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Post by knightmare on Sept 13, 2014 16:21:59 GMT -5
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Sept 14, 2014 20:10:50 GMT -5
I keep falling out of the world when I play the game using this update....Never used to.
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Post by knightmare on Sept 14, 2014 22:24:27 GMT -5
What maps/mods are you playing with? I didn't modify anything related to player movement or physics.
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Sept 15, 2014 11:03:37 GMT -5
Dont know about any mods. I got your engine installed as well. Lazerus as well...and a couple of other engines - berserker, aq2...That is it.
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Sept 15, 2014 11:04:07 GMT -5
Playing through any map/mod does it, stock mission maps, user created. It doesn't matter.
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Post by knightmare on Sept 15, 2014 15:14:56 GMT -5
Psychospaz switched Quake2Max 0.45 to compile with Visual Studio 2003 instead of ye olde MSVC6, and I converted those project files to VS2008 before compiling. Switching to newer Visual Studio versions has caused me some trouble in the past. So, I took a close look at the settings in those project files. It was set to compile as C++ instead of C. I changed it back to C, and added a fix I needed for KMQ2 to run properly when compiled under VS2008.
I did some more extensive testing of this new build, and it works well. The zip has been updated, please try downloading and testing it again.
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Sept 16, 2014 10:55:55 GMT -5
Works now. Thanks Still. I like using your engine better Knightmare. All my maps are optimised for it lighting wise, using .7 gamma setting. They look sweet as using your engine
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Post by knightmare on Sept 16, 2014 21:47:04 GMT -5
I didn't intend to have it rival KMQ2, only to keep it usable for comparison purposes.
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