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 21 
 on: February 24, 2008, 03:19:56 PM 
Started by TroubleGirl - Last post by TroubleGirl
Quake Live, well first they called it Quake Zero, but now it's named Quake Live.
This is game on which id Software works atm, it will be actually renewed Quake 3, I mean game is going to be based on Quake 3 engine and also all the rest as far as I heard, well the main difference from Quake 3 is that Quake Live will be for free and you will play it in your web-browser, anyone will be able to play from anywhere, almost from any computer with net connection also, since the game has low requirements for computer if you take a look into Quake 3 requirements I expcet same or similar requirement from Quake Live then too Wink so also some oooold ooold compy could run it, not as other new games which are out now and are in development and they want all dual core, high graphics... and more and more and not all population has money to get all that at least not for now when "all" is expensive^^

You can get little info about it from this video tho it's also about other stuffs which id Software is going to work on.
id Software's John Carmack talking about new stuffs, also about QuakeZero now named Quake Live.

Or read interview "New Quake games and more" it's mentioned also in there.

Well hopefully they gonna make some more fresh news soon too Smiley since beta testing is out.

 22 
 on: February 24, 2008, 12:48:44 PM 
Started by TroubleGirl - Last post by Lag
what exactly is quake live?

 23 
 on: February 22, 2008, 05:03:36 PM 
Started by TroubleGirl - Last post by TroubleGirl
Unreal Tournament 3 patch version 1.2 is released!
New Linux dedicated server files are available as well, as is a webadmin package.

DOWNLOADS
Unreal Tournament PATCH 1.2
Linux dedicated server files
Web Admin Package


Patch 1.2 details:

Gameplay:
  • Increased UTGame MaxPlayersAllowed to 64.
  • Fixed leviathan turret instant refire exploit.
  • Fixed errant lock on warnings when no longer in vehicle.
  • Fixed first person weapons in demo playback.
  • Fixed translocator telefrag victim message.
  • Fixed encouragement sounds not being randomly picked by bots.
  • Implemented viewobjective spectating system for Warfare.
  • Fixed berserk held by driver applying to all vehicle turrets.
  • Only force low gore on German versions that were low gore only before being patched.
  • Fix for unnecessary content staying in memory on seamless travel.
  • Fixed shaped charge node exploit.
  • Fixed the Scavenger exploit.

User Interface:
  • Clicking on the settings tab goes to directly to the full settings menu.
  • Added VOIP speaker portraits to HUD.
  • Fixed character portraits sometimes not showing up on HUD or not staying up long enough.
  • The Host server menus will no longer disable internet options if CheckNatTypeDisplayError returns true. It's just a warning now.
  • Fixed the CD key always prompting when the user has no network card
  • Added support for commandline log in -login=xxx -password=xxx. This also allows Gamespy comrade and other external applications to be used to launch network clients.
  • Added UI option to hide objective paths (the white arrows).
  • Added UI option to enable joystick support.
  • Added JOIN to midgame menu when spectating.
  • Added cancel button to "logging in" message box.
  • Added support for auto-updating UI with new options.
  • Improved language support for French, Spanish, Italian, and German.
  • Joystick key bindings in UI display properly.
  • Added game and UI support for customizing crosshair scaling.
  • Added "Add Favorite" button to Server Browser server list tab.
  • Fixed favorites Tab Page server details not updating.
  • Improvements to voice menu. Added "status" section.
  • Leave "Disconnect" and "Exit Game" on the mid game menu when seamlessly travelling so that players have a way to abort lengthy downloads
  • Show "Change Team" button before the match has started.
  • Added support for localized "single score needed" string.
  • Tweaked some HUD message font sizes.
  • Favorites/History lists list servers that are currently offline.
  • Favorites/History lists don't stop working as the number of servers in them crosses max threshold for GS query.
  • Fix for end of round scoreboard displaying extra "Player" bots.
  • Fixed leviathan deploy icon positioning.

Networking:
  • Added support for autodownloading packages while in gameplay or while travelling.
  • Auto team re-balancing before map transition if bPlayersBalanceTeams is set.
  • Fixed dedicated server memory leaks.
  • Force client state synchronization when in spectating state. Fixes sporadic issues with players not being able to join games.
  • Fixed sounds not being heard correctly by clients if the sound location is the Actor's location and the Actor is not relevant to that client.
  • Fixed spectators being unable to move after a level transition.
  • Fixed track turrets being in the wrong position on clients in some cases after being destroyed.
  • ConnectionTimeout and InitialConnectTimeOut now both 60.0. Addresses both clients failing connection because they take too long to load a level, and initial connections staying open too long.
  • Fixed HTTP download compression.
  • Fixed a bug where download during seamless travel would break because the downloader was keeping a pointer into the package map's list, which is unsafe while the game is in progress because that list could have more items added to it (and thus the memory rearranged) at any time
  • Fixed a bug where in rare cases packages would get downloaded twice.
  • Fixed spectators able to enter as extra players in Duel.
  • Fixed issue where CTF, vCTF, and WAR maps are listed in the server browers when searching for a DM game when server changed gametypes.
  • Fixed bots not replicating their view pitch, so their animation looks better in net games.
  • Strip OwningPlayerName= from the URL, as this is determined elsewhere and was breaking dedicated internet servers launched from the UI.
  • Fixed package downloading not moving on to the next download method if it successfully downloads the file, but that file is not the version that the server is requesting.
  • Fixed client crash if the user disconnects while downloading a file during a seamless travel.

Server administration:
  • TCPLink and Webadmin functionality implemented.
  • Banning is now based on CD key hash, so players can’t circumvent bans by creating a new profile.
  • Fixed being unable to kickban players with | in their names.
  • Added versioning information to the game settings
  • Dedicated servers don't require DirectX shader model 2.0
  • Fixed AdminForceTextMute and AdminForceTextUnmute.
  • Restored the compress and decompress commandlets.
  • Fixed AdminCmdOk() function not working properly if you were the listen server. - Banned IDs readability improved.
  • Added MaxClientTravelTime config option to GameInfo. If set, clients are kicked if they take longer than this many seconds to travel between maps.

Mod support:
  • Added ScriptedTexture, a type of render to texture that gives Canvas access to script/C++ for rendering custom overlays.
  • Added a version of DrawTile() to Canvas that takes a Texture instead of Texture2D so render to texture stuff like ScriptedTextures can more easily be used.
  • Added Timestamp function to UObject, returns a string in the format YYYY/MM/DD - HH:MM:SS
  • Weapons now take roll from player viewrotation.
  • Fixed custom character DLC not applying until the next time the game is run because the default object was not updated after combining the .ini files.
  • Added a ModFamilies array to UTCustomChar_Data to allow mod authors to add families to the list.
  • Fixed Change Node Status Kismet action not working on fully constructed powernodes.
  • Merged ageia particle fixes.

Map specific:
  • Fixed DM-Deck get out of world exploit
  • Fixed DM-Gateway portals sometimes sending you back to your starting point.
  • Fixed CTF-Coret collision exploit.
  • Fixed kismet spawned key vehicles not showing on host minimap. Fixes tank showing on host minimap in VCTF-Kargo.

AI improvements:
  • New orb carrier strategy AI.
  • Improved bot hoverboard use.
  • Reduced bot orb spawner camping.
  • Fixed bots stuck on orb spawner unable to grab flag.
  • Low skill bots use artillery properly.
  • Tweaked shooting at nodes vs shooting at enemies.
  • No human bonus to threat value.
  • Improved threat picking AI, taking into account effectiveness of bot's weapon.
  • Tweaked bot AI for link gun, flak cannon, redeemer, and AVRiL.
  • Bots tend to stay on same enemy more, and focus on key vehicles more.
  • Tweaked campaign auto skill adjust.
  • Possible safe fix for bot navigation issues with staticmeshcollections on console. Also a performance improvement on PC and console.
  • Tweaked rules for whether to attack node or enemy first.
  • Improved bot AI for defending nodes with an orb.
  • Fixed pathing issues that were causing bots to get stuck in some places. When a move fails, force a route refresh. Add cost to reachspecs when bot fails repeatedly.
  • Improved AI code for adjusting around obstacles. If adjust left and right fail, try moving to center of reachspec.
  • If previous move failed, don't allow "advanced tactics" (serpentine, etc.) for next move.
  • Added FailedMoveTarget and MoveFailureCount to controller to track movement failures.
  • Added bForceNoDetours to UTBot. Don't allow detours when bot is approaching a neutral node (more important to touch node first).
  • Fixed bots thinking they've reach the orb spawner without quite getting there and touching the orb.
  • Fixed cases where bots could get stuck failing to translocate over and over - bots know to give up now.
  • Adjusted bot reaction time to seeing new enemies.
  • Improved bot AI for dealing with lifts and hoverboards.
  • Bots taunt after winning a match.
  • Bots now can be fooled by feign death.
  • Sandstorm has more impact on bots being able to acquire/aim at enemies.

Source: Shacknews

 24 
 on: February 20, 2008, 01:19:55 PM 
Started by TroubleGirl - Last post by Lag
the engineer can build stuff:
1. sentry guns (3 levels)
2. dispensers
3. teleporters (entrance and exit)

you can upgrade/repair your sentry gun by whacking it with your wrench (as long as you have metal available, metal can be acquired from ammo boxes, picked-up weapons, dispensers and of course from the resupply closet).
other damaged things can also be repaired by whacking them Wink

a dispenser generates metal and can be used to heal yourself (or others)
a teleporter is just a teleporter (note: you cannot use a teleporter when you're carrying the intelligence)

the main problem for engineers are spies. they can "sap" your devices, which makes them explode after a few seconds. you can remove a sapper by whacking your device twice (of course this leaves you open to the spy that wants to backstab you while doing that).

TF2 is definately the best game I've played in a long time and has the most humour Smiley

 25 
 on: February 20, 2008, 01:11:30 PM 
Started by TroubleGirl - Last post by TroubleGirl
Quake Live Beta Testing!!!

If anyone is interested into testing of Quake Live, hop in the www.quakelive.com w-site and fill in your eMail adress. Hopefully you will be choosen and able to test it. To all who will get a chance, have fun.

 26 
 on: February 20, 2008, 01:07:31 PM 
Started by TroubleGirl - Last post by TroubleGirl
ups indeed another new map!!!

well, I played it yesterday first time and I have no idea how maps are called yet
* TroubleGirl was running like she had no head
but imo game is so fun, I think I got in loved hihi
When I figure out all what I should know for basic playing there gonna be lots of humourous time like was last night, weeeee
* TroubleGirl wonders what engineer can do?  Huh

 27 
 on: February 18, 2008, 09:43:15 PM 
Started by TroubleGirl - Last post by Lag
and don't forget mentioning the new map cp_badlands Cheesy

 28 
 on: February 18, 2008, 09:40:42 PM 
Started by TroubleGirl - Last post by TroubleGirl
Team Fortress 2 Update release 15. 2. 2008

  • Fixed server crash with mp_forcecamera set to 1 (reverted to pre-release behavior)
  • Fix stat records sometimes being attributed to the wrong class
  • Fixed the SourceTV changes not working unless servers launched with +tv_enable 1 in the command line
  • Game server will now try 32 sequential ports to start up on if they are all originating on the samemachine. Previously it would stop at 10

 29 
 on: February 11, 2008, 07:08:37 PM 
Started by TroubleGirl - Last post by TroubleGirl

0.41

War§ow 0.41 is released with solved buggs from previous release, improvements and additions. One of the most recognizable changes are fixes in missing texture on wca1, the rocket projectile speed, old movement, CTF maps and added some missing settings in graphics and option menus.

Mac release has great improve, there are included all frameworks and gamedata.

==== DOWNLOAD ====

The release comes in an installer for windows and also as update packages for Windows and Linux.
For installing the game just extract the package over your old Warsow 0.4 folder, keeping intact the folder structure.

Source: www.warsow.net

 30 
 on: February 11, 2008, 05:31:26 PM 
Started by TroubleGirl - Last post by TroubleGirl
Enemy Territory Quake Wars PROMOD v0.03 released!

>> DOWNLOAD <<

CHANGELOG v0.03:
   
  • Fixed Screenshots being black at the end of the round
  • Fixed a message Overflow (caused client crashes)
  • Fixed spawn Select
  • Fixed class selection (see later)
  • Fixed ready Team (there may still be some issues)
   
  • Removed player class (weapon) restriction (broken)
   
  • Demos are now named like "date_time_map"
  • Demos will start when countdown starts
  • Demos will end as soon as the map ends or @ a match reset
  • FireTeams now show Members HP
  • latched Classes
  • Hitsounds are really hearable now
  • weapons spread adjusted
   
  • Introduced Pause function.
          Every team has 3 Pauses which can last 2 minutes.
          Only Team Members and admins can unpause
          Unpause will have a delay of 5 seconds
   
  • Introduced setSpawnPoint / setspawnpt
          setspawnpoint will print all available spawns!
          setspawnpoint <id> will let u spawn at the chose spawnpoint
          setspawnpoint -1 will let u spawn at the Frontline!
   
  • Introduced class Command
          class <classid> <weaponid>
   
  • ClientClass reverted back to normal
          clientClass <classname> <weaponid>
   
  • Introduced aliases.
          pause -> pauseGame
          unpause -> unpauseGame
          readyteam -> teamReady
          setspawnpt -> setspawnPoint


Source: ET:QW Promod

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