![Smile :)](images/smilies/icon_e_smile.gif.pagespeed.ce.9ttTs8ODJK.gif)
UnWheel
- Azarael
- UT2004 Administrator
- Posts: 5365
- Joined: Thu 11 Feb , 2010 10:52 pm
Re: UnWheel
I've also adjusted the spawns on the maps to accomodate normally-sized vehicles. Using the Bus or the Centipede will cause issues at spawn. ![Smile :)](images/smilies/icon_e_smile.gif.pagespeed.ce.9ttTs8ODJK.gif)
![Smile :)](images/smilies/icon_e_smile.gif.pagespeed.ce.9ttTs8ODJK.gif)
- iRobot
- Junk Administrator
- Posts: 3909
- Joined: Fri 06 Jan , 2012 10:37 am
- Contact:
Re: UnWheel
Why does the Wildfish II in that link look nothing like the WildFish II we had?
![Thinking .=](images/smilies/.=.gif.pagespeed.ce.3ZdpxHJK7G.gif)
![Thinking .=](images/smilies/.=.gif.pagespeed.ce.3ZdpxHJK7G.gif)
- Azarael
- UT2004 Administrator
- Posts: 5365
- Joined: Thu 11 Feb , 2010 10:52 pm
Re: UnWheel
That definitely is the Wildfish II.
- iRobot
- Junk Administrator
- Posts: 3909
- Joined: Fri 06 Jan , 2012 10:37 am
- Contact:
Re: UnWheel
whatAzarael wrote:That definitely is the Wildfish II.
The WildFish II we had was some yellow 4v4 buggy/truck thing
This pic says its a muscle car?
![Image](http://i.imgur.com/5e09rJZ.gif)
- Azarael
- UT2004 Administrator
- Posts: 5365
- Joined: Thu 11 Feb , 2010 10:52 pm
Re: UnWheel
You're confusing the Wildfish II with the Wildfish 4x4. One's a default vehicle and reasonably balanced. The other's the retardedly OP surfboard monster truck variant.
- iRobot
- Junk Administrator
- Posts: 3909
- Joined: Fri 06 Jan , 2012 10:37 am
- Contact:
Re: UnWheel
Oh, fair enough.
- iRobot
- Junk Administrator
- Posts: 3909
- Joined: Fri 06 Jan , 2012 10:37 am
- Contact:
Re: UnWheel
I would like to request a lengthier test on the racing server.
There is a lot of work going into the mod currently, and I wouldn't want to see a large amount of this going to waste pending bad reception of the mod.
If anything, this could use player feedback over a few weeks, with improvements on the fly, than holding it back until its deemed 'complete'.
Argument for this is mainly the default vehicle is pretty much completed now, and any Anti TCC issues can be bypassed by forcing the one vehicle.
There is a lot of work going into the mod currently, and I wouldn't want to see a large amount of this going to waste pending bad reception of the mod.
If anything, this could use player feedback over a few weeks, with improvements on the fly, than holding it back until its deemed 'complete'.
Argument for this is mainly the default vehicle is pretty much completed now, and any Anti TCC issues can be bypassed by forcing the one vehicle.
- Azarael
- UT2004 Administrator
- Posts: 5365
- Joined: Thu 11 Feb , 2010 10:52 pm
Re: UnWheel
Can't disagree. Nothing would stop me balancing vehicles in the meantime.
-
- Disappeared Administrator
- Posts: 4196
- Joined: Fri 19 Mar , 2010 1:21 am
- Location: Earth
- Contact:
Re: UnWheel
Not against that either as physics is now ok, however we need to look on the mismatch issues I got on the maps. They are for some reason loaded when I start UnWheel and do not get unloaded.
I'll fix AntiTCC in the meantime, we need to make sure there are no problems with CM. After that, things like HUD can get fixed and integration to LDG Game can be made (colored names and chat, and jukebox).
I'll fix AntiTCC in the meantime, we need to make sure there are no problems with CM. After that, things like HUD can get fixed and integration to LDG Game can be made (colored names and chat, and jukebox).
- Azarael
- UT2004 Administrator
- Posts: 5365
- Joined: Thu 11 Feb , 2010 10:52 pm
Re: UnWheel
Do you start UnWheel as the total conversion?
Who is online
Users browsing this forum: No registered users and 0 guests