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Azuvector
Azuvector Jan 13 2011, 2:49am replied:

Try installing the game by connecting to a server running QWTA. It should install it automatically on its own, if you're having trouble installing it from the provided zip files.

+2 votes   mod: Quake Wars: Tactical Assault
Azuvector
Azuvector Jan 13 2011, 2:47am replied:

The latest patched version of ETQW. 1.5

+2 votes   mod: Quake Wars: Tactical Assault
Azuvector
Azuvector Aug 4 2010, 12:50pm says:

Yes, servers should always have the latest hotfix/patch/etc even if it's for a different platform. This lets other platforms pass client purity and your server do autodownload properly for other platforms.

+2 votes   download: QWTA v0.3.5 Hotfix 1
Azuvector
Azuvector Jul 29 2010, 12:24pm replied:

Glad you're enjoying. :)

Going to be optimizing the flamethrower's visual effects in future. It's definitely an FPS drain for now though. Plasma Beam shouldn't be too bad though? What sort of system specs are you playing on?

Noted about the Dark Matter Cannon... I don't think I'm going to make it linger on the ground much(as it is, it delays 0.5 seconds before exploding, so people have time to get sucked into it), but I definitely want to keep it competitive with the Hammer Nuke...
Parachute escapes are definitely something I'm aware of and looking for a proper fix for...

Letting QWTA be configured via menu is planned, but just haven't gotten to it yet; it's more geared to server owners. You can have QWTA save settings by writing them into a .cfg file and executing it instead of manually using the cvar commands. See how qwta_default.cfg and qwta_baseetqw.cfg are done(They're included with QWTA, inside qwta000.pk4(pk4 files are just renamed zip files).
You can run those in console via "exec qwta_default.cfg" for example. So creating a qwta_custom.cfg is pretty easy. :)
I'll see about making the game remember settings in future though, seems a lot of people are playing QWTA on their own, offline...

+2 votes   mod: Quake Wars: Tactical Assault
Azuvector
Azuvector Apr 19 2010, 5:42am replied:

Lower right corner of your screen, on the main menu. It's a button that says "Mods".

+1 vote   mod: Quake Wars: Tactical Assault
Azuvector
Azuvector Dec 8 2009, 5:45pm replied:

Yeah, they're captured with Fraps instead of doing them properly. :P Very low quality.

+2 votes   article: Quake Wars: Tactical Assault v0.3.3
Azuvector
Azuvector Oct 25 2009, 9:28pm replied:

Private messages on moddb work okay too; I believe those get auto-emailed to me.

+1 vote   member: Azuvector
Azuvector
Azuvector Oct 25 2009, 9:23pm replied:

I can be easily reached on the official ETQW community forums, or the #etqwmods IRC channel on Quakenet. I'd post my email, but I tend to fear spam. :)
Moddb generally isn't the best way to contact me; I don't check it frequently.
A QWTA forum is planned, but hasn't been done yet.

Anyhow, on to your actual questions:
I've never encountered the first one, with people being unable to gain XP. Are you playing while still in warmup? Ranks and levelling up to promotions is controlled and calculated by XP, so I'm a bit confused how that could be happening.

Secondly, the vehicles menu isn't on the context/pie menu. It's on the quickchat menu. (Default key I believe is middleclick?) It's the menu that appears on the right side of the screen, normally, that you scroll up and down in.
I'll be trying to make the vehicle drops thing more intuitive in future releases, as I've had a fair bit of feedback on them being confusing from a lot of players.

+1 vote   member: Azuvector
Azuvector
Azuvector Jul 2 2009, 7:00pm replied:

I'd assume you'd be lost amidst the ground clutter. You know, when you pick up rocks, trees, bushes, etc. :) Strictly speaking too, radar wouldn't work too well in Quake Wars' indoor areas, in general.

+1 vote   mod: Quake Wars: Tactical Assault
Azuvector
Azuvector Apr 17 2009, 8:20am replied:

Indeed. Haven't gotten around to making a better one. :P

0 votes   download: Quake Wars: Tactical Assault v0.3.1
Azuvector
Azuvector Jan 29 2008, 7:42am says:

Nope, just about twice as inaccurate as in BaseETQW. It'll be being looked at more closely as things progress and stupid 1.2 -> 1.4 bugs are ironed out more completely.

+1 vote   mod: Quake Wars: Tactical Assault
Azuvector
Azuvector Jan 17 2008, 7:41am replied:

Linux client is so far untested with QWTA. It seems the crash fix didn't in fact actually work, merely delaying it. Next version of QWTA should hopefully be stable under linux.

+1 vote   mod: Quake Wars: Tactical Assault
Azuvector
Azuvector Dec 28 2007, 8:36pm replied:

Please utilize the provided .bat file (Or open it up and read the commandline arguments and start ETQW with the options necessary, however you'd like.) to start QWTA: ETQW v1.2 has some...oversights on Splash Damage's part that makes loading mods an annoying process: the mod menu alone won't do it. That's intended to be corrected in the ETQW v1.4 patch, which is slated to be released in January 2008 sometime.

+1 vote   mod: Quake Wars: Tactical Assault
Azuvector
Azuvector Dec 28 2007, 5:54pm says:

Just to clarify for anyone wondering about MBII's status: MBII was initially released publicly several years ago, but is still in active development, a subtlety that causes some confusion when trying to categorize MBII's status as unreleased or released on moddb. :P
It's a released mod, although the download links are apparently broken at the moment, heh. (That's being rectified by a few team members at the moment.)

+1 vote   mod: Movie Battles II
Azuvector
Azuvector Dec 17 2007, 12:30am says:

I am not an artist. :P I'll see about getting something that scales to the size moddb requires better, later. :P

+2 votes   article: Quake Wars: Tactical Assault v0.1
Azuvector
Azuvector Oct 30 2007, 12:40am says:

Sure, when there is some. :) Given that QWTA's intended to mainly use the resources of the base ETQW game, and the SDK for ETQW isn't out quiiiiite yet, there's not much to show. Yet. :)

+1 vote   mod: Quake Wars: Tactical Assault
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