Archon ---> Quake. You heard right, elements of the 80's micro game archon extrapolated into the Quake universe. Get ready for a wild ride. (free stuff | no warranty | see disclaimer.txt | blah blah blah.)
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Code update: progs.dat (1.0.2a) | Locked | |
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Nov 4 2012 Anchor | ||
1.0.2 (alpha) progs.dat [ 11.2.12 ] - download here: Cataboligne.org Archon 1.0 code fixed: - cloudkill loop bug - put in safety var This bug was a doosey, and super complex. The Chaos mod (original) had some interesting ideas. One is the chaos teleport. Chaos teleport is a sphere (that can be moved around by blasts or even carried by a player!) with a teleport texture (sounds and lights too) that when touched by a player teleports them to any random tele destination, start position or other random locations. One consequence is that a player can fall out of the level during teleport. Once fallen out your only choice is 'kill' - which is frags = frags - 2. So I made new code to fix anything fallen into the void. Players, monsters, items, runes, etc. The Bug: on a long running server (69 hours) pulse spikes are no longer being removed! Then I see this: cc_frame (used to test framecount) = 16777216 And it DOES NOT increment every frame. Oops. That breaks a couple tests. That isnt the best fix though - the bodies bots left around on voting hubs after voting. That was bugging me for a long while. Nice to see it gone. |
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