shark wrote:For fucks sake, nobody else complained but you. Fine, I'll comment it out. Geez.
I might allow the cruiser (unedited) in compilations when I'm certain I will no longer develop the idea further - for now, I'd rather people get the mod from me or my thread directly, with the knowledge that it's the version I intended to release.
As it stands, I did pull down the latest version and wish to thank you for removing most of my content. There's a few stray entries* I'd suggest erasing for the sake of cleanliness (to avoid potential conflicts), but I'm not gonna raise a fuss over it.
Thought this was pretty classy, by the way.
I lol'd.Blueprints.xml.append wrote:Code: Select all
<!--
***********************
engi, layout B - obsidian cruiser
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removed by request of: whiny little bitches
-->
There is one point I didn't touch on earlier, but you're right in that I shouldn't have "polluted" the circle_cruiser_2 files. The Obsidian was built very early on, and at the time I wasn't aware of how to change filenames. Thank you for reminding me to update that.
If you find the Rebel prototypes useful, I might be willing to adapt them for player-ships, at least as far as graphical updates and gibs are concerned (room layouts and the associated floor I leave to your discretion).
*The "OBSIDIAN_WEAPONS" list in "autoBlueprints.xml".append and the "Sound.xml.append" whose only contents are the sound files for the Singularity Projector - which are also still present in audio/waves/explosions. But since the weapons are commented out in Blueprints, it's not a big deal.