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fixes for some bugs + enemy cloning & mapping .fgd file

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qore07a
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BLAZING_DUST
BLAZING_DUST - - 22 comments

Why did you remove the option to disable double jumping? I want to BHop, you know, and why did you make the player's screen tilt upon jumping? It's too distracting.

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Guest
Guest - - 689,337 comments

Ohh... didn't thought anybody would bother. Uhm... i didn't remove the option to disable double-jump. i accidently deleted the line in the qore.cfg file, sorry, my bad.

just write

set DoublejumpAllowed 0

into the cfg file and it should be off again.
I will set the screenshake for jumping to off tomorrow and uload that as 07a1 :-D

as for the jump- shake until then you can fix it yourself too:
open client.qc in the source folder, search for

HeavySGPunch();

delete it, run fteqccgui.exe and ignore the warnings.
That should repair the version for you until tomorrow.

Sorry for the inconvenience.
But still, have a nice evening.

DF.

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BLAZING_DUST
BLAZING_DUST - - 22 comments

Many thanks, it did the trick! Just one more question - is there any way to make jumps lower? Like, default Quake Ranger jump height?

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DaisyFlower Author
DaisyFlower - - 105 comments

Uhm... I can't remember that i changed the JUMP hight, but if i die anderen forgot: search for

Velocity_z

In the Client qc. Im Not at Home until tomorrow, but if you can find Something like

Velocity_z + 270

Or anything similar, it should Work to Change that number, though i can't remember the jump Velocity. But the Quake 1 source Code can easily be found in the net.

Damn, i have to look that up tomorrow myself...

Thanks for mentioned the probably wrong JUMP height.

Greetings and Cheers!
DF

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BLAZING_DUST
BLAZING_DUST - - 22 comments

There's multiple velocity_zs so I didn't really want to mess with the code, though thanks for the help. The mod rocks with all of this stuff aside.

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DaisyFlower Author
DaisyFlower - - 105 comments

Thanks for the flowers :-)
This night i Patch the Mod. Well, Europe time.

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