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to many PATHS (shade-c EVO) #472510
05/02/18 11:53
05/02/18 11:53
Joined: Mar 2018
Posts: 37
Blobfist Offline OP
Newbie
Blobfist  Offline OP
Newbie

Joined: Mar 2018
Posts: 37
Hello everybody!

I decided to play around with shade-c and failed at step 1, implicating shade-c... tongue

The moment I add all necessary scripts:
Code:
//include Shade-C
#define PRAGMA_PATH "shadec"
#include "shade-c.h"

#include "common.h"




I get the following errors:


And here are all the PATHs included in my project:


Everything works perfect before including shade-c.
But the moment I try to add shade-c, the engine decides, that life is to handle and commits suicide.
I couldn't find anything about this specific, unfortunate series of engine suicides in the manual.

Or, have I in actuality committed murder through negligently implantations?! shocked


Last edited by Blobfist; 05/02/18 11:55.
Re: to many PATHS (shade-c EVO) [Re: Blobfist] #472514
05/02/18 12:08
05/02/18 12:08
Joined: May 2009
Posts: 5,377
Caucasus
3run Offline
Senior Expert
3run  Offline
Senior Expert

Joined: May 2009
Posts: 5,377
Caucasus
Hi.

Open shade-c.h and you'll be surprised that it has dozens of paths there too.. Acknex doesn't really like too many paths/folders. I would recommend you to keep their count to as small as possible. F.e. don't use subfolders like footsteps, weapons etc. After compiling your game into .exe it won't really matter anyway.

Greets.


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Support me on: https://boosty.to/3rung
Re: to many PATHS (shade-c EVO) [Re: 3run] #472518
05/02/18 13:45
05/02/18 13:45
Joined: Mar 2018
Posts: 37
Blobfist Offline OP
Newbie
Blobfist  Offline OP
Newbie

Joined: Mar 2018
Posts: 37
That did the trick!


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