TelosTurntable
How the turns have tel- tab-
Nev3r has doomed our souls to rot in heaven for all of eternity...
Monster "Yes-tin". See, "Iestyn" is a Welsh name.
Nev3r has doomed our souls to rot in heaven for all of eternity...
OpenGL can't run gifs because it basically has infinite color range that far exceeds the range of the old-school 256 palette; something most gifs require for compression and software conveniently follows.
The polyobject is a result of something RedEnchilada coded in 2.1.12, something about custom thinkers of sorts. So in short, our boy Nev3r here actually coded the polyobject to follow a "dummy" gargoyle I assume. This probably expands the realm for polyobject use to near fucking infinite.
EDIT:
How the hell does one rot in heaven of all places?
I call fraud. This is just some sort of skybox based hack where he's actually pushing all of the map around him relatively, causing the block to "appear" to move.
Nice try, but please don't derail the topic with your fake nonsense.
So that's saying that you could have a blend file that shows what parts of the texture would be changed when color changes? It sounds like it could be useful for solid-color textures, but I can't see it working with more detailed or intricate textures. I could be wrong, though. Am I wrong?
http://pastebin.com/sxqGw3m9
It's not much to take interest in, but I wrote Pac a little utility script to make detecting button taps/releases easier and was told to post it somewhere public. You can load it in as a separate script lump fine; once you have it set up just use player.buttonstate[BT_whatever] to get the state of a button. (1 == tap, >1 == held for X frames, -1 == released, <-1 == released for X frames)
Fuck everything right now. (I need to figure out why I'm getting memory errors too .-.)
Fuck everything right now. (I need to figure out why I'm getting memory errors too .-.)