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 Post subject: v0.13 final released - 7/2/2004
PostPosted: Sat Feb 07, 2004 3:39 pm 
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Joined: Fri Oct 24, 2003 2:09 pm
Posts: 252
Location: Hungary
http://joequake.quake1.net

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


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 Post subject:
PostPosted: Sat Feb 07, 2004 4:00 pm 
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Joined: Thu Feb 05, 2004 1:24 am
Posts: 9
Location: Londrina
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

?

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PostPosted: Sat Feb 07, 2004 4:08 pm 
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Joined: Thu Feb 05, 2004 1:24 am
Posts: 9
Location: Londrina
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: /

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PostPosted: Sat Feb 07, 2004 4:11 pm 
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Joined: Thu Feb 05, 2004 1:24 am
Posts: 9
Location: Londrina
Joe changes engine of the sound of joequake for the one of glxquake

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PostPosted: Sun Feb 08, 2004 3:23 am 
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Joined: Sun Mar 16, 2003 8:55 pm
Posts: 27
Location: Vancouver
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.

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PostPosted: Sun Feb 08, 2004 5:01 pm 
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Joined: Sun Mar 16, 2003 3:34 pm
Posts: 35
Location: Vancouver USA
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.

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PostPosted: Sun Feb 08, 2004 10:31 pm 
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Joined: Sun Mar 09, 2003 10:47 pm
Posts: 1612
Location: Ohio
Yes, confirmed. The players end up looking like "heads" wandering around.

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

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quake.ihoc.net, Rockets/jet/7 runes
quake.singed.net, RQ on E1M7
http://www.GameStatus.Net stats, http://www.GameAholic.Net Q1 servers


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 Post subject: dissapearing entities
PostPosted: Sun Feb 08, 2004 11:50 pm 
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quake.intertex.net
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Joined: Sat Nov 15, 2003 7:39 pm
Posts: 243
Location: Kansas City!
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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