Ok. I'll fill you in as I progress. On Tue, Jun 16, 2009 at 9:22 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > hey if you update em all and dont find any weird problems, you can update > the .exe when you upload the changes. > > just rename the -experimental to the name of the normal .exe and submit it > with the changes. > > if you do hit any weird problems hold off on checking in (obviously :P) so > you and me can check it out and see what's up > > it all seemed ok to me but the places i can think of things it could go > wrong are visually (easiest to tell), shadows and collision detection. > > hopefully this just fixes the problem though > > > On Tue, Jun 16, 2009 at 9:16 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > >> Ok, I see what you mean. >> >> What do you want to do? Unless you have a better idea, I could just go >> through and tweak all the models that rotate wrong. There aren't too many. >> Most of the things I have created recently don't have art and don't have >> specific dimensions. The only place that got jacked up was the bridge in the >> cavemap. I can fix that pretty easy too. >> >> If this is the way we want to go, I will upload all the changes as I make >> them (which will break them according to the current build) then whenever >> you get around to it you can update the exe >> >> >> On Mon, Jun 15, 2009 at 10:40 PM, Apache User < >> dhapache@xxxxxxxxxxxxxxxxxxx> wrote: >> >>> User:atrix256 >>> >>> Message: Hey Kent I think I have the rotation / scaling in wrong order >>> issue fixed but unfortunately it means that a couple of things (like your >>> pillars) are now facing the wrong directions. >>> >>> I tested it and it looks ok to me but I wanted to send you the exe to >>> play with and make sure it fixes the issues you were hitting before it goes >>> live, so here it is as ARRelease-Experimental.exe >>> >>> <Files Changed> >>> A ARRelease-Experimental.exe >>> >>> >>> >> >