Originally posted by R00k
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Dammit, well my idea was a red dot indicating recording a demo. And I wanted to somehow make a progress bar when a demo plays showing how far into the demo it is.
Then again, I don't have much time.
Added: cl_levelshots 0 |1
Displays an image between level loads and fades out of view with the name of the map centerprinted.
(custom levelshot images should be placed in "/textures/levelshots" )
Displays an image between level loads and fades out of view with the name of the map centerprinted.
(custom levelshot images should be placed in "/textures/levelshots" )
I'm just rambling ...
Fixed: coronas are not visable through doors/platforms

Fixed chase_active so the view never pokes into the wall!
added gl_free_world_textures cvar to clear out loaded texture before each map load...
+ saves texture memory
+ reloads color pallete (and/or bpp)
+ resets the mipmap level
+ saves texture memory
+ reloads color pallete (and/or bpp)
+ resets the mipmap level
added preliminary support for HalfLife 1 maps with 24bit texture support
The .bsp size is the same with the textures compiled into a Half-Life format map but it gets to use so many more colors.
Awesome stuff, Rook.
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