Question though: Does the dripping have an accompanying sound looping at the same period? Because that seems harder to do.Nope. That room's noisy enough you wouldn't hear it anyway.
Victor, I absolutely love all of the stuff you produce. The what, 8 bit gif you have just reinforces such a "quake 2 but not naff" vibe. Really, really love it. Is the condensation getting less visible at the bottom or am I making that up?Thanks. And yes, it's four different func_conveyors set to texture rendermode with decreasing opacity on each (80 -> 60 -> 40 -> 20). I used the same trick in DM_Subterrane to make the waterfalls fade into the darkness in that room with the big pit.
I picked up a convention of using "nevergonnaopen">not alternating between "nevergonnaopenup" and "nevergonnaletyouin"
I can't imagine whatever r_speeds the old version was getting were worth worrying aboutI'm a freakin' wierdo with absurd standards. Most people don't care about r_speeds.
Those weapon mods only bring disbalance into the game. I'm kinda fine with the vanilla weapons.I'd been playing vanilla for years, and it reached the point where I always ended up with the exact same loadout at endgame, so I decided I wanted a lot more variety. Plus, this one tweaks the AI, forcibly locks the game at Master difficulty, and gives all these fun new weapons to all the NPCs as well, so it's not like you become unstoppable right out the gate. Even zombies are a significant threat now. Especially when it's an exoskeleton zombie carrying an M60 machinegun........