Alright, Thanks. I'd like to finally see that map in the new engine.

I'd like to be able to zoom out more so I can see much more of my map.
Brian, I take that we'll see another release sometime before Thursday? Because that's when classes start for my Windows guys (and me).
Kieranator Wrote:Brian, I take that we'll see another release sometime before Thursday? Because that's when classes start for my Windows guys (and me).
I'll do my best, but I won't be able to put together a windows build until next week (but I'll get you one out.)
[>] Brian
Thank you. If I can get all the maps my game to run in 2.5, I will make a thread in showcase detailing just exactly what I've been making with this nifty thing called Dim3.
Brian, put me on that list too. I really need that. (Alot of the maps are supposed to have ladders, and no ladders in 2.2

)
One very important thing Brian. When I use Add Mesh in Animator, it only adds the mesh, and not the bones. I need to be able to rig things, and import them into other models, still rigged.
EDIT: We also very much need FLIP X,Y and Z commands. Especially for rigged models, so the bones get flipped too.
Sorry to bog you down with more feature requests/bugs, but why aren't marks effected by lighting? It looks weird to have a bright red splash of blood on the wall of a dark corner. :|
[EDIT]Alex: Are you still using your blog/forum? Haven't seen anything new in ages.
[EDIT1]Brian, in my project hitscans cause odd crashes sometimes. Want the files or something?
ccccc Wrote:Sorry to bog you down with more feature requests/bugs, but why aren't marks effected by lighting? It looks weird to have a bright red splash of blood on the wall of a dark corner. :|
[EDIT]Alex: Are you still using your blog/forum? Haven't seen anything new in ages. 
[EDIT1]Brian, in my project hitscans cause odd crashes sometimes. Want the files or something?
Can you get me the crash logs, that's most helpful in a hard-to-recreate crash situation, and usually makes it easier to fix.
[>] Brian
ccccc Wrote:Sorry to bog you down with more feature requests/bugs, but why aren't marks effected by lighting? It looks weird to have a bright red splash of blood on the wall of a dark corner. :|
[EDIT]Alex: Are you still using your blog/forum? Haven't seen anything new in ages. 
[EDIT1]Brian, in my project hitscans cause odd crashes sometimes. Want the files or something?
Always check the Cold Fusion Games site first, I posted an update recently. The blog is inactive right now. I have a new self-hosted CFG games forum in the works that will go online fairly soon.
I am making progress though. Screenshots have been shown to a very few number of people, and they approve, so it won't be too much longer before the forum opens, and we'll all have something to talk about.
EDIT: Brian, one other quick thing. In Animator, the mesh fade thing is very useful, but the flash only remains full intensity for a very short time. As a result, the flash often looks faded and dark whenever the weapons are fired. I would like to have: Fade In, Life, Fade Out times. The life would essentially be a time where the mesh/flash is neither fading in nor fading out, but is at full power.