Rune Central
http://runequake.com/forums/

v0.13 final released - 7/2/2004
http://runequake.com/forums/viewtopic.php?f=9&t=389
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Author:  Jozsef [ Sat Feb 07, 2004 3:39 pm ]
Post subject:  v0.13 final released - 7/2/2004

http://joequake.quake1.net

damn, I really hope it doesnt contain fatal bugs :)

Author:  Stryker =P [ Sat Feb 07, 2004 4:00 pm ]
Post subject: 

File Not Found...

It placed
- Autoreport
# With command binds and disconnect easily (tp_report 0/1/2/3/4) - Teamplay ' % '
# %a - armor
# %h - health
# %b - to better weapon and ammo
# %r - rl status
# %t - current teams of the departure
# %d - last death location
# %A - armor type
# %p - powerups

?

Author:  Stryker =P [ Sat Feb 07, 2004 4:08 pm ]
Post subject: 

Face adds the communication commands... This limit of 72 fps I very found bad I need at the very least 300 fps I leave the maximum 999fps thus each one I adjust as to want... The Bestweapon does not function: /

Author:  Stryker =P [ Sat Feb 07, 2004 4:11 pm ]
Post subject: 

Joe changes engine of the sound of joequake for the one of glxquake

Author:  HydrO...! [ Sun Feb 08, 2004 3:23 am ]
Post subject: 

just downloaded the this updated version of joequake. The installation went fine, joined a couple servers to test it out, then the player models started to disapear completely as if I were battling a player with constant ring of invis. I've also seen the player models change into "the venge head" floating in the air.


I will take a SS next time.
hope this helps.

Author:  JackHole [ Sun Feb 08, 2004 5:01 pm ]
Post subject: 

I have seen this also but so far only in older demo's I watched.

Vengence head is the bloody mouthed dead quake head model.

Author:  Baker [ Sun Feb 08, 2004 10:31 pm ]
Post subject: 

Yes, confirmed. The players end up looking like "heads" wandering around.

Not quite looking like Vengeance heads, they look different than that.

Author:  sputnikutah [ Sun Feb 08, 2004 11:50 pm ]
Post subject:  dissapearing entities

I have noticed this due to the gibfilter,

in the source it includes all alias models to be filtered out...
i just replaced the code with this snippet:
Code:
if (cl_gibfilter.value)
{
   if (!strcmp(ent->model->name, "progs/h_player.mdl")
   || !strcmp(ent->model->name, "progs/gib1.mdl")
   || !strcmp(ent->model->name, "progs/gib2.mdl")
   || !strcmp(ent->model->name, "progs/gib3.mdl"))
   continue;
}

doesnt support monster gibs :(

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