
EDIT: yes it is how i imagine it before then its cool i tought, that i have to write the .patch file per hand
i'll google it thy

Moderators: Nexuiz Moderators, Moderators
terencehill wrote:Another better place than this to post your patch is http://pastebin.com/ , no need to be registered there. This way we can download the patch with one click, instead of doing copy, open a text editor, paste, save file...
Mr. Bougo wrote:terencehill wrote:Another better place than this to post your patch is http://pastebin.com/ , no need to be registered there. This way we can download the patch with one click, instead of doing copy, open a text editor, paste, save file...
Erm, it would be better to put it on its own item in http://dev.alientrap.org
Rahsennor wrote:Sven wrote:for what is this: @@ -652,15 +700,15 @@?
i think its the lines where add or delete something but if im right for what is ",15"?
+ is add and -delete ,right?
It's a diff. Meant for computers, not humans. Try Wikipedia or Google if you really want to know.
diff -u phys_subs.qc phys_subs2.qc > difftest_phys_subs.patch
vector(vector c_maxs, vector c_mins, vector c_org) Clamp =
{
local vector ret_vec;
ret_vec_x = min(c_maxs_x, c_org_x);
ret_vec_x = max(c_mins_x, ret_vec_x);
ret_vec_y = min(c_maxs_y, c_org_y);
ret_vec_y = max(c_mins_y, ret_vec_y);
ret_vec_z = min(c_maxs_z, c_org_z);
ret_vec_z = max(c_mins_z, ret_vec_z);
return ret_vec;
};
vector(vector a, vector b) crossproduct =
{
local vector v;
v_x = a_y * b_z - a_z * b_y;
v_y = a_z * b_x - a_x * b_z;
v_z = a_x * b_y - a_y * b_x;
return v;
};
float(float f) Snap2Grid =
{
float rh, rl, r, rval;
if (f == 0)
return 0;
if (f < 0)
{
rval = -1;
f = f*-1;
}
else
rval = 1;
while(rh < f)
rh = rh + self.pe_grid;
rl = rh - self.pe_grid;
r = (rh-rl)*0.5;
f = f - rl;
if (f < r)
return rl*rval;
else
return rh*rval;
};
float BT_LIGHTNING = 0;
float BT_BEAM = 1;
void(float beamtype, vector bmins, vector bmaxs) BeamBox =
{
local vector v1, v2;
v1 = bmaxs;
v2 = bmaxs;
v2_x = bmins_x;
if (beamtype == BT_LIGHTNING)
te_lightning1(world, v1, v2);
else
te_beam(world, v1, v2);
v1 = bmaxs;
v2 = bmaxs;
v2_y = bmins_y;
if (beamtype == BT_LIGHTNING)
te_lightning1(world, v1, v2);
else
te_beam(world, v1, v2);
v1 = bmaxs;
v2 = bmaxs;
v2_z = bmins_z;
if (beamtype == BT_LIGHTNING)
te_lightning1(world, v1, v2);
else
te_beam(world, v1, v2);
v1 = bmins;
v2 = bmins;
v2_x = bmaxs_x;
if (beamtype == BT_LIGHTNING)
te_lightning1(world, v1, v2);
else
te_beam(world, v1, v2);
v1 = bmins;
v2 = bmins;
v2_y = bmaxs_y;
if (beamtype == BT_LIGHTNING)
te_lightning1(world, v1, v2);
else
te_beam(world, v1, v2);
v1 = bmins;
v2 = bmins;
v2_z = bmaxs_z;
if (beamtype == BT_LIGHTNING)
te_lightning1(world, v1, v2);
else
te_beam(world, v1, v2);
v1 = bmins;
v1_z = bmaxs_z;
v2 = bmins;
v2_x = bmaxs_x;
v2_z = bmaxs_z;
if (beamtype == BT_LIGHTNING)
te_lightning1(world, v1, v2);
else
te_beam(world, v1, v2);
v1 = bmins;
v1_z = bmaxs_z;
v2 = bmins;
v2_y = bmaxs_y;
v2_z = bmaxs_z;
if (beamtype == BT_LIGHTNING)
te_lightning1(world, v1, v2);
else
te_beam(world, v1, v2);
v1 = bmaxs;
v1_z = bmins_z;
v2 = bmaxs;
v2_x = bmins_x;
v2_z = bmins_z;
if (beamtype == BT_LIGHTNING)
te_lightning1(world, v1, v2);
else
te_beam(world, v1, v2);
v1 = bmaxs;
v1_z = bmins_z;
v2 = bmaxs;
v2_y = bmins_y;
v2_z = bmins_z;
if (beamtype == BT_LIGHTNING)
te_lightning1(world, v1, v2);
else
te_beam(world, v1, v2);
v1 = bmins;
v1_x = bmaxs_x;
v2 = bmaxs;
v2_y = bmins_y;
if (beamtype == BT_LIGHTNING)
te_lightning1(world, v1, v2);
else
te_beam(world, v1, v2);
v1 = bmins;
v1_y = bmaxs_y;
v2 = bmaxs;
v2_x = bmins_x;
if (beamtype == BT_LIGHTNING)
te_lightning1(world, v1, v2);
else
te_beam(world, v1, v2);
};
terencehill wrote:I've already suggested it, look at my first post. But if he doesn't want to register, I've suggested a quick alternative, where there is no need to register. I confirm the better place is http://dev.alientrap.org/projects/nexuiz/issues
Made playing without crosshair ("crosshair 0" only) easier.
Fixed chasecam.
Made another broken attempt at correcting for FOVs other than 90.
Added cvar for deadzone, as requested.
Added cvar for sensitivity.
(Slightly) cleaner code.
Rahsennor wrote:I want to.I just haven't had a chance to check it out. It doesn't say, does it show my email to anyone? I don't want spam...
Return to Nexuiz - Development
Users browsing this forum: No registered users and 1 guest