Search found 16 matches

by Skarmory The PG
Wed Sep 02, 2009 3:31 pm
Forum: . _ _._. (Etcetera)
Topic: The Practicality of various futuristic weapons.
Replies: 124
Views: 28883

HorseMonster wrote:3) Space combat in mass effect rarely ever features fighters
Untrue, for the record, but irrelevant to the point.

This was your assinine nitpicker post for today.
by Skarmory The PG
Fri Aug 14, 2009 8:32 pm
Forum: General Discussion
Topic: turning ship animations into animated .gifs
Replies: 3
Views: 3082

There any way to do it with glows visible?
by Skarmory The PG
Fri Jul 24, 2009 5:18 am
Forum: Custom Content & Sprites
Topic: Fraxy Weapon Sprites
Replies: 4
Views: 5309

Yes. Preview.
by Skarmory The PG
Fri Jul 24, 2009 3:47 am
Forum: Ship Archive
Topic: My second dreadnaught. WIP
Replies: 13
Views: 1785

One thing I forgot: It's spelled Dreadnought. Not Dreadnaught (though correct, it's not the name), and not Dreadnaut. [edit] Actually, looking into the subject, all three are correct, however, Dreadnought is the spelling of the class of proto-battleships, starting with the HMS Dreadnought . Star War...
by Skarmory The PG
Thu Jul 23, 2009 8:10 pm
Forum: Shipmaker Info and Help II
Topic: Ye olde wyrde bugge
Replies: 1
Views: 767

Bleh. I figured it out.

The game can't tell apart .png and .gif files.
by Skarmory The PG
Thu Jul 23, 2009 7:24 pm
Forum: Shipmaker Info and Help II
Topic: Ye olde wyrde bugge
Replies: 1
Views: 767

Ye olde wyrde bugge

I've run into a problem. I have a ship, one section hull (plus two others to act as anchor/killswitch), and one doodad. However... http://h1.ripway.com/Scribey/BSF/mreh.png Left is how it should look. Right is how it does. I have two other ships that use the same setup - one has the same problem, th...
by Skarmory The PG
Thu Jul 23, 2009 3:07 am
Forum: Ship Archive
Topic: EVE Online: The Amarr Empire: need C&C, people
Replies: 38
Views: 6367

I approve. Proceed.
by Skarmory The PG
Thu Jul 23, 2009 3:06 am
Forum: Ship Archive
Topic: My second dreadnaught. WIP
Replies: 13
Views: 1785

Eeew, stretching. I haet stretching D:
by Skarmory The PG
Sun Jul 19, 2009 8:21 am
Forum: Ship Archive
Topic: I've been working on the sections... FINAL UPDATE
Replies: 133
Views: 68431

TheShipwrightArms wrote:Would people seriously want to leave because some guy released more varied content for game they liked?
It's not varied. It's looking way the fucking better and much more shiplike.
by Skarmory The PG
Sat Jul 18, 2009 8:50 am
Forum: Ship Archive
Topic: I've been working on the sections... FINAL UPDATE
Replies: 133
Views: 68431

I find myself in love with the cartoon style. It's... well. It looks fucking great, is what.
by Skarmory The PG
Thu Jul 16, 2009 6:27 am
Forum: General Discussion
Topic: BSF 2 suggestion topic.
Replies: 491
Views: 159115

Simple? Not neccessarily. The groundwork's there but that proves nothing.
by Skarmory The PG
Thu Jul 16, 2009 5:38 am
Forum: General Discussion
Topic: BSF 2 suggestion topic.
Replies: 491
Views: 159115

They'll still react sluggishly.

Myself, I'd like modules triggerable on/off, especially Aegis's and Thrusters.
by Skarmory The PG
Thu Jul 16, 2009 12:30 am
Forum: Shipmaker Info and Help II
Topic: Shipmaking Q&A
Replies: 541
Views: 638643

That's... works.
by Skarmory The PG
Wed Jul 15, 2009 11:44 pm
Forum: Shipmaker Info and Help II
Topic: Shipmaking Q&A
Replies: 541
Views: 638643

T'is not in the manual, I checked.

What is the secret to hiding a weapon behind a section?
by Skarmory The PG
Wed Jul 15, 2009 11:42 pm
Forum: Shipmaker Info and Help II
Topic: Can we make a ship slower.
Replies: 5
Views: 1168

Key-based trigger that (de)activates thrusters?