Boothand Posted February 9, 2014 Posted February 9, 2014 Sorry about the confusion. I just needed to move it somewhere where the "Mark Solved" feature worked. But yeah. Glad the problem got addressed and was fixed! I seem to recall a staff member, I think @@Circa, simply added the "Mark solved" feature to one of the sub-forums on my request once. Shouldn't it be in any forum?
eezstreet Posted February 9, 2014 Posted February 9, 2014 I seem to recall a staff member, I think @@Circa, simply added the "Mark solved" feature to one of the sub-forums on my request once. Shouldn't it be in any forum?It'd be weird for stuff like WIP. Circa, therfiles and Boothand like this
Circa Posted February 9, 2014 Posted February 9, 2014 It's in the issue related forums. I recently added it to the coding forum and OpenJK forum, since a lot of issues are discussed there. therfiles and Boothand like this
TriForce Posted February 20, 2014 Posted February 20, 2014 the bug is present in 1.02 and 1.03, was fixed on 1.04, is called "jump over slopes" and the fix is in the 1.04 source code, in resume, is a function called PM_SetForceJumpZStart is used to prevent the jump over a slope when u are running/walking with the jump key pressed.This is added in a lot of parts of movement files in the source code (bg_pmove, etc...) u should check that if u want fix it in 1.02 Example of the function in 1.04 //Set the height for when a force jump was started. If it's 0, nuge it up (slight hack to prevent holding jump over slopes)void PM_SetForceJumpZStart(float value){ pm->ps->fd.forceJumpZStart = value; if (!pm->ps->fd.forceJumpZStart) { pm->ps->fd.forceJumpZStart -= 0.1; }}And how is used to fix in every part where is needed PM_SetForceJumpZStart(pm->ps->origin[2]);//so we don't take damage if we land at same height
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