I wouldn't call that a bug either. And actually, I'd rather it wasn't fixed, because you can script to give Ghols "dwarf bottle lit" just as you can script to give them pus packets or spare cleavers or anything else, making them just that much more deadly. A number of mapmakers have done it in the past--those plugins would be bugged by the "fix" and the option would no longer exist for future scripters.
I'd consider it a bug because the fuse doesn't keep going when the Ghol picks it up (either going out or exploding after a period), but the backwards-compatibility argument holds.
Gols have a Time dilation sack that they place items in. In such a place time slows down or ceases to exist. Thus the bottle wont splode while inside it.
Anyways...gols have ALLWAYS been able (if lucky enough) to pick up a lit slow burner bottle from a dorf , then throw it back at him.
O yea and in case you didnt notice... dorf bottles dont have timed fuses. ~8^)
-Ren
Persica purnus constans dum orbis exustio. Exsequor exequor!
iron wrote:zach: Myth 2 currently renders in 16 bit for software and 32 bit for most (perhaps all, not sure) hardware renderers. The source graphics (sprites, landscape textures etc) are all 8 bit, but there's nothing we can do about that. By the time you see them on screen using a hardware renderer they've been converted to 32 bit & smoothed.
Just for clarification, why is there nothing we can do about the 8bit sprites?
ChrisP wrote:In fact, I suspect Iron felt the same way about needing the Multipack ready for the 1.4 deadline, which is probably why he never told me of his plans for an automated porting tool - which he never released, by the way. That's at least one reason you don't see more TFL ports. Maybe it's very buggy and requires fiddling with rabbit-ear antennas just so to make it work. Iron never was one for releasing anything he considered less than complete.
iron wrote:Hehe, good to see you back on the forum CP Btw I didn't really have a plan to write that program at all, not until I started The Fallen Levels (after 1.4 and B&G were finished) and realised the task would be impossible without it. Then it all came together rather more quickly than I expected...
Yes, it needs lots of rabbit ears fiddling, not only to run the program but to setup the mesh _exactly_ the right way before you can run the program. I could tell it was going to be a massive support hassle so I never released it.
I did give the proggy to a couple of guys (Quartermann was one I think) who wanted to port some TFL plugins, but I don't think anything ever came of it. I also started on a second TFL multipack a while ago but put it aside until 1.7's done (and assuming I have the motivation).
This program ChrisP and Iron speak of, does anyone have anymore information on it?
Deqlyn wrote:Ivote that the Party Mappack, and/or the Winter Mappack be added to 1.7. They have the same maps with new normal SB units which makes it more fun.
Ask Fool, HMP, Paris, Balor, Zooked Turd, EvilZen, Plague Bearer, Zeph, and a whole buncha other people.
my 2 cents. <3
Not to take anything away from the fun of the Party Mappack, but if one is _tired_ of the same Bungie maps being played all the time, I would vote for some completely DIFFERENT maps before I would vote for the same maps with new units - no matter how fun, innovative and/or well balanced the new unit versions of the Bungie maps are, NEW(er) completely different MAPS get my vote.
Very much agreed.
However I do think a "map standard" with all the regular tournament maps should be given to all players with a patch. That'd be great, given MOST of us have them but often don't play them so everyone can be in agame.