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#472510 - 05/02/18 13:53 to many PATHS (shade-c EVO)
Blobfist Offline

Registered: 03/20/18
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:
//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

Edited by Blobfist (05/02/18 13:55)

#472514 - 05/02/18 14:08 Re: to many PATHS (shade-c EVO) [Re: Blobfist]
3run Offline
Senior Expert

Registered: 05/05/09
Posts: 5064
Loc: Caucasus

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.

Looking for free stuff?? Take a look here:

#472518 - 05/02/18 15:45 Re: to many PATHS (shade-c EVO) [Re: 3run]
Blobfist Offline

Registered: 03/20/18
Posts: 37
That did the trick!


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