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Finally, at long last, SQuake is complete. Well, complete as far as this release is concerned. I have fixed all the bugs, I hope, and cleaned up all of my miscellaneous debugging lines, I hope. I added two whole butt-loads of death messages to the ClientObituary. Unfortunately, I had to remove the GameFlags and GameConfig code I had put in hoping to allow client configurations for weapon pickups, etc. It seems that ALL the variables on the Quake console are server side. So no matter what your clients set them to, they will still read the server values. Byargh. So it seems I'll have to leave that feature out, until I do SQuake2.
Alright kiddies, SQuake has almost reached a releasable form. Actually, it's been releasable for quite a while. I just keep coming up with new "junk" to add to it. The most recent development being the addition of GameFlags and GameConfig flags. GameFlags will allow the server to customize how the games run (No Armor, Weapons Stay, Item Respawn, etc). And GameConfig flags will allow the individual clients to configure how they play the game (Auto-Switch best weapon, etc). Right now I'm in the process of rounding up all the damagetypes to reconstruct the ClientObituary. I believe I'm about 1/3 done with that, so I hope I'll be able to post the first public version of Super Quake this weekend. Keep your fingers crossed.
Ok, so it's not quite the weekend anymore, though it's awful close. It is currently ~12:30am, Monday, October 23, 2000. I've just sent a test copy of SQuake to "a madman" for his review/scrutiny. All is ready for launch, with the exception of the ClientObituary, which I've deleted completely in order to rewrite it. SO - The first release of SQuake should be this coming Halloween weekend, since I do not expect the writing of the ClientObituary to take very long. For all you classic Quakers still out there, a time of rejoicing is at hand. Well, almost... heh heh.
I've been working diligently on coding the weapons from the original SQuake. Progess is going well, except when I start "testing." Occasionally I retest the WHOLE thing for hours at a time, and that's no good. I ran an idea I had past "a madman" about possibly doing some kind of "Weekend State of the Code" update. He agreed that it would make us look more productive if we actually posted even the tiniest bit of news at least once a week. So look forward to some new info in the next couple of days.
*Ahem* Uhm, testing, testing... What? Whaddya mean I gotta... Oh for the love of *xxzxxsxsxz*. Ok, that's better. Hello, my name is Fatneck. The mysterious partner of "a madman." Ok, since this is my first news update, I'll make it a good one. I am currently working on a mod for good old Quake 1. I've gotten as far as adding about half-a-dozen new weapons, including, but not limited to, a laser rifle, sniper rifle, flamethrower, and homing missiles. Most of it came from old code from the original SQuake mod, that's Super Quake not Linux SVGAQuake. Before I broke the code and lost the whole package 4 or 5 - hundred times. However, unlike my mod makin' fool, of partner, I won't be releasing it until I get at least all the original weapons reinserted, which shouldn't take too long. So there ya have it, my first news update, and a big one at that. Expect great balanced weapons, plenty of DM modes, and a killer new environment to DIE horribly in at the hands of your friends. MUA HAHAHAHAHAHA! 9.22.2000 Ok, after a long afternoon of making cool things, I managed to completely break the code. I hacked it back into shape long enough to catch a screenshot or two of some of the new weapons, though. Don't say I never gave you anything. The RPG and laser-guided missiles await your perusal on the miscellaneous page. I've also got a shot of the new concussion missile trail that has been called, by various sources, not only "keen" but "nifty" as well. You make the call. 9.20.2000 Ye gods. Sometime I wonder why I starting this website thing in the first place. After repartitioning and more things I'd rather not talk about, I finally have Q3A mostly functional on my system again. Now I just need to make myself functional. So why am I posting this short yet pointless update? Well, I've figured out the crash bug from Cash 'n Carry and I'll be posting that in the next few days. I think I've found a workaround to some of the annoyances I was running into on Bazooka Quake. Basically, I'm finally ready to get back to work. So's my partner. 8.17.2000 No work on the mods in the past few days. My broken CD burner has been taking up a fair amount of time with tech support on the phone, plus it's been screwing up the entire secondary IDE channel. Thus, no CD drives at all, i.e. no Quake 3 to test the mod. Never mind that I have the entire goddamn game installed on my hard drive, but that's a rant for another day. 8.14.2000 Tonight I managed to hack together the napalm missiles. I've also finished the RPG, the standard rockets have been done for a long time, and the laser-guided missiles are being worked on. The problem thus far is that they track too well - the damn things are nearly glued to your crosshair. 8.12.2000 Well, not too much to say today. Making good progress on Bazooka Q3 (except, again, on finding a decent name), and not quite as good of progress on that other one. I got the shrapnel bomb finished up, and it looks like the napalm rockets will also get done today. I've got a new screenshot for you, too. So get over there and check it out, you wacky kids, you. 8.11.2000 Ok, time for a few updates. 8.01.2000 Well, the Cash 'n Carry beta has a serious bug I'm investigating. Occasionally, and for no reason I can tell (well, other than the debug message it spews out, but the root cause is still unknown), the game dumps you back to the main menu. There are also a few gameplay issues I'll address in the next version, which will be out fairly soon. I can't give a date on it, though, because I'd like the next version to be 1.0. That means I need models and sounds. Anyone who feels like donating, please contact me. I can pretty much guarantee it'll be simple, I just don't have the tools to do it. 8.01.2000 Well, the Cash 'n Carry beta has a serious bug I'm investigating. Occasionally, and for no reason I can tell (well, other than the debug message it spews out, but the root cause is still unknown), the game dumps you back to the main menu. There are also a few gameplay issues I'll address in the next version, which will be out fairly soon. I can't give a date on it, though, because I'd like the next version to be 1.0. That means I need models and sounds. Anyone who feels like donating, please contact me. I can pretty much guarantee it'll be simple, I just don't have the tools to do it. 7.29.2000 Ok, as far as I can tell this thing is ready for beta release. I'm too lazy to make an actual webpage for it at the moment, though, so you can just look at the readme. When you're done with that, you can download it here.. Enjoy. 7.29.2000 Well, as far as I can tell the code is complete. I'm too damn tired to test it right now, though, seeing as it's now 7 in the morning. I did manage to hack bot support into it, which improves gameplay as least as much as you'd expect. Check back this evening, it'll be waiting for you. 7.28.2000 Whoops... game called on account of wedding. The odds that I'll get bot support into Cash and Carry tonight AND have time to attend this thing are approaching zero. Hate to say it, but it'll probably be tomorrow before this thing is released. Or at least post-midnight. 7.26.2000 Well, Cash 'n Carry is rapidly approaching a stable state. It's still not quite feature-complete, but it's close. Right now I'm adding a few cvars to make it more configurable. Before I get a final release I still need a few models and sounds, though. 7.24.2000 No, I didn't fall off the face of the Earth. Actually, I've been watching... waiting... for the time to strike! Or something. Anyway, I've been hard at work lately on my latest mod. Cash 'n Carry is the promised "sequel" to the Buy a BFG mod, but it offers much, much more. To sum it up in three words and a symbol, "Weapons = vending machines." I'll let you ponder that one for a while. 6.04.2000 Bah. 6.03.2000 Ok, finally got FTP back. Well, I can't really say "finally", since it was less than 12 hours, and on a weekend to boot, but when you have a mod to post you want to post it, y'know? Anyway, I set a new speed record for fastest mod, I think... Anarchy v1.0 was done in 20 minutes. I'll be posting it tonight as soon as I finish whipping up the new webpage and zip file for it. Trust me, you're gonna love it. Check back by midnight. 6.02.2000
6.01.2000 God. And I thought that a week without a post was a long time. But finals are over and I'm finally back online for the summer. Best of all, I come bearing gifts. Check out my newest Q3 mod, Soul Survivor. It's kind of a last man standing mod, except that when you kill someone you can claim their soul to regain one of your lives. To prevent the match from going on too long there's a sudden death mode where each kill is final. So go check it out, already. View even older news Back to front page |
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