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Maps / Re: PORT: Death Valley Racing
« on: October 16, 2008, 05:06:45 PM »
Sweet tyvm mutants but stil dont you ahve a life to go to? its just a game...*slapes himself upside the head*....never say that again.
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To add them to the avatar menu (and have them recolourable to anything with the selector rather than specific set colours) might need to have them added to m.dts as well (the player model) - which isn't possible without Badspot's source model file(s).
Space Guy did this at my server back in V8's SHEEP server.
Aah, good times with the jail.
It wouldn't lag. As I stated, people may not use it, so it becomes useless data.
This would also have to be, in some part, done directly by Badspot. This is because the data must save from any changes, including wrenching, setting events, coloring, and printing. This could be done manually, but would be inefficient.
Everyone is arguing with you because you are wrong.
10x20 is 200 variables used to store 10 redo bricks(according to your logic). I don't see the issue.
Hell, I put in 812 lines of array data for one of my mods, and I never had any issues at all.
Besides you said yourself it would be cut down to "like 10", so I don't see the issue, as we're all fine with 10.
Beyond that, the only area where "20" variables would be used would be in redoing brick placement. Painting and such would take up far less data and be much more common.
Ported by request: author unknown.
Download
http://www.mediafire.com/?tdklztjtkz3
Place Zipped File into add-ons folder and enjoy
I can;t believe I'm saying this, but I agree with Yuki.