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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
details details..
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Bleeder91[NL]
- OldUnreal Member
- Posts: 1062
- Joined: Sun Oct 04, 2009 7:22 pm
details details..
mye, im bored so ill just post some things i noticed. that interplanetary cannon that the skaarj took over? it has a retractable blast 0.o it goes right back into zhe cannon. omfg, wasn't it easier to just make it a proj and something that shoots projs?
And inside the Dorian Grey, the gravity is failing. But wouldn't you even notice it when the ship starts to turn, since it's artificial gravity :S
And inside the Dorian Grey, the gravity is failing. But wouldn't you even notice it when the ship starts to turn, since it's artificial gravity :S
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Hellkeeper
- Global Moderator
- Posts: 3307
- Joined: Wed May 21, 2008 8:24 pm
- Location: France
Re: details details..
Don't understand your first question, but for the second one, I guess it's precisely artificial gravity failing that makes it go wild.
You must construct additional pylons.
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Bleeder91[NL]
- OldUnreal Member
- Posts: 1062
- Joined: Sun Oct 04, 2009 7:22 pm
Re: details details..
I meant the cannon at Avalon, in one of the last missions the skaarj take it over and shoot with it, but if you look carefully you can see that the ball it fires goes back into the cannon.
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GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: details details..
Maybe that's their way of recycling energy? 
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
- Posts: 4425
- Joined: Wed Sep 03, 2008 8:19 am
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GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: details details..
No it doesn't, why would it need to do that? You can set movers to trigger once and never return. That's how you open gates and things like that.If it's a mover then it needs to return, haha.
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Bleeder91[NL]
- OldUnreal Member
- Posts: 1062
- Joined: Sun Oct 04, 2009 7:22 pm
Re: details details..
Or you could just let it return by going underground so you won't see a thing.
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
- Posts: 4425
- Joined: Wed Sep 03, 2008 8:19 am
Re: details details..
Yeah lol but it needs to return if it fires the lazar multiple times. I dunno does it have to, though... Never played that part. Or at least I don't remember...No it doesn't, why would it need to do that? You can set movers to trigger once and never return. That's how you open gates and things like that.If it's a mover then it needs to return, haha.
Last edited by [§Ŕ] ŤhěxĐâŕkśîđěŕ on Mon Dec 14, 2009 1:22 am, edited 1 time in total.
☆
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GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: details details..
They could then create multiple movers, I guess... Yet a Salamander/BeamGenerator is a lot better idea anyway...
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
- Posts: 4425
- Joined: Wed Sep 03, 2008 8:19 am
