What's
New In The Year 2004? |
|
|
Wednesday,
December 15, 2004 by
Slot Zero |
- I finally tracked down the bug that
would cause players to stick together when one of them was caught in
ice/glue. I first observed this bug many moons ago with
Crazicracker. Thanks to Fuzzy for helping me recreate the
effect.
- The anti-pack rune wasn't switching
to your best weapon when your current weapon was an alternate weapon
and had been removed. This is fixed.
|
|
|
Saturday,
November 27, 2004 by
Slot Zero |
- Weirdness bubble weirds out zombies
and shamblers. Someone suggested this to me a long time ago.
My apologies for forgetting who it was.
- The vote-team command stopped
working on the Quakeworld server. It should be fixed for good
now.
- You can use your hook to activate
buttons. Feature request for Zop.
- The following runes were made team
friendly; glue, blizzard, anti-pack, and tornado. The anti-pack
and tornado particle color will be replaced with the owner's team color.
- Pets no longer trip your teammates
traps.
- Sonar rune has merged with cloaking.
- A fire walker can walk in low levels
of lava without damage.
- Shootphobia (weirdness rune)
prevents hook usage.
- You can only get caught in one ice trap
at a time.
- Hope you all had a happy
Thanksgiving!!
|
|
|
Monday,
October 11, 2004 by
Slot Zero |
- If two or more votes of the same
type are initiated
consecutively, anyone who voted will retain his vote until a different
vote is initiated or the level changes. For example, someone
initiates a vote for DM6. You vote 'yes' but the vote expires
(gets cancelled). If the very next vote is for DM6, you won't
have to retype 'yes' again; it's automatically done for you.
Thanks to Toyo MR2 for the suggestion.
- The requiem rune now has a max
health of 150 and a 50 point increase in whatever armor type you have.
- You can only get caught in one glue
trap (super blue stuff) at a time. In addition, the glue no
longer lands in the exact same spot when you stand still and fire.
- The switch rune bug which causes
your head to permanently tilt has been fixed. Thanks to 'oh
snap' for giving me the motivation to fix it.
|
|
|
Saturday,
July 20, 2004
by
Slot Zero |
- I'm testing a new alternate weapon
for the rocket launcher. It allows you to bounce rockets off
walls and players, doing damage in the process.
- The new voting system appears to be
working flawlessly. There are over a dozen new commands.
You can get a brief description of each command in the game by typing
help-vote. Have a vote option suggestion? Let
me know!
- The zen monk hook damage bug has
been fixed. Thanks to Zop for the bug report.
- In practice mode, because alternate
weapons are off, you couldn't hit 1 twice for hook. This is
fixed.
|
|
|
Saturday,
July 10, 2004
by
Slot Zero |
- There is a new voting system in
place. I'm still working out the specifics which is why I
haven't announced the full instructions on the forum. This new
system will allow for many new voting options.
- Vampire no longer rots twice as fast
when mega health is picked up first. This is an RJS bug that I
thought had been fixed years ago.
- Dropped clients no longer leave
quad/pent hat behind.
- Practice mode wasn't displaying the
amount of health of your attacker when you were killed.
- Ice traps/blizzard no long make
jumping noises when frozen.
- The constant tilting of your screen
when you fire your weapon has been removed. This is especially
noticeable when you are firing the lightning gun or nail gun.
|
|
|
Sunday,
May 23, 2004
by
Slot Zero |
- Added a new rune called Requiem
Rune. This rune works much like regeneration except that you
only regenerate the item you're standing on. Regenerating items
include armor, ammo, and health boxes.
- Telefrag Deflect has no maximum
deflects.
- Bouncing Betty and Tornado Rune are
more like weapons now in that they require ammo instead of having a
preset amount.
- Quakeworld Bugfix; If you set
infokey_maps and changed to non-rotation map using 'map <level>', the
server wouldn't leave intermission after timelimit or fraglimit
expired. Thanks to Mr. Happy for the bug report and help with
debugging.
|
|
|
Thursday,
May 06, 2004
by
Slot Zero |
|
|
|
Friday,
April 30, 2004
by
Slot Zero |
- Rune Quake Version 1.0 has been
released! It's been almost a year since my last release, so I
urge anyone using version 0.9 to update immediately. If you're a
developer, there are tons of new functions that utilize the qccx
project, internal.qc. Click
here for a list of changes, although this list does not do this
release any justice. To download, click
here.
Please do not hesitate to e-mail me with your comments or complaints!
|
|
|
Sunday,
April 04, 2004
by
Slot Zero |
- A free-look observer wasn't
teleporting through the level exits. Not only is this fixed, but
the destination of the teleporter will remain fixed to the last
position of the last player who used it. This is useful for
following players.
- I was developing a new type of armor
when I thought it might be interesting to add this feature to all of
the armors on the level. The armors will change from
green to yellow to red and then back to green again rather quickly.
If you already have a better armor class than the one you are touching,
the rotation stops and you'll have to move away from the armor and then
wait a bit before the rotation will begin again. If you have any
comments please feel free to post them on the forums.
- You get a quad or pent hat when you
pick up the corresponding power-up.
|
|
|
Saturday,
April 03, 2004
by
Slot Zero |
- Portions of the April Fool's theme
suggested by Zop.
- The switch rune no longer switches
your keys. Bug report by Zop.
- Players can no longer hook on to
your spawn shields. Suggestion from Toyo MR2.
|
|
|
Sunday,
February 29, 2004
by
Slot Zero |
- If you are near a power-up and
someone else picks it up, you'll see a "Denied!" message at the top of
your screen.
- Telefrag deflect doesn't push you
forward when you teleport. For best results, let go of the
forward key just before you enter the teleporter.
- The anti-pack rune no longer
switches to your best weapon unless the weapon you're carrying is
removed.
|
|
|
Thursday,
February 26, 2004
by
Slot Zero |
- There was a bug with the blizzard
and ice trap code that would prevent the firing of your weapon
immediately after your release from being frozen. This is fixed.
|
|
|
Wednesday,
February 25, 2004
by
Slot Zero |
- You can fire your lightning gun
under water/slime/lava while holding the Thor rune. Suggestion
from Toyo MR2.
- The electric rune takes half damage
from the lightning gun. The damage is actually converted into
cells, so you can watch your cells grow as you're being attacked!
- The multiplayer exit barriers are
automatically removed on all levels that contain them, even custom.
The one exception is e1m1, which is used to get the RL on the top of
the crate.
- Sonar value for distance "D" has
been converted to my interpretation of feet. Judging from the tiles on
e1m2 (by quad), 1 foot is exactly 1 tile.
- The athletics rune carries an extra
25 points of health. You're also rewarded with 25 health points
when you pick it up. Suggestion from Zop.
- Bouncing Betty launches an extra
betty when you die.
- I weakened the magic shotgun (ALT-2)
just a bit.
|
|
|
Thursday, January 01, 2004
by
Slot Zero |
Happy New Year Everyone!
- Zop is back in full force working on
Zopmod2. For more information, check out the Zopmod2
Forum.
- In QuakeWorld, I fixed the vote-hook
bug that kept resetting the hook back from its voted state.
The console aliases now work as well.
- I've reversed the default cycle-alternates
toggle from off to on.
- Added a new command to list some of
the more popular commands in the mod. Type 'commands' in the
console.
- All of the votes (exit, team, hook)
expire instead of nagging you with a message every two minutes. The
duration of a vote lasts for about 30 - 45 seconds.
- There are two new weapons; Magic
Shotgun (ALT-2) and the Gas Grenades (ALT-6).
- There are 4 new runes; anti-pack, telefrag
deflect, bouncin' betty, and tornado.
- Some of the level exit teleporters
have destinations added to them that lead to other teleporters or strategic
places on the map. You'll spot the deathmatch exit barriers
removed in these instances.
- Typing vote-exit works
normally again and no longer produces the same output as when you
type levels.
|
|
[2003]
|