GitHub

Have any cool screenshots and/or projects to show off? Post your content here!
(If you need somewhere to post your images, why not use our gallery?)
northstar
Member
Member
Posts: 208
Joined: March 1st, 2012, 1:17 pm
Name: steven

Re: GitHub

Postby northstar » October 18th, 2014, 1:40 pm

hey mike...

ya know... i'm not sure which binary i dropped into the PAS github bin, sauer or PAS 2.7... that might be it... i just wanted to get up and running as fast as possible to see what we were dealing with :-)... ns

User avatar
Mike
Administrator
Administrator
Posts: 864
Joined: May 24th, 2009, 12:52 pm

Re: GitHub

Postby Mike » October 18th, 2014, 2:04 pm

With Lamiae I e-mailed you the 32 bit bin
Sign up for our Newsletter to keep up to date with the Sandbox news!
We also have a facebook page, facebook group, myspace page and a twitter page[/b][/color]!

northstar
Member
Member
Posts: 208
Joined: March 1st, 2012, 1:17 pm
Name: steven

Re: GitHub

Postby northstar » October 18th, 2014, 4:57 pm

got it, thx... interesting additions that certainly merit pondering... i can see the lure to getting a udk type interface, but for level desiging it might be overkill imho... been looking at sobicube too, fascinating how she got so much rpg into an fps... guess i'll go work on my model for a bit for now, found a great pair of boots for her (chuckle) ... but i'm afraid the lure is too strong now... can't hold..... can't hold... :)

stev

Hirato
Developer
Developer
Posts: 689
Joined: May 30th, 2009, 1:23 pm
IRC Username: hirato

Re: GitHub

Postby Hirato » October 21st, 2014, 10:50 am

northstar wrote:tex anim for example, at this time is only in the fps

Wut.
While I removed the code from lamiae, that's an engine thing and available in all aspects of sandbox.
This is not a url, clicking it is pointless

Hirato
Developer
Developer
Posts: 689
Joined: May 30th, 2009, 1:23 pm
IRC Username: hirato

Re: GitHub

Postby Hirato » October 21st, 2014, 11:02 am

sandbox's windows builds use a 'home' folder in the sandbox install folder for user files.
It's been set up like that about as far as I can remember, so I'm going to guess it was 2.3.
This is not a url, clicking it is pointless

northstar
Member
Member
Posts: 208
Joined: March 1st, 2012, 1:17 pm
Name: steven

Re: GitHub

Postby northstar » October 21st, 2014, 11:59 am

hey hirato...

ok, i guess when i opened the texanim tutorial in rpg mode it needed to be tagged or something... yeah, i'm not too worried about the home folder, i'm just kinda waiting for a less bare bones github where the structure is a bit more defined...

btw... as long as i have you, what is the code for movespeed? seems to me you once said (long ago) it also had something to do with physics as well as just defining it... and is secondary attack simply the addition in the rpg under the primary attack?... code can be quite addictive... and maddening at the same time :)

for now i'm just working on models... maybe i'll update all the models to iqm... now all i need is for Lee to get an importer for blender, but i've only been in it for a day tracking down tools and such... soooo....

ns

Hirato
Developer
Developer
Posts: 689
Joined: May 30th, 2009, 1:23 pm
IRC Username: hirato

Re: GitHub

Postby Hirato » October 25th, 2014, 4:15 am

there's two, there's a multiplier in physics, and an entity specific value inside the RPG stuff; this specifically adjusts maxspeed in the dynent structure.
This is not a url, clicking it is pointless

northstar
Member
Member
Posts: 208
Joined: March 1st, 2012, 1:17 pm
Name: steven

Re: GitHub

Postby northstar » October 25th, 2014, 12:40 pm

great!... i'll give it a looksee... i just needed to know if there was anything unrecognizable or undiscernable that i might not see... thx :-)


Return to “Project Discussion - Promote/Show Off Your Games, Mods, Maps, Etc!”

Who is online

Users browsing this forum: No registered users and 3 guests