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 Post subject: Rune Quake Version 1.3 Released
PostPosted: Tue Jan 01, 2008 3:23 am 
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Changes:

http://www.runequake.com/docs/Changes.htm

Source:

ftp://ftp.runequake.com/quake/runequake ... .3-src.zip

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 Post subject: Re: Rune Quake Version 1.3 Released
PostPosted: Tue Jan 01, 2008 5:42 pm 
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midair mode sounds exciting :)

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 Post subject: Re: Rune Quake Version 1.3 Released
PostPosted: Tue Jan 01, 2008 9:43 pm 
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It's not entirely finished though. It should only be played on RA maps for now until I put some of the midair maps in the rotation. Actually, the only map I think you need for it is endif. For more info about midair, see its homepage http://www.freewebs.com/midair/info.html

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 Post subject: Re: Rune Quake Version 1.3 Released
PostPosted: Wed Jan 02, 2008 6:05 pm 
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Will midair be hosted anywhere on the shmack server? Did you hint that you put a votable option for midair in port 26001?

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 Post subject: Re: Rune Quake Version 1.3 Released
PostPosted: Thu Jan 03, 2008 12:41 am 
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vote-midair or midair

This will work on 26002, but because you need height for this mod to work, only maps like arenax will work properly. In the future, it'll spawn on endif.

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 Post subject: Re: Rune Quake Version 1.3 Released
PostPosted: Sat Jan 05, 2008 7:54 pm 
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Mid-air mode is a lot of fun.

Some of the changes in RuneQuake 1.3 are excellent (the not binding keys thing and the no more FOV changes are wonderful).

/Hopes that 1.4 has lightning gun discharge enabled in match mode.


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 Post subject: Re: Rune Quake Version 1.3 Released
PostPosted: Tue Jan 15, 2008 7:50 pm 
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Baker wrote:
Hopes that 1.4 has lightning gun discharge enabled in match mode.


Yes, it will.

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 Post subject: Re: Rune Quake Version 1.3 Released
PostPosted: Wed Jan 16, 2008 12:15 am 
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Slot Zero wrote:
Baker wrote:
Hopes that 1.4 has lightning gun discharge enabled in match mode.


Yes, it will.


Excellent!


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 Post subject: Re: Rune Quake Version 1.3 Released
PostPosted: Wed Jan 16, 2008 12:27 am 
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In Midair mode I assume the higher the opponent is in the air the more damage is done? How do you go about handling the damage when the player is below his origin of leaving the ground?

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 Post subject: Re: Rune Quake Version 1.3 Released
PostPosted: Fri Jan 18, 2008 4:21 am 
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That's not how it's done... The amount of damage is determined by the distance to the ground when the player is damaged...

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 Post subject: Re: Rune Quake Version 1.3 Released
PostPosted: Sun Jan 20, 2008 6:04 pm 
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Ok, what if a player is directed by a rocket jumping over a gap? What if this gap is 500 units above the ground below?

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 Post subject: Re: Rune Quake Version 1.3 Released
PostPosted: Wed Jan 23, 2008 2:11 am 
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The jumping player will have to hope that the player's exact center is over the higher area when the damage is inflicted, and for the duration when the gap is directly below, the possible damage is much higher!

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