If you are overflowing on connecting to alpha2.idsoftware.com, try setting;When I was playing I noticed people overflowing, but I never saw it happen during play (although it conceivably could I'm sure). I always saw a couple people get overflowed when the fraglimit was hit and the map restarted. Although you won't see who killed who (or who just killed you), following Disruptor's tip here may be helpful all the same.
In the console. This will only print any "say" message, and client connect/disconnect messages. This should *REALLY* cut down the number of messages you get.
Coop play works now, including coop savegames. I also fixed the savegame problems when under doors or on lifts.Unfortunately it sounds like version 3.10 savegames won't be compatible with the next release. At least cooperative will be there :).
We still have some game issues we need to hack around to allow coop to be played all the way through the game (like needing to pick up multiple power cubes, but still leave them for other coop players to grab), and the monster ai needs a bit of work for multiple players, but it will all be there for the next release.
[R2]7oF9 & [R2]BostonChick are holding a Quake 2 female skin contest for the official Ranger 2nd Battalion 2040 Clan (http://rangers.gamesnet.net) female skin. Info can be found at http://www.doitnow.com/~bstnchk/babe/.More mod and util stuff
Well... after a little more tweaking, head over to the download area to grab Flamebot Version 0.00251 - Beta. HOWEVER, this IS a beta, EXPECT bugs... and PLEASE read the readme.txt. Also please remember that it's only a beta release of a single component of a beta release. We'll get a FAQ up soon as you start asking some questions... but in the meantime... enjoy the beta of the waypoint code. Bug reports to firstname.lastname@example.org
Flambot can be found at:
David 'crt' Wright is still at it, working on Rocket Arena 2, a RA version of the popular mod for Quake2. The mod will have similar rules to the original (winner stays, loser leaves, with a holding area). David is also hard at work on a dynamic menu system for the mod, which he will eventually release, and will allow mod authors to use his code in their work. The map specifications have been set, and sent to the map authors to build thier maps to their specifications. Check out the Details can be found on the Rocket Arena page.
Douglas Winslow has created a new utility that "frees" up the CD under Linux, which normally would need to be mounted to run Quake2. The utility is meant to be mounted in place of the Quake 2. The author wants to stress that his utility isn't meant for people that have pirated copies of Quake2, they would normally not have the required CD in their possession, and that he Strongly objects to such usage. More info can be found here. Jobe Note: People who pirate id games should be burned at the stake.
Ridah, of QuakeRally fame, has posted information concerning the next version of Eraser bot to be released. Check it out at Team Impact, I'm not posting it here in trying to conserve space / bandwidth.
On a related note, work has started on a Q2 version of the Reaper Bot, absent it's original author, Steven Polge, who is doing AI work for Unreal. In other words, Unreal AI will ROCK. More info can be found by following this link.
Having had a little time to mull over some of the requests from mod authors and this list, I've decided to go ahead and implement a few of them.Bots. Bots. And a never ending stream of... more bots.
Chat messages ("say" and "say_team") are now done in the game code. Zoid in particular wanted this so he can do some cool CTF messaging stuff. His stuff should be applicable to most any teamplay type mod. Oh yeah, I made say_team actually work too ;-) Right now team is decided either by model or by skin, but I've made a couple of generic functions (ClientTeam abd OnSameTeam, if I recall) that could be modified to determine the team in other ways if desired. This stuff is already 90+% done and will definitely be in the next patch.
A generic EF_ light. I'm not positive yet exactly how I'll be implementing this, but I'm going to go ahead and give you a way to create a dynamic light with arbitrary rgbi (red green blue intensity) values. WARNING: GL players will love this and get the full effect, but software players will get a "best match" selected from the 256 color game palette so you probably want to make sure you check out your stuff with the software renderer too or else you'll find out that mapping 24 bit color to 8 bit color can produce some really awful "matches".
A generic particle function. Once again I've not yet done this but I am going to give you something. I'd like to remind you to look at using the TE_SPLASH when possible; I might even go ahead and add a few more colors to that to encourage it's use. The main problem with a generic particle function is that it can generate an insane amount of network traffic. If your mod is single player only then this isn't as big a deal. Let me know (preferably on this list; I get enough email already) what you guys would like here. Something very similar to what Q1 had? Or maybe you have a better idea by now. I haven't really thought about it yet, but I will be for a day or two before I code it so make your opinions known now ;-)
Happy New year!