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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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