June 18th, 2001BBoardsWell, we ended up with some new bboards whether we like it or not... Um, sorry about that. I have some plans for new ones, but it'll be a while before I get to that. So for now, just uh, use that one. June 12th, 2001Progress ReportThis release is taking a while longer than I expected; actually, time is passing by faster than I expected. I’m gonna make this sucker bugless! :) I’ve fixed some major lag issues that were actually due to id’s bad coding, not Calrathan’s. Now… to swap out the Autocockers out with stingrays in those llama maps and it’ll be lagless! Hehe, just kidding (it is tempting, though). Oh, and there is now a limit of one command per second for ALL commands (save movement and shooting), so if you have one of those scripts that makes you wave and grab your nuts all the time, you need to disable it or else you won’t be able to do anything but run around and look stupid :). Anyway, here’s what’s been added to the list: DONE: - on holdit (or any map where the resulting score of a flag cap is 0), a different sound is used for touching the base - if you're in play on red, then type "join blue" then "join red" you will still be on the red team next round - barrel code fixed (brass actually increases distance, and steel shoots further than chrome) - flood protection on ALL commands - on jail toggle, eliminated players swap between observer/jail instantly - observers respawn where eliminated - name and model info only sent when changed (BIG lag fix) - no more gl_modulate cheating INPROGRESS: * dead can't talk to living TODO: _ make the server skin check only occur when a client actually changes skins (reduces server load) _ "testme" _ complete match mode _ fix any leftover warnings _ minlight on guns _ userinfo cheat checking instead of stuffcmd (lag reducer) _ SP_paintball :)
And yoy, typing with dvorak takes a while to get used to! June 2nd, 2001Paintball II Lives!Yes, after an extremely long period with no updates, there is finally a new release coming. I took over coding since Calrathan was getting kind of tired of it. Here is what has been completed so far for the next release: - players spawn BEFORE the round starts (fixes a lot of other bugs) There's a 1 second delay here where players can pick up equipment, but not interact in any other way. - trigger_push now has the option of working like Q3 jump pads - maps with no info_player_deathmatch no longer crash quake - flag bounding box is taller (you can touch the top half now) - added client side "verbose" command to turn off/on the "you picked up a..." etc. messages - paint grenade spawning fixed - they spawn randomly rather than on top of each other - 12g co2 spawns less often - observers can no longer trigger things - observers no longer "gasp" coming out of water - removed a bunch of extraneous code so less memory is wasted (server side) - added flood protection for the /me command - funnames at the end of DM games are no longer messed up - disallowed the use of some characters in funnames which can crash servers - fixed the "lava" code so mappers can add pools of paint or something - won't crash anymore - fixed trigger_hurt code + anything else that causes damage - doesn't crash anymore - made a little hack to fix the team colors on "picasso" (and any other maps that have that prob) - flags can now have custom models (must have all the animations of the player, though) - Midnight no longer has that... how shall I say it, global wind sound effect? :) - observers can pass through closed doors (ie. castle1) - funnames can't be longer than 32 chars (stops crashes) - players can once again spawn with equipment if the maps are designed for it (ie siegecastle) - time delay for switching spawn points - decreases lag (observer) - real_ball_flight doesn't mess up on map switch - player velocity added to grenades (gren_addplayerspeed 1) - server side option to make grenades explode on impact added (gren_explodeonimpact 1) - join team flood protection
And here is what's planned but not finished yet: _ fix map voting _ for holdit map(s) don't use flag cap sound when no points are earned for a "capture" _ add a timeleft on the hud? _ make a standard elimination mode (no flags) _ optimize putclientinserver, or create an alternative function (big lag/overflow fix) _ op menu (under devel) _ option to disable talk colors _ on jail toggle, switch immediately _ dead can't talk to living _ kick on gl_modulate > 4? _ add op command - force team/observer join _ flag shouldn't be shown on stand when player has it at round end _ change ffire punish? knock players out for a round? do i bother? does anyone use ffire? :) _ kick on wave abuse? _ log final scores on GameEnd And for the Release After That...Hopefully we can liven up the player base a bit 'cuz I have some cool stuff in store for 2.0: - vwep! - New game modes (ie, King of the Hill) - game mode voting (so you want to play some DM on halfpipe? what about KOTH on KOTH?:) - Bots? (probably won't be any good, but something for target practice at least) - New carbine model - brighter, better paintballs - Hopper black splotch fix - whatever else comes along :) News ScriptOh, and check out the spiffy new news script I have for the page - the news archive system is pretty nice! :) There's more to come - it's still under construction! June 1st, 2001New News CGIAll right, I'm revamping the news CGI (finally). Hang in there - there's a real update coming up soon! December 1st, 2000Mustang Server PageDunno what's with the news - I've been trying to add this for a while. :)
For those of you who don't know about it, mustang has a page up that is constantly updated with server info, maps, etc. It's a very useful resource. Check it out at www.mustangserver.com.