![]() No clipping through walls and other objects. Much improved marine select screen: No shaky camera movement. I can circumvent it by just using different player models for each skin instead. If I can't figure this one out or if it's some kind of engine limitation that forbids different skins on different players then that's fine. So all players can use individual models, they just can't use individual skins right now. Not sure what's going on there or how to fix it, so this one might never get fixed unless anybody else has any ideas.Ģ: In multiplayer, all players will share the same skin index. It'll also save and load the runes so you can progress to Shub's level no problem. The game itself registers what runes you've picked up just fine. In the meantime, here's the almost finished beta.This is a massive update that fixes and improves a whole bunch of things so you'll definitely wanna upgrade to this one:ġ: The runes don't show up on the HUD for some weird reason. In other news, I got v1.1 pretty much finished! Just need to sort out a couple of minor bugs before I release the final version with the source code. It would be a fun challenge, but it would also be a whole lot of work, and I already have several other things I wanna do with Quake and limited time to do them so. I'm probably not gonna try to add Q2 monsters to Quake. Hey Hal9000, that looks pretty cool! And thanks for the kind words as well :) ![]() On a side-note, does anyone know how to get in touch with the people who made Dwell? I was able to get Dwell working with my mod by decompiling their progs.dat, and I wanted to ask them if it's alright to release a (closed-source) q2m progs.dat with their source code baked into it. Ammo counter wouldn't update when the player picked up a weapon with the same ammo type as the one currently equipped. Q2M wouldn't automatically switch to a different weapon if the ammo left was above zero but less than the amount needed to fire again. Except Kex, which seems to have zero respect for autoexec.cfg. '9' and '0' key bindings should work properly for the railgun and BFG in all engines now. Added arrow key controls to marine-select screen. Didn't work in Quake Kex and was sorta pointless anyway. Wheel scrolling to change weapons has been improved: it's no longer locked to one-weapon-at-a-time the way it was before. The change-weapon animations still play, but there's no need to wait around for them to finish anymore. You can now start firing your gun again right away after switching to a different weapon, same as regular Q1. Upped damage output for some weapons just a teeny bit to make them more competitive with the Q1 arsenal. If you got any feedback or suggestions I'd love to hear about that as well :Dĭon't forget to check out the readme for more info! Try it out, enjoy, and please let me know about any bugs you find. It puts all the player weapons from Quake 2 into Quake. There's been quite a bit of code restructuring going on, so the instructions for modders have been updated as well. Several other small tweaks, improvements and bugfixes. Updated player obituaries to include Quake 2 messages. Decreased the hyperblaster's recovery time. Fixed Q2 item placements sometimes being off. Fixed orientation of the BFG blast-sphere sprite. Fixed railgun effect being invisible for other players in coop/deathmatch. Fixed a deathmatch bug with backpacks where new weapons wouldn't get added to the player's inventory. Fixed backpacks giving the wrong amount of armor and deducting cells down to 100 if the player's ammo was already maxed out. Fixed wrong weapon models showing up in Underdark Overbright's Shub-level. ![]() Changed marine select-menu to display the right weapon/ammo-loadout for Q1 and Q2. No more shaky camera movements or clipping through walls either. So in other words, no more trippy visions of floating eyes and spinning marines all over the place in coop and deathmatch. This version uses weapon models, which are client-only, to display the marines. Only problem was, they were visible to all other players as well. ![]() Improved marine select-screen: Previous versions used regular models to display marine choices to players. Tap the number keys to cycle through them.
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