: Would the flamethrower in newer builds of Marathon Redux be updated to work
: like a realistic flamethrower? (With the acceptable unrealistic traits
: being not being burned by your own fire and being able to use it as a
: jetpack)
While I'm willing to make some minor physics changes in the name of consistency and realism, the way the flamethrower works is so very... particular, that making it act like a real flamethrower is too much of a stretch. That said, I did play with the flamethrower physics a little: the flames fall with gravity, and are persistent and virulent.
However, I am not satisfied with the way I gave it angular flipping, as I had to nerf primary fire to preserve DPS balance, so I've been looking for alternate secondary options. I might consider making it a dual-function weapon, and have the charged shot be more flamethrower-like. That way, the primary will stay true to canon, but you'd still get some fun added functionality.
: Second question is: why is there a giant potato growing in the east
: maintenance duct? It appears to be intruding on some pipes and has bits of
: metal stuck in it, unless it's a fan made sprite for the CRIST sol
: orbiters?
That's a bug. M1R is currently in alpha, after all, so I appreciate your alpha testing efforts. As with the extraneous electrosynth, I clearly missed some scenery objects while converting maps by hand. I think I remember fixing your "giant potato" several months ago and so it should be fixed on git ( https://github.com/ravenshining/M1R ), but if you can tell me which map and polygon you found that, your second electrosynth, or any other glitches, I can double-check and make sure it's fixed for the next release.
I know it's been forever since my last release. Sorry about that. Eternal is nearly complete, so I should be getting back to work on Redux in the coming weeks.