Show whole topic May 20, 2011 2:31 am
mdooligan Offline
Approved Member
Registered since: Dec 07, 2008
Location: Vancouver BC


Subject: Re: minor feature additions
[quote=beko]
>> Click to Scroll
> Go for it Smiling

Cool. I think it's mostly re-familiarizing myself with SDK, which I haven't touched in years.

>> Double Step
> Not getting the point. More details please Smiling

Well, for the amount of movement scouts and assault guns have, it seems they should zip around *faster* than other units. They should cover 14 or 16 spaces in the same *time* an engineer covers 6. At this point this feature is not too important, but as I familiarize myself with the code, I'd like to see if I can figure this one out. I think Interplay called it "Double Unit Steps" as a click-box in preferences.

>> NEXT/PREV unit
> Isn't that set in keys.xml or something like that?

Yeah, partly. I was going to add
    SDLKey KeyUnitNext;
    SDLKey KeyUnitPrev;
to KeysList in keys.h and go from there. Any idea what the best key choices would be? So many are already used.

>> Building Status on Click
>That looks like a bug. I'm sure we had this already. Did you ontice that in SVN? Please report this on the bugtracker.

No bug. Eiko is right. NEWBIE ALERT! I hadn't noticed the info in the mini-picture. Oops. Everything is good. To tell the truth, I haven't tried SVN yet. I'm poking around 0.2.6, getting familiar with the code. When I make any changes, I'll work with the freshest SVN.

BTW As an OT bit: I have a fine working and nicely tweaked version of the orignal QUAKE source code that compiles and runs, with a shitload of extra levels, a few I made too. Is anyone else here weird like that?
Miven Dooligan
Peace and cheer