Rune Central

The Official Rune Quake Message Board
It is currently Sun Dec 22, 2024 10:11 am

All times are UTC - 5 hours [ DST ]




Post new topic Reply to topic  [ 12 posts ] 
Author Message
 Post subject: Rune Quake Version 1.3 Released
PostPosted: Tue Jan 01, 2008 3:23 am 
Offline
Site Admin
User avatar

Joined: Fri Mar 07, 2003 7:41 pm
Posts: 1258
Location: New Jersey, USA
Changes:

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

Source:

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

_________________
Slot Zero
Image


Top
 Profile  
Reply with quote  
 Post subject: Re: Rune Quake Version 1.3 Released
PostPosted: Tue Jan 01, 2008 5:42 pm 
Offline
User avatar

Joined: Sun Oct 09, 2005 4:48 am
Posts: 392
Location: Hey look! Secret Message!!!!
midair mode sounds exciting :)

_________________
If you see me online, say Hi :)


Top
 Profile  
Reply with quote  
 Post subject: Re: Rune Quake Version 1.3 Released
PostPosted: Tue Jan 01, 2008 9:43 pm 
Offline
Site Admin
User avatar

Joined: Fri Mar 07, 2003 7:41 pm
Posts: 1258
Location: New Jersey, USA
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

_________________
Slot Zero
Image


Top
 Profile  
Reply with quote  
 Post subject: Re: Rune Quake Version 1.3 Released
PostPosted: Wed Jan 02, 2008 6:05 pm 
Offline
User avatar

Joined: Sun Oct 09, 2005 4:48 am
Posts: 392
Location: Hey look! Secret Message!!!!
Will midair be hosted anywhere on the shmack server? Did you hint that you put a votable option for midair in port 26001?

_________________
If you see me online, say Hi :)


Top
 Profile  
Reply with quote  
 Post subject: Re: Rune Quake Version 1.3 Released
PostPosted: Thu Jan 03, 2008 12:41 am 
Offline
Site Admin
User avatar

Joined: Fri Mar 07, 2003 7:41 pm
Posts: 1258
Location: New Jersey, USA
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.

_________________
Slot Zero
Image


Top
 Profile  
Reply with quote  
 Post subject: Re: Rune Quake Version 1.3 Released
PostPosted: Sat Jan 05, 2008 7:54 pm 
Offline

Joined: Sun Mar 09, 2003 10:47 pm
Posts: 1612
Location: Ohio
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.


Top
 Profile  
Reply with quote  
 Post subject: Re: Rune Quake Version 1.3 Released
PostPosted: Tue Jan 15, 2008 7:50 pm 
Offline
Site Admin
User avatar

Joined: Fri Mar 07, 2003 7:41 pm
Posts: 1258
Location: New Jersey, USA
Baker wrote:
Hopes that 1.4 has lightning gun discharge enabled in match mode.


Yes, it will.

_________________
Slot Zero
Image


Top
 Profile  
Reply with quote  
 Post subject: Re: Rune Quake Version 1.3 Released
PostPosted: Wed Jan 16, 2008 12:15 am 
Offline

Joined: Sun Mar 09, 2003 10:47 pm
Posts: 1612
Location: Ohio
Slot Zero wrote:
Baker wrote:
Hopes that 1.4 has lightning gun discharge enabled in match mode.


Yes, it will.


Excellent!


Top
 Profile  
Reply with quote  
 Post subject: Re: Rune Quake Version 1.3 Released
PostPosted: Wed Jan 16, 2008 12:27 am 
Offline
User avatar

Joined: Mon Oct 13, 2003 11:01 pm
Posts: 99
Location: Iowa
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?

_________________
BAM!!


Top
 Profile  
Reply with quote  
 Post subject: Re: Rune Quake Version 1.3 Released
PostPosted: Fri Jan 18, 2008 4:21 am 
Offline
zop.runequake.com
User avatar

Joined: Fri May 02, 2003 8:46 am
Posts: 343
Location: Palm Desert, CA
That's not how it's done... The amount of damage is determined by the distance to the ground when the player is damaged...

_________________
a random mod server: zop.runequake.com


Top
 Profile  
Reply with quote  
 Post subject: Re: Rune Quake Version 1.3 Released
PostPosted: Sun Jan 20, 2008 6:04 pm 
Offline
User avatar

Joined: Mon Oct 13, 2003 11:01 pm
Posts: 99
Location: Iowa
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?

_________________
BAM!!


Top
 Profile  
Reply with quote  
 Post subject: Re: Rune Quake Version 1.3 Released
PostPosted: Wed Jan 23, 2008 2:11 am 
Offline
zop.runequake.com
User avatar

Joined: Fri May 02, 2003 8:46 am
Posts: 343
Location: Palm Desert, CA
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!

_________________
a random mod server: zop.runequake.com


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 12 posts ] 

All times are UTC - 5 hours [ DST ]


Who is online

Users browsing this forum: No registered users and 13 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group