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 Post subject: First person sabering
PostPosted: Tue Feb 04, 2014 3:44 am 
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Joined: Wed Dec 19, 2012 11:57 am
Posts: 45
I'm not sure exactly how innovative it is, but I'd like it to be, maybe with some help.

Would like to stitch it together to a mod with some better solutions, but this is working quite well, and it's quite immersive. I like it!



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 Post subject: Re: First person sabering
PostPosted: Tue Feb 04, 2014 4:39 am 
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Joined: Sat Sep 17, 2011 3:14 am
Posts: 1114
looks quite neat :D

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 Post subject: Re: First person sabering
PostPosted: Tue Feb 04, 2014 10:10 pm 
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Joined: Sun Jan 15, 2012 9:26 pm
Posts: 200
model kyle/fpls2 with cg_thirdpersonrange 20 ?


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 Post subject: Re: First person sabering
PostPosted: Fri Feb 14, 2014 3:52 pm 
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Joined: Wed Dec 19, 2012 11:57 am
Posts: 45
Nerevar wrote:
model kyle/fpls2 with cg_thirdpersonrange 20 ?


Yeah, but renamed folders so that people see Kyle and not kyle/fpls2, and vertoffset should be at about 8-ish.

I really like it for NF, but in force it's a bit harder to see when you fall or not. Unfortunately it's not easy to make this into a *mod*, since nobody can have the same pk3.


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 Post subject: Re: First person sabering
PostPosted: Sat Feb 15, 2014 11:19 am 
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Joined: Sat Apr 06, 2013 3:54 pm
Posts: 220
im sure it easily could be made into a mod with a cvar enabled :)


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 Post subject: Re: First person sabering
PostPosted: Mon Feb 17, 2014 8:55 pm 
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Joined: Wed May 02, 2012 6:40 pm
Posts: 104
le01l wrote:
im sure it easily could be made into a mod with a cvar enabled :)


thas was made yet. the command is cg_fpls "1" exist from 1.03 to 1.04 versions. i think doesnt exist in 1.02, but can be easily ported to 1.02

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