![]() |
![]() |
![]() |
![]() |
![]() |
||
![]() ![]() ![]() ![]() ![]() |
4.23.2000
Well, it's been a week without posts. I'd like to say that it's because I've been to busy with schoolwork to code, but that's only partially true. In fact, I've been to busy with school to both write mods and play Q3Fortress. Damn those infernal coders for bringing my favorite mod to Q3A. On the bright side, Fatneck had the Lord of the Pit code finished today until I found a minor bug. Then we decided to add support for the old king of the hill maps he made last year. Then we decided to add other features. All I can say is that I think it'll be done this week. At least I can guarantee that I WON'T be too busy playing the Daikatana demo to code. At this point I'm thinking of porting LotP to Q3A, then finishing up the Jihad beta, and then finishing the sequel to Buy a BFG. Assuming, of course, I don't get distracted... hey, what's that shiny thing over there? 4.16.2000 Well, it's been a slow week as far as posting goes. But if any of you out there are waiting for classic Quake mods, you'll be happy to know why I've been lagging on my news posts... I've been coding. Coding, and modeling like a madman (sorry). Milkshape 3d, while not quite as powerful as 3d Studio Max, happens to be about $3479 less. Unfortunately, I only have 12 days left in which to use it before I have to pay for it. The code for Lord of the Pit is being finalized, and it'll be released in the next few days. Keep watching the PQ front page for the release. 4.10.2000 Another bugfix for the Buy a BFG mod today. Again, nothing you'd probably find unless you were looking for it, but I fixed a problem with the new cvars when they were negative. Now it uses the default values when that happens. I'd love to see servers running any of these mods... if you do start one, send me an email and I'll happily post your address. 4.09.2000 I got a minor bugfix for the Buy a BFG mod today. It's nothing you'll probably notice, but I'm fairly sure the four new cvars were client-configurable. Now they're not... I think. Damn my lack of beta testers. On a side note, I'm going to expand the idea into a full-fledged mod when I get the time. What about things like that Q1 mod I've been mentioning lately? Well, I normally have the attention span of a ferret on crack when it comes to working on a mod, hence the mods that usually take less than two days to build. I am actually still working on it when I have the time, and it's got a name now. Stay tuned for Jihad... 4.07.2000 Well, I finally have that mod releasable, about 36 hours later than I wanted. To say that I'm pissed at the source right now would be an understatement. I spent about 8 hours trying to get the output formatted correctly, and the 4.06.2000 Ye gods, this has been a terrible week. I have a pre-alpha version of that Q1 mod done. What that means is that I have 95% of the coding, half of the graphics, and a few sounds done. It's nearly playable, except that one of the alien's weapons isn't done and another 2 are slighly b0rked. I know, you want mods and not excuses. So I'm going to steal Jeh's idea for a UT mutator and make the "buy a BFG" mod. Should take about 20 minutes to program, and I'll have it out tomorrow evening. Until then, Madman out. 3.24.2000 Nothing like a life of chaos and anarchy to interfere with plans for one's mod. Ok, so there hasn't actually been any rioting around here, but I've still managed to remain pretty damn busy. I do have a few new things for you, though. To your left, you'll notice two new sections. The about page has contact info and a biography composed entirely of lies. The misc section has just that, the unsorted rubbish lying around in my directories. Check back on it every once in a while for maps, skins, alpha versions of mods, and whatever else I feel like giving away. Right now there's a pair of skins for Bones in there, and I'm nearly done with an alpha version of a Q1 mod. It might make it in there this afternoon before I go home and go offline for 9 days of Spring Break. 3.20.2000 Looks like the opening went well enough. Unfortunately it also looks like Hentai already used my rugby/Quake idea thingy in the Vis mod. So I'm going with my backup plan, a class-based deathmatch. No flags, no wacky scoring, just plain killing. Fatneck is also holding up his end of the team with some classic Quake mods in progress. The code for Lord of the Pit is finished and the maps are on the way. After that, who knows? Stay tuned... 3.15.2000 Tomorrow, the big opening. Unfortunately I won't be in town to see it or make any updates until Sunday. Rest assured that work is being done on both classic Quake and Q3A mods, and SQuake in particular is getting dangerously close to the release date. Enjoy the site and check back on Monday for new stuff. 3.12.2000 Argh, I haven't updated in too long. Since it's getting close to the official opening, I went through my old mods and found some (gasp) bugs. So today I finished up the Rig v1.0, and Bazooka Quake is up to 1.4. The latest releases fix a few crashing bugs on the rig, and add a weapon drop plus a few minor bugfixes to Bazooka Quake. Now click on the Quake button for a bit of classic fragging. 4.07.2000 Well, I finally have that mod releasable, about 36 hours later than I wanted. To say that I'm pissed at the source right now would be an understatement. I spent about 8 hours trying to get the output formatted correctly, and the 4.06.2000 Ye gods, this has been a terrible week. I have a pre-alpha version of that Q1 mod done. What that means is that I have 95% of the coding, half of the graphics, and a few sounds done. It's nearly playable, except that one of the alien's weapons isn't done and another 2 are slighly b0rked. I know, you want mods and not excuses. So I'm going to steal Jeh's idea for a UT mutator and make the "buy a BFG" mod. Should take about 20 minutes to program, and I'll have it out tomorrow evening. Until then, Madman out. 3.24.2000 Nothing like a life of chaos and anarchy to interfere with plans for one's mod. Ok, so there hasn't actually been any rioting around here, but I've still managed to remain pretty damn busy. I do have a few new things for you, though. To your left, you'll notice two new sections. The about page has contact info and a biography composed entirely of lies. The misc section has just that, the unsorted rubbish lying around in my directories. Check back on it every once in a while for maps, skins, alpha versions of mods, and whatever else I feel like giving away. Right now there's a pair of skins for Bones in there, and I'm nearly done with an alpha version of a Q1 mod. It might make it in there this afternoon before I go home and go offline for 9 days of Spring Break. 3.20.2000 Looks like the opening went well enough. Unfortunately it also looks like Hentai already used my rugby/Quake idea thingy in the Vis mod. So I'm going with my backup plan, a class-based deathmatch. No flags, no wacky scoring, just plain killing. Fatneck is also holding up his end of the team with some classic Quake mods in progress. The code for Lord of the Pit is finished and the maps are on the way. After that, who knows? Stay tuned... 3.15.2000 Tomorrow, the big opening. Unfortunately I won't be in town to see it or make any updates until Sunday. Rest assured that work is being done on both classic Quake and Q3A mods, and SQuake in particular is getting dangerously close to the release date. Enjoy the site and check back on Monday for new stuff. 3.12.2000 Argh, I haven't updated in too long. Since it's getting close to the official opening, I went through my old mods and found some (gasp) bugs. So today I finished up the Rig v1.0, and Bazooka Quake is up to 1.4. The latest releases fix a few crashing bugs on the rig, and add a weapon drop plus a few minor bugfixes to Bazooka Quake. Now click on the Quake button for a bit of classic fragging. 3.03.2000 Minor bugfix for Escalation involving the computer players spamming with a "cashed in 0 frags" message. I'm working on the high score table code, which I plan to release to the public when I finish. Should have it out soon if all goes well. 3.01.2000 Today's the day of the official Escalation v1.0 release. The bots know how to play now, so grab it for a bit of single-player action. You still don't need anything to play online, of course... just find a server and go.  It's waiting for you on the Q3A page. 2.29.2000 I've been sick. Woohoo. In other news, I have a partner now... allow me to introduce you to Fatneck. Right now he's working on rewriting some of his older Quake mods, and I'll likely be porting a few of our joint projects to Q3A. Things to look forward to: Super Quake, Lord of the Pit, and something called QBall. That last one is like rugby with rocket launchers. Of course, I'm still working on getting my existing Q3A mods into a final form and I have that secret Quake conversion lying around. It's going to be busy around here, so check back when you can. 2.24.2000 Well, I made it to PlanetQuake... thanks, Hellchick. I'm also working on the "About" section, so you can find out who's bringing this wacky stuff to the world of Quake. 2.23.2000 Got a new one for you. Another Q3A mod... I'm finally learning my way around that #$%!ed up code. There's something to be said for the simplicity of QuakeC; it has a kind of inner beauty. Or I've been smoking too much crack again. 2.22.2000 Update #2. I dug out a deathmatch mod I made this summer. I like to call it Bazooka Quake. You know, because you have a bazooka and stuff. It's waiting for you on the Quake page. 2.18.2000 First day of the site. It's nice to finally have this up and running after a year or so of procrastinating. Don't worry, though, I plan on updating this place at least weekly. For now I have the beta of my Q3Score mod for your fragging enjoyment, plus a handful of classic Quake mods in storage just waiting to get out and get some fresh air. Check back in a day or two. Some newer old news Back to front page |
|||
![]() |
![]() |
![]() |