Page 8 of 20 FirstFirst ... 45678910111218 ... LastLast
Results 106 to 120 of 299
  1. #106
    Joined
    Jul 2004
    Posts
    71

    Re: WW 7/7/04 - Anomaly Racing mod for UT2K4.

    no prb man not rushing u just take ur time. hehe
    and if you wanna just do some tracks but have no time, feel free to use the tracks staticmeshes packages included with Anomaly. I saved them as separate packages for that reason hehe. In fact everyone is free to try that out if you want

    and oh jerky, thanks for your suggestions! We'll try to get those things done, and we're currently in the process of adding bots to the game. They kinda stupid now. hehe So, we'll be pimping left, right and center after that hehe. Hopefully we'll get the number of players up so that we'll have more players online more often...

    and since i'm here, there is a new map at
    http://p214.ezboard.com/fanomalyfrm8...picID=14.topic

    its done by Redpill, who did the corkscrew map. This new map is quite cool! The track layout is not too difficult and it looks cool too! Though its still in beta, but its already quite playable. Do check it out.. ok?

    btw what does WW stands for anyway? and if you guys are playing Anomaly again, can we join in? If not playing, its ok

    Sorry, i'm usually not online on weekends, as i gotta accompany my gf :P
    Last edited by black-feather; 07-12-2004 at 01:15 PM.

  2. #107
    Joined
    Apr 2002
    Posts
    9,302

    Re: WW 7/7/04 - Anomaly Racing mod for UT2K4.

    Oh, you've got static track meshes included with the mod? That would save me some time...

    WW = Wednesday Wannabees.

    Corkscrew was good - it should hav ebeen played last week. I'll need to check this new map out as well then.

    I usually ditch the computer for your GF, too.

  3. #108
    Joined
    Apr 2002
    Posts
    9,302

    Re: WW 7/7/04 - Anomaly Racing mod for UT2K4.

    What exactly do the check points do in game anyway? What function do they serve? Do I really need to include them?

  4. #109
    Joined
    Jul 2004
    Posts
    71

    Re: WW 7/7/04 - Anomaly Racing mod for UT2K4.

    yupz staticmeshes included. Redpill used them in corkscrew and used some in his new Icerunbeta too You can just used them to test some simple layouts for starters This new map is even better, and its really worth a download. Do pop by and liven up our forum abit plzzz.... even though it has irritating pop-ups. Our project lead is back and we should be getting a new web makeover soon. And no more pop ups! juz bear with us for the moment :P

    and thanks for the explaination dna hehe

    and ermm... thanks for ditching your com for my gf? well shes taken, so get ur own...

    Checkpoints are used for making sure players follow a designated path thats all. You'll need to include them if you want to have an end to your game. hehe if not, the game will juz go on and on. ermm.. the track can be used as a practice track if theres no checkpoints
    So, yupz you need to include them if you don't want the guys to keep going in circles till the end of the WW. hehe

  5. #110
    Joined
    Apr 2002
    Posts
    9,302

    Re: WW 7/7/04 - Anomaly Racing mod for UT2K4.

    Quote Originally Posted by black-feather

    Checkpoints are used for making sure players follow a designated path thats all. You'll need to include them if you want to have an end to your game. hehe if not, the game will juz go on and on. ermm.. the track can be used as a practice track if theres no checkpoints
    So, yupz you need to include them if you don't want the guys to keep going in circles till the end of the WW. hehe
    Isn't that what the start and finish is for? I'm just looking at the maps that are out right now and it seems as if the check points are just thrown in at random and don't seem to make much sense as far as placement goes nor do they serve a purpose for gameplay.

  6. #111
    Joined
    Jul 2004
    Posts
    71

    Re: WW 7/7/04 - Anomaly Racing mod for UT2K4.

    yupz, erm... yupz checkpoints are not really needed, i thought you are referring to the actor, you can just use the start and end to finish up the game. Checkpoints are just basically there for checking the progress in the middle of the race.
    Usually they signify the start/end of a certain change in the track or a certain section.

  7. #112
    Joined
    Apr 2002
    Posts
    9,302

    Re: WW 7/7/04 - Anomaly Racing mod for UT2K4.

    Even better.

  8. #113
    Joined
    Apr 2002
    Posts
    9,302

    Re: WW 7/7/04 - Anomaly Racing mod for UT2K4.

    I think I'll start off with the simple oval map for Lenny, just to get my feet wet.

  9. #114
    Joined
    Apr 2002
    Posts
    9,302

    Re: WW 7/7/04 - Anomaly Racing mod for UT2K4.

    This new ice map is pretty good, you don't ever have to let off the gas. A little easier for the speed impaired

  10. #115
    Joined
    Mar 2003
    Location
    Central NJ
    Posts
    9,934

    Re: WW 7/7/04 - Anomaly Racing mod for UT2K4.

    Quote Originally Posted by dna
    This new ice map is pretty good, you don't ever have to let off the gas. A little easier for the speed impaired
    yea, that should be good for me, im too easily distracted to keep taking my foot (or is it finger?) off the gas


    Trust me, I do science

  11. #116
    Joined
    Apr 2002
    Posts
    9,302

    Re: WW 7/7/04 - Anomaly Racing mod for UT2K4.

    Bump this for some more Anomaly action. black-feather - is there are time when you folks get together from some multi-player action?

  12. #117
    Joined
    Jul 2004
    Posts
    71

    Re: WW 7/7/04 - Anomaly Racing mod for UT2K4.

    anytime dna, hehe except weekends and public holidays
    Any more guys playing? Lets pick a date

  13. #118
    Joined
    Jul 2004
    Posts
    71

    Re: WW 7/7/04 - Anomaly Racing mod for UT2K4.

    Me and zerobit has been out of practice for quite awhile.... been busy training the bots... OOPs!

  14. #119
    Joined
    Jul 2001
    Location
    Toronto
    Posts
    9,837

    Re: WW 7/7/04 - Anomaly Racing mod for UT2K4.

    How's this Sunday? 4pm EST?
    Mobile Editor - PC Perspective
    Follow me on Twitter

  15. #120
    Joined
    Jun 2001
    Location
    Southern Tier of NY
    Age
    45
    Posts
    20,665

    Re: WW 7/7/04 - Anomaly Racing mod for UT2K4.

    Quote Originally Posted by Jerky
    How's this Sunday? 4pm EST?
    That's 4am on Monday for black-feather but I'll bet he will be awake anyway
    If you enjoy gaming click here to learn about the Fragging Frogs.





    [Proudly using only AMD desktop CPUs since 1996]
    My Rigs - My Upgrade History - My Games

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •