Just use relative path in .bat file - ../../../../steam/steamapps/ and so on.
I can compile shaders without any problems. If you still have problems
I'll send you archive with my setup.
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I'd appreciate that. I tried using relative paths and had the same thing
happen. Maybe it's because I have a space in my sdk bin dir...
On Sat, Nov 14, 2009 at 4:47 AM, Marek Sieradzki
marek.sierad...@gmail.comwrote:
Just use relative path in .bat file - ../../../../steam/steamapps/ and so
Has anyone here got any experience with the quake 3 movement physics?
I'm trying to swap out the bhopping in source engine with strafe
jumping from the quake series but the two codebases deviate quite a
lot.
I've tried adding checks here and there, removing all speed clamps,
changing gravity,
Remove friction.
On Sat, Nov 14, 2009 at 10:45 AM, Harry Jeffery
harry101jeff...@googlemail.com wrote:
Has anyone here got any experience with the quake 3 movement physics?
I'm trying to swap out the bhopping in source engine with strafe
jumping from the quake series but the two codebases
Hey guys,
Me and my team have been developing a mod on Half-Life 1, as we load a lot
of resources the loading takes quite some time, and while testing a debug
mode compiled built we are having huge issues sometimes even need to create
a game like three times because we're getting that nasty
Reducing friction didn't really work at all. Just made me slide all
over the place.
2009/11/14 Matt Hoffman lord.matt.hoff...@gmail.com:
Remove friction.
On Sat, Nov 14, 2009 at 10:45 AM, Harry Jeffery
harry101jeff...@googlemail.com wrote:
Has anyone here got any experience with the quake
That's what I've been doing. It's similar in some parts but completely
different in others. My changes have made circle jumps entirely
possible but sustaining and building speed is impossible. Lowering
friction + removing speed clamps + tweaking accelerate values hasn't
worked so far. I've tried
I think what you want is for friction to not take effect immediately
when a player lands. Save the time a player lands or gets a valid
ground entity. Subtract this from the current time and multiply it by
a factor you want. This will give the player a small period of time
they can jump again
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