March 2nd, 2000v1.62 server released.Okay. Screw that. That just goes to show you how a test by yourself on a LAN at 3 am in the morning with a single other person who pings 20 to you, DOESN'T REPRESENT THE WHOLE POPULATION. v1.61 detected everyone as using the speed cheat. Well, not everyone. Just HPBs. Why? Because quake2 does a weird thing when you try to set a variable that's cheat locked. IT LETS YOU SET IT! Really. It just takes quake2 a frame or two to notice it and fix it. So the lagged people were getting a command to set the locked variable to the non default [to detect hacked EXEs] and because of their lag, they got the command to check for the non-standard value at the same time.
Ouch.
So I took out the check for hacked .EXEs and made it ahve to be manually invoked. A pain in the ass, yes, but it's better than having an LPB only mod. =)
Grab it here.
http://www.planetquake.com/dl/dl.asp?captured/digitalpaint/v1.62_Win9x,_WinNT.zip v1.61 server released.This release features hard coded speed cheat kick/banning. There is a way to get around the kicking, but it has to be done constantly, and one missed attempt will lead to the ban.Also included is a new way of paint grenade operation which should lower the bandwidth consumption conciderably. It detracts somewhat from gameplay, and so it is server toggleable.New serverinfo cvars show who is on what team, so external programs pinging the server can acurately represent who is on what team with what score.Thats about all. You can get it from the files section or click below.http://www.planetquake.com/dl/dl.asp?captured/digitalpaint/v1.61_Win9x,_WinNT.zip Map conversion - Thx MastabaPrimeI've been working together with MastabaPrime [homepage: http://personal.lig.bellsouth.net/lig/d/f/dfrey/], the author of "q2toq3a.exe" and a bunch of other BSP modification utilities. Very graciously he's spent his time working on getting proper conversion of surface paramaters [like surface lighting] and of point content items like ladders. Hopefully with this updated q2toq3a.exe and with his "entity heap" editor, converting a map to be q3dp compatible will take a matter of minutes. Yay! Give him your support and let him know how much his work means. Problems FixedThis past week I have been on "winter break" from school. I intended to work constantly this week on DP3, but unfortunately that fell through. I installed windows 2000 on wednesday morning [on break, my days go from 6pm to 9am]. Unfortunately for myself, driver issues caused debugging and consequentally development of the coding to be impractical if not impossible.After screwing around with settings a bit, I got everything working. Hopefully I'll be getting back into the development groove monday. I have homework to do tomorrow, not including a couple tests to study for. School sucks.Things are looking good, but the projection of "late february" was a little too optimistic. I guess we'll just have to say "when its done". February 21st, 2000Q3DP scoopFirst of all, I'd like to say that Q3DP _is_ taking longer than expected [as with all things computer]. Currently, I am working pretty much alone on the mod. I have people volunteer help, work for a day, and then dissapear. Jitspoe is busy with school and a game deal which he is probably getting moolah on. [Way to go Jit!]
I am NOT going to give you any ideas as to when q3dp will be ready for full release, but I will say that almost all of the basic code is in and working at this point, and a normal match COULD be played if the aestetics didn't matter. However, currently only battle.bsp has been converted, and that map has lighting that looks like... crap. If anyone wants to work on converting maps over to q3dp format, LET ME KNOW!
A name... A name...
I've gotten sick of calling this q3dp. If you have any ideas as to a good name to give it, email me your suggestions. Suggestions on IRC will be ignored because you and I both know no one can be serious on there. =)
HUD design....
Okay, we all love the q2 dp HUD, right? Well, I hate to say it, but it doesn't transfer that well to quake3. If you have an idea for a cool HUD and want to see it in paintball 3, send it my way. I can basically do anything you can think of, so feel free to be creative in your designs. DON'T LIMIT YOURSELF TO WHATS CURRENTLY ON THE HUD. If you have good ideas, like a realtime game clock, or a list of who on your team is attacking/defending, feel free to include them in your designs. To submit a design, place the HUD on a 1024x768 BLACK background, and send me the file as a ZIPPED .TGA file.
A few little teasers...
These are things I have planned for paintball 3, but probably wont be in the first release.
If I can, I want to re-add the support for a "topcolor". As quake3 uses separate head-torso-leg models, I should be able to just modify a torso pointer to change the color. If that doesn't work, multiple skins for each team's player model could be made.
If we can find a way to do this and still have sv_pure work for everything else, I want to release the source code for a tiny PART of the client .qvm or .dll. You will be able to only modify this small part, but you can still compile a vm of your own. This will allow for custom HUDs and SCOREBOARDS. The information you'll have access to will be VERY limited as to prevent cheating, but it should allow for some interesting mod-mods.
BOTS! Because of some quirks in the way paintball works, quake3 bots dont intuitivly know how to play. They'll pick up a gun and ammo and fight you, but they don't know which gun is which, which ammo is bigger, when to reload co2, what hoppers do, what barrels do, or even what it means to arc a paintball. Its funny to stand 50 feet away and watch them shoot flat at me with an autococker, while I pick em off with a PGP. It'll be interesting to see how these develop.
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I was going to say more, but I forgot what about. Ah well.
February 13th, 2000New Siege SoundsI made some new sounds for siege mode. You can download them here:
To install, extract to your Quake2 directory with WinZip. January 31st, 2000Last Man Standing TourneyThe dynamic duo DPL founders (Gibb and RedEagle) are back with more of their tourney-plannin' skillz. The Last Man Standing tournament will be a DM tournament with 8 heats of 8... well, why don't you read it on the website instead?
They need 64 players, so sign up today. But please - ONLY COMMITTED PLAYERS NEED APPLY. January 28th, 2000DigitalPaint Paintball for Quake3Oops, this post got lost in the CGI fix. The news cgi is working at least. :)
Calrathan is working on porting Paintball II to Quake3. He was nice enough to put together a ladder coding tutorial for those interested in coding ladders into their own mods. 1.6 Client UpdateHeh, 'bout time this got released. It’s just sorta been sitting around waiting to be packaged and uploaded. There are mostly just new maps in it, including the following:
- sphouseqw.bsp (Classic QuakeWorld style SplatterHouse, which the old Q1 veterans grew to know and love during the PB1 days...) - psychosity.bsp (Single-Flag Psychosity - bring on the insanity! If you thought Psychotic was bad, heh, it can get worse :) * - yoy.bsp (YOY Arena. ‘nuff said) - halfpipe.bsp (HALF-PIPE... no, not the one you skate on... this map is literally half pipe) - dodgeball.bsp (Dodgeball! Duke it out with your PGP, but you can’t cross the middle line) - siegecastle.bsp (Siege Castle, one of the coolest looking, if I don’t say so myself, maps for DP. Quite a challenge to keep the flag defended)
The rest of the stuff is just some minor touchups and stuff (like the skin patch that was released earlier).
* psychosity is NOT designed for the feint of heart, drunk, easily disoriented, mentally or physically challenged, or those prone to epileptic seizures. I am in no way responsible for the dizziness, vomiting, increased gastrial-intestinal flow, comas, strokes, massive heart failures, convulsions or spurratic orgasms that may occur during the playing of this map.