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Date: 12/03/03
Posted by: Centurion
Time to Rest Your Eyes
No screenies tonight. Instead I thought I would give you a brief update on some code additions as well as some other info about March 13th's Version 3.2 release.

Hit Box Issues Fixed
You'll all be happy to know that the hit box issue that Grunt, Raver, Abbey and Mamimi had has been fixed thanks to Johnny Rocket. The models have been resized so that you won't register a miss when shooting with the crosshairs placed on the top of their heads. Other models like Reactionmale didn't have this issue and didn't need to be resized.

Pre-Game UI Replacement Menu Added
Next our jack-of-all-trades Makro has added a new menu for replacement weapons and items in the pre-game UI. Instead of having to change to your favorite replacement from the in-game UI you'll be able to do it before you join up.

Other Additions and Fixes

  • Fixed a bug in the sky portal code that prevented it to work in certain situations
  • Fixed the 'dead bodies over the case' bug
  • Made water bubbles smaller
  • Fixed a "Bad gEnt" bug that would cause a crash
  • Changed the font and colors of the hud
  • Made it so that all the special weapons are shown in the hud (if more than one)
  • New sun flare effects, with options to control the sun flare size, opacity, sprite count
  • Doors and triggers can now be 'locked'/'unlocked' by a new entity, target_activate. Added keys specifying the sound to be played and/or entities to be fired when the player is trying to use a 'locked' entity
  • Doors can now always open away from the player (new spawnflag)
  • Made it so that the breakable types can be defined in the worldspawn
  • New code that resets the entities between rounds - triggers, doors (this option is off by default for doors, though, just like in AQ2), speakers, breakables, func_statics, dynamic lights
  • New spawnflag for trigger_multiples that make them require an opendoor command in order to be activated
  • Ability to rotate func_trains between path_corners
  • Ability to lock r_fastsky on maps with global fog
  • New impact effects for snow and grass surfaces


I hope you enjoyed tonight’s update. Yes not as eye grabbing as pretty screenshots but still good stuff. Keep checking back. The 13th is almost here!