SlyFoxx on 22/5/2007 at 16:14
635) You're looking at a screen shot of the editor window and you try and use the controls.:o
Sluggs on 22/5/2007 at 17:32
I've done that before! :joke:
Nameless Voice on 22/5/2007 at 18:16
636. You set about recreating as many of the original low-quality objects with highly detailed versions.
637. You get a new laptop and the first thing you install on it, before even a word processor, is DromEd.
638. You idle in <a href="irc://irc.starchat.net/dromed">#DromEd</a> despite the fact no one is ever there.
639. You live in constant fear of someone jumping out at you and telling you that your door/window frames are too big.
640. You read the sentence "No emittertraps shooting markers that emit stims which hit doors and add metaproperties before summoning genies to add metaproperties to objects with other metaproperties before removing said other metaproperties..." and it makes perfect sense.
marshall banana on 22/5/2007 at 22:57
Quote Posted by Nameless Voice
I made a few custom motions for
The Haunting with it, but I agree that anyone who actually manages to make anything in that thing has been DromEding far too much...
*cough*GORT*cough*
641 You develop the habit of going to 'file->save' on everything you work on, even if it's not on a computer.
Nameless Voice on 23/5/2007 at 12:26
642. You never use File->Save in DromEd because you always use custom keybindings or console command. (Also much less chance of saving as the wrong filetype this way.)
643. You look for a tapestry texture to build a remake of the Lost City tapestry, and end up with 1,042 tapestry and rug textures, weighing in at 262MB.
644. You look at
The Editor's Guild and nearly every thread has a little black "you have posted in this thread" dot next to it.
Inline Image:
http://www.ttlg.com/forums/images/statusicon/thread_dot.gif
Nightstroll on 23/5/2007 at 14:21
655) You see a piece of wood stuck to a wall that begins at 15 inches from the floor and junts out of 15 inches at the top, and think "this brush is not correctly aligned".
Truthful. :p
demagogue on 23/5/2007 at 16:38
I would probably think to myself, oh that's good; they're saving polys by not breaking up the floor or ceiling texture. But 1.3 dromed units* is too much!
* assuming 1 d.e.u. = 1' (??).
Regarding vvv, Does this count as #656? I was just giving commentary on #655.
Also, how did we go from #644 to #655, anyway?
Asgaroth on 23/5/2007 at 16:47
656-when someone posts a comment without the number and noone except me notices thus meaning, as according to the master builder this is actually number 657!!!
658-your house burns down and you hit ctrl-z
659-you wonder what modeling tool Cokacola, 7-up etc used to make their labels crinkle as a model rather than a texture
660-you use your thief fm's as an extra push to get to a college/job (i plan to!)
661-in your nightmares there are four gridded boxes chasing you around, you eventual get corned by them and 3 error boxes and wake up screaming
662-after you stop screaming you open up dromed and try to find out why it crashed in your sleep
663-you have a premonition about a dromed error
664-you wonder why dromed didnt crash due to over poly count in ww1
665-you get a psychiotrist in to find out why dromed's been in such a bad mood lately
666-you wonder if it's a flaw or on purpose that the trickster has multiple voices(actual voices yes) and wonder what he's saying
it's scary how many of these are true........
R Soul on 24/5/2007 at 01:02
667. You treat Dromed crashes as challenges rather than setbacks.
john9818a on 24/5/2007 at 01:31
668. Whenever I run dromed it's always in the hard drive cache. :p