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Rune Quake Version 1.3 Released
http://forums.runecentral.com/viewtopic.php?f=2&t=1389
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Author:  Slot Zero [ Tue Jan 01, 2008 3:23 am ]
Post subject:  Rune Quake Version 1.3 Released

Changes:

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

Source:

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

Author:  Canadian*Sniper [ Tue Jan 01, 2008 5:42 pm ]
Post subject:  Re: Rune Quake Version 1.3 Released

midair mode sounds exciting :)

Author:  Slot Zero [ Tue Jan 01, 2008 9:43 pm ]
Post subject:  Re: Rune Quake Version 1.3 Released

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

Author:  Canadian*Sniper [ Wed Jan 02, 2008 6:05 pm ]
Post subject:  Re: Rune Quake Version 1.3 Released

Will midair be hosted anywhere on the shmack server? Did you hint that you put a votable option for midair in port 26001?

Author:  Slot Zero [ Thu Jan 03, 2008 12:41 am ]
Post subject:  Re: Rune Quake Version 1.3 Released

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.

Author:  Baker [ Sat Jan 05, 2008 7:54 pm ]
Post subject:  Re: Rune Quake Version 1.3 Released

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.

Author:  Slot Zero [ Tue Jan 15, 2008 7:50 pm ]
Post subject:  Re: Rune Quake Version 1.3 Released

Baker wrote:
Hopes that 1.4 has lightning gun discharge enabled in match mode.


Yes, it will.

Author:  Baker [ Wed Jan 16, 2008 12:15 am ]
Post subject:  Re: Rune Quake Version 1.3 Released

Slot Zero wrote:
Baker wrote:
Hopes that 1.4 has lightning gun discharge enabled in match mode.


Yes, it will.


Excellent!

Author:  Bam [ Wed Jan 16, 2008 12:27 am ]
Post subject:  Re: Rune Quake Version 1.3 Released

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?

Author:  Zop [ Fri Jan 18, 2008 4:21 am ]
Post subject:  Re: Rune Quake Version 1.3 Released

That's not how it's done... The amount of damage is determined by the distance to the ground when the player is damaged...

Author:  Bam [ Sun Jan 20, 2008 6:04 pm ]
Post subject:  Re: Rune Quake Version 1.3 Released

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?

Author:  Zop [ Wed Jan 23, 2008 2:11 am ]
Post subject:  Re: Rune Quake Version 1.3 Released

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!

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