tags are only read by the engine when loading a saved game. Not when changing the level. Try it and see for yourself.
: The default preferences functionality is available in the 11/19 release.
: Whatever you have your prefs file named in MML, put a file of that name in
: the scenario directory, containing only the subset of preferences that
: differ from the defaults, and Aleph One will use it when creating a new
: preferences file :)
Oh, I know about that. You're talking about the name of the preference file. I'm talking about the preference settings themselves. For instance whether fog should be enabled or disabled.
: I've already explained my position on working with NIBs :) But I have given
: the loading progress bars some thought, and though the load times can be
: (and will be, in the next release, with some co-operation from scenario
: guys) greatly reduced, what would be cool is if you could specify a load
: image, like a chapter screen, in MML.
Yes, that's what I had in mind. But that isn't very important, mind you. It was a request from one of my betatesters.
: I don't understand why you want multipurpose weapons where both triggers do
: the same thing; isn't that just a single-function weapon?
That's not what I meant. What I want is to let a multipurpose weapon share the same firing sequence - the graphics. I'm talking sprites here. As it is now, a multipurpose weapon uses a firing sequence for the primary trigger and none at all for the second trigger. This works for the AR, but it looks a little strange with Rubicon's fusion rifle. It might also be useful to be able to use a separate firing sequence (graphics) for the second trigger.
: I suppose it would be better to post to the marathon-devel mailing list. I
: don't know that you'll get more support there, but I doubt you'll get
: less.
Actually, I did send a post there. Got nothing in return. But then I'm not signed on to that list, so.. B/