slipher

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Surely at this point it would be better to switch to Lua instead of making a crappy home-brewed programming language...

Oh right, I forgot how it works. > The default language is hardcoded to "en" (https://github.com/Unvanquished/Unvanquished/blob/master/src/cgame/translation.cpp#L227). > > Setting the language cvar to "" would also disable translation. Both of...

> So this is not a bug but a feature request: we need an option to read `$LANG` on every run. Does anyone really need this? The problem OP was...

> What if we just do something like auto:fr ? If the cvar starts with auto: or is set to auto, it will read the environment to set the language...

If you want to see the buildings unpowered (which seems like quite a niche use case), then you can simply undo the command you used first. E.g. if you started...

We already have configurable netcode tables for playerState_t so the basics are there. I just never got around to doing it for entityState_t also. It's a little annoying because there...

Cure sounds worse than the disease. It means there will be a lot (more than currently) of magic spots that you can stand and the bots won't attack you.

It would still work if not for one of the commits I added in https://github.com/DaemonEngine/Daemon/pull/601: ``` FS::LoadPathPrefix - don't load dependencies From the gamelogic, it's still possible to load a...

I don't understand what problem you guys are trying to solve...