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Half life blue shift mouse lock
Half life blue shift mouse lock








  1. Half life blue shift mouse lock mod#
  2. Half life blue shift mouse lock mods#

Half life blue shift mouse lock mods#

Added OpenGL crosshair from OpenAG (thanks Added bxt_autojump_priority to control ducktap or autojump preference (thanks Added bxt_force_duck (thanks and Fixed raw mouse input in 2013 SDK mods that don't fix it themselves on Linux (thanks Fixed game freezing on new Ubuntu (thanks Fixed compatibility with GLIBC 2.34+.This way there's no unfair advantage compared to running the vanilla game. Added hornet crash prevention (thanks Instead of crashing, BXT will stop the timer and print a chat message saying the game would have crashed.Added bxt_tas_optim_init, a helper command for starting the experimental bxt-rs optimization.Improved TAS editor handling of frame bulks without a yaw angle (like the left-right frame bulks).Added bxt_tas_editor_toggle s06 and s07 and bxt_tas_editor_set_left_right_count, as well as showing the count on the TAS editor status HUD.

half life blue shift mouse lock

  • Added left-right and right-left strafe types (s06 and s07) that "wiggle" left and right like in this dyd_axn_plant TAS.
  • Half life blue shift mouse lock mod#

    BXT automatically applies the fix for several known mods, but if the mod isn't known you can now use this variable to apply it manually (thanks Added bxt_force_fov (thanks and Renamed bxt_ch_set_angles to bxt_set_angles (thanks Fixed pattern for R_DrawParticles (thanks support improvements: This fix is now enabled only when running TAS scripts (thanks Added bxt_fix_mouse_horizontal_limit for fixing limited mouse movement in certain mods when ran on the Steam engine. They were an unintended consequence of the TAS sound RNG fix.

  • Fixed overly loud sound bug introduced in the last update.
  • Fixed two-games support when running under wine.
  • The default values work well for HLKZ movement settings. They allow smoothing more without introducing wobbliness.

    half life blue shift mouse lock

  • Added _bxt_tas_editor_apply_smoothing_high_weight_duration and _bxt_tas_editor_apply_smoothing_high_weight_multiplier to control weighting center frames higher in global smoothing.
  • Sloped ground collisions are now shown instead of silently ignored.
  • If there's a wall collision on the same frame as a ceiling collision, it should now be shown instead of silently ignored.
  • half life blue shift mouse lock

  • Frames after the collision are now colored pink, making it possible to tell which frames exactly caused the collision.
  • This way if the collision is right in the middle between two frame bulks, it remains visible.
  • The collision now colors the frame during which the collision has occurred, rather than the next frame.
  • Significantly improved player path collision display:.
  • half life blue shift mouse lock

    Fixed bxt_tas_optim_init on 1-frame-long frame bulks.Added bxt_tas_editor_toggle s00, s01, s10, s11, useful for wiggle-style TASes.Added bxt_show_only_viewmodel support for 3248/4554 builds (thanks Moved less-useful info from bxt_hud_entity_info 1 to 2 (thanks Disabled skybox by default when using bxt_wallhack (thanks Added bxt_disable_nightvision_sprite 1 to disable the night vision sprite in Opposing Force without replacing the file (thanks Crash prevention now keeps the timer running, but colors it red until bxt_timer_reset, so races and marathons can continue past the crash (thanks Fixed hook of V_CalcRefdef for Opposing Force on Linux, which fixes bxt_freecam and related functionality (thanks bxt_hud_entity_info now shows if func_door entities can be opened by monsters (thanks Added bxt_hud_game_color and bxt_hud_game_alpha to change color and alpha of in-game HUDs (thanks Brush entity origins shown in bxt_hud_entity_info 2 now make more sense (they are now based at the mins/maxs center instead of 0, 0, 0) (thanks Added patterns for Aliens vs Predator 2 and OpenAG (thanks support improvements:.










    Half life blue shift mouse lock