Author Topic: v13 released  (Read 32587 times)

You guys, how do you make it so when you download the newest version, all your stuff is transfered to v13?
It's all kept. However, TF2 Invisibility Watches are broke, Team Deathmatch crashes when you open the minigame GUI. Remove them from your Add-Ons folder for now, I guess.

Sweet, killbrick better still be there.
It isn't.


lol

inb4noobrage
wat, invisible text?You edited your post before I quoted it :/

He still should fix the ATI Graphics Card glitch at least :(

This should actually be fixed for most ATI users with newer cards.  If your card is really old and installing the latest drivers doesn't fix your problem(s), you'll have to resort to disabling vertex buffer objects.

Code: [Select]
$Pref::OpenGL::noVertexBufferObjects = true;


You guys, how do you make it so when you download the newest version, all your stuff is transfered to v13?
Copy your config and add-ons folders to your new install?

stuff, MINIGAMES ARE BROKEN, FUUUUUUUUUUUUUU


Running Blockland with Team Deathmatch crashes the game when you use the minigame GUI. Aargh.

Haha.  Every time a new version of Blockland comes out, Space Guy wants to kill himself.

What was the reasoning for removing Player::setRechargeRate, by the way? Those "health bar players" are effectively gone and it's not abusable at all - but it's necessary for lots of my mods to work.

What was the reasoning for removing Player::setRechargeRate, by the way? Those "health bar players" are effectively gone and it's not abusable at all - but it's necessary for lots of my mods to work.

I honestly don't know.  He mentioned that he would locking down several functions / methods.  Perhaps he'll explain in the official change log.

What was the reasoning for removing Player::setRechargeRate, by the way? Those "health bar players" are effectively gone and it's not abusable at all - but it's necessary for lots of my mods to work.

The actual function was made horribly, sending many more updates than it needed to so it was removed, you can still use rechargerate in the player datablock though.

Yeah, but my mods used a lot of varied recharge rates for affecting the drain rate/recharge for cloaking effects. Fixing it in the way that setShapeNameDistance was fixed would be better than completely removing it.
« Last Edit: September 30, 2009, 12:58:19 PM by Space Guy »

Yeah, but my mods used a lot of varied recharge rates for affecting the drain rate/recharge for cloaking effects.
Make your own function for it?

I hope that I don't have to fix any of my add-ons...

Make your own function for it?

I hope that I don't have to fix any of my add-ons...
It's possible, but that might end up with even more 'status updates'.

I seem to be getting a lot of syntax errors when opening the minigames GUI...