exactly like jk2MF did, blocking clientside modifications (qvm's) :lol:Boothand wrote:How can a clientside be banned? Just curious.
is 1.03 versionDaggolin wrote:Which version is that? Do you have the source code for that version, too?
yes i just remember what i seenfau wrote:Do you remember what was wrong?
ive played the last week, and ive seen some fonts not working properly in hi-res. (i cant remember exactly which one)fau wrote:And there is this wiki page on new shader language extensions: https://github.com/mvdevs/jk2mv/wiki/MV-Shaders
It's not stable until 1.2 release though.
that kind of things usually comes disabled :lol: and players who want to use it, they can activateouned wrote:the first thing i would do is disabling it. :p
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//I broke the ATST when I restructured it to use a single global anim set for all client animation.
//You can fix it, but you'll have to implement unique animations (per character) again.
bouncy thing :lol:Daggolin wrote:Not a comment either:Code: Select all
static void WP_CreateFlechetteBouncyThing( vec3_t start, vec3_t fwd, gentity_t *self )
RIGHT, i will download! i recently got free time, im interested in this mod.fau wrote:Got it, big thanks.
This gives me another kick to start working towards beta release
@Tr!Force: So did I and a bunch of other people I bet!
Daggolin wrote:Code: Select all
/* if (fpDisabled) { final_Powers[FP_LEVITATION] = 1; final_Powers[FP_SABERATTACK] = 3; final_Powers[FP_SABERDEFEND] = 3; final_Powers[FP_SABERTHROW] = 0; } */ //Ahh. I have no idea why I did this, but I would say that it makes me a very bad man.