Re: We Be Ground Pounders
Posted By: narcogenDate: 9/21/14 6:13 p.m.

In Response To: Re: We Be Ground Pounders (PerseusSpartacus)

: Wow, I've never seen so many glitches at once. Your game seemed almost like
: it was overloaded: first, the detonation animations for all your weapons
: disappeared about the time you destroyed the mainframe panels; second, a
: number of enemies that should've teleported in never showed up, simply
: making a noise as if they're going to teleport in, but they don't. I've
: never seen this problem before, and honestly I can't say why it would've
: happened.

: Also, you need to get rid of the Tick and S'pht'Kr sprites in your HD
: Monsters plugin, because the Ticks are not actually Ticks anymore -
: they're helpful floating cyborgs with fire blasters (though the red and
: green variants don't seem so friendly).

Around this time we do start disabling things and in upcoming episodes the HD sprites are gone (although that does not stop all the glitches, unfortunately).

There probably should be a note on the download page at source.bungie.org or at least in the archive that other plugins should be disabled. When we started up the scenario and the Devlins were displaying, we figured everything was working properly and just pushed on ahead. We've also tried replaying old films with the textures disabled, but they go out of sync; probably some issue regarding the number of frames of animation for certain sprites, I'd guess.

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Pre-2004 Posts


We Be Ground Poundersnarcogen 9/20/14 5:07 p.m.
     Re: We Be Ground PoundersSilentWobby 9/20/14 10:51 p.m.
     Re: We Be Ground PoundersPerseusSpartacus 9/21/14 10:33 a.m.
           Re: We Be Ground Poundersnarcogen 9/21/14 6:13 p.m.

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Pre-2004 Posts



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