: 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.
: 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.
Here's what the giant potato looks like. it's near a right angle junction in the east tunnel, polygon 170. (hey, there's a 7 reference!) Weland calls it "(S)Big Bones".