The Skulk Secret

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Comments

  • Pa1adinPa1adin Join Date: 2003-06-06 Member: 17048Members
    Rumor: The skulk has been moved to the 3 hive only and aliens spawn in as a scorpion that hovers without flaping (using killer ragdoll physics )
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->spawn in as a scorpion <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    You mean bees, no?
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->how are they doing a bigger fov? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    To experiment with the effect start a lan server by accessing the console and writing "map <insert map name>", change default_fov to something nice, like 60 or 150 or something(meassured in degrees I'm pretty sure). Default is 90 degrees and skulks will probably have only sligthly higher fov, something like 110 and onos slightly lower like 75 or something(just complete and utter guesses on my part). You can also experiment with this in observer mode, at least on a lan server...
  • QuaunautQuaunaut The longest seven days in history... Join Date: 2003-03-21 Member: 14759Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin--voogru+Jul 27 2003, 07:47 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (voogru @ Jul 27 2003, 07:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Oh yea, when marines get damaged, instead of blood... little happy faces fall out. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    You do know you can actually do this, right? Just gotta edit the sprite. Well, at least I think you can...
  • JRA_RendarJRA_Rendar Join Date: 2003-06-06 Member: 17042Members
    <!--QuoteBegin--Soylent green+Jul 29 2003, 08:17 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Soylent green @ Jul 29 2003, 08:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->how are they doing a bigger fov? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    To experiment with the effect start a lan server by accessing the console and writing "map <insert map name>", change default_fov to something nice, like 60 or 150 or something(meassured in degrees I'm pretty sure). Default is 90 degrees and skulks will probably have only sligthly higher fov, something like 110 and onos slightly lower like 75 or something(just complete and utter guesses on my part). You can also experiment with this in observer mode, at least on a lan server... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    AHHHHH! MY EYES! MY EYES!!
    <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->default_fov 180<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
    is rather cool, but...hard on the eyes
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