more
/offtopic
maps: are they being fixed up?
textures: i remember that the overload textures was messed up for dx8. (i have it fixed if it is wanted) also has the crete one been fixed yet? (also have a fixed version of that)
mapping: the fgd was a bit iffy for block spawning and used the old model for the blocks. this would require a bit of coding to remove them and would require red blocks to spawn for team flag 0 or 3 and blue 6 or 2. keeping 2 and 3 would keep maps forward compatible and the fgd would use 0 and 6 to use the new blocks. also on the topic of spawning blocks possibly remove env_block_spawner from the fgd (but not from the code) so new mappers have better control over where their blocks spawn (they see a model not just a purple box).
togglable disposers and disposer selectives to work.
eg. physlock raper. have disposer selectives work for not just teams but also for blocks and flags as there are flags for them but they arent working.
possibly the ability to set the amount each team gets per touch/cap (without one defaults to 1 / 100). env_score_override or something to that effect.
keys:
redtouch default: 1
redcap default: 100
bluetouch default: 1
bluecap default: 100
flags:
red team scores apply to blue
eg. 0 / 100 for a bumrush map. uneven ones for asymetrical maps. etc. allow input/outputs for changing of scores.
enable/disable player spawns/ change team player spawns.
eg. capturable forward spawn points.
parrentable flags?
im sure someone will find a use for it
carry on.
__________________
Quote:
Originally Posted by mc_nebula
Guys, Serious thread are serious business.
|
11:29 p.m. - ☢ AZgAg: did the fgd was moved?
Last edited by arenaceous; 03-31-2009 at 05:58 AM.
|