|
|
|
12.1.2001
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Webpage! -a madman
|
Allow me to present the new Bazooka Quake 3 webpage,
lovingly handcrafted by our newest member, Aurora Slyde.
11.11.2001
|
Terminus Est -a madman
|
Thank you all for your patience. Bazooka Quake 3 is now finished. There are,
to my knowledge, no bugs. Everything that everyone requested has been
added. Every feature I wanted has been implemented. I think I can
say that it is my best work to date. The new webpage will be posted
sometime tomorrow. I hope you enjoy playing the mod as much as I've enjoyed
making it.
Bazooka Quake 3 2.X (final)
-a madman, signing off
11.10.2001
|
-a madman
|
BQ3 2.X
|
Not yet available
|
Ok, obviously the mod has not been released yet. For that, I apologize. Delays
with the webpage and computer problems have pushed the date back to tomorrow. I
wish I could put it out tonight, but I want to make sure it's rock-solid.
10.25.2001
|
Holy *#$&! A release date?!? -a madman
|
BQ3 2.X
|
Not yet available
|
That's right, folks, your wait is nearly over. Both of you who were
still paying attention, that is. So, here goes...
November 9, 2001
Bazooka Quake 2.X FINAL will be released.
Expect more exciting details between now and then.
-a madman, signing off.
8.15.2001
|
More news? It hasn't been 3 months! -a madman
|
BQ3 2.X
|
Not yet available
|
Hmm. As it's been a good while since I've really said anything
about my biggest project, I suppose it's time for an update. I've got a
lot a lot of stuff here, so the sooner this update starts the better.
New features:
- Improved server setup menu
Choose any of the scoring modes, toggle any of the toggleables,
enable/ban any weapon, tweak the damage scale, etc.
- Weapon banning/setup
Mentioned this in the previous item - you asked for it, you got
it. Also available is the ability to tweak weapon/ammo spawn times.
- Self / Impact damage toggles
Want to be immune to your own napalm? Go for it. Don't
like taking damage when you're knocked across the room? Take it out. Again -
you asked, we delivered.
- Help menu
Wonder what the blast radius is for the RPG? Confused by
the jetpack? Don't know what Overkill mode is? Worry no more!
- New powerup models
We've got sounds to go with them, too. Now when someone gets
the coolant system, you'll know it.
- Improved jetpack
The online play is ironed out, the CTF bugs are squashed, and it's
been tweaked for balance.  As a bonus, there's now support for viewing
the jetpack on players... looks quite nice, IMHO.
- Voxel explosions
I believe this is a first - a particle-based volumetric
explosion. Don't know what that means? Neither do I, but the
screenshots look pretty nice.
- HUD setup
No one really knows if anyone used the original user-configurable
HUD. This time around, there's no screwing with cvars. Choose one
of the premade displays, or make your own. It's all good.
- New UI
Most of the menus have been changed to better fit the mod. They're
also not quite as ugly as the default.
- Tweakage
Lots of little things. Ricocheting shrapnel particles, a
more powerful rocket pod, slightly faster RPG and less agile laser-guided
missiles, more net-friendly code, and other things to make the ride smoother.
- New effects
Have to make the mod look nice, right? The napalm flash is
quite nice, the console was modified, the particle system is awfully nifty,
and there's other things to astound and amaze. Well, maybe.
- New loading menu
It's not only attractive, it serves a practical purpose as well -
players will know what the gametype is while waiting for their game to begin.
- Orders menu
If you bothered to read all of the html files that came with Quake
3, you might have noticed that the bots were capable of following orders given
to them. Few people are fond of typing during a firefight, however, so
now there's a menu that will allow you to give anyone on your team an order
within 5 keystrokes - the simplest, such as "return the flag," can be done in
2. Just point at the teammate to order around and click your order button,
or select the target manually if there's no one in sight. This can also
be used to give orders to human teammates, but they are known to be slightly
less reliable in carrying out orders...
Oh, and did I mention that it's already been sent to my beta testers? Thus
far the response has been overwhelmingly positive, and I'm just waiting to hear
how netplay works on some of the more unusual gameplay combinations before I
shove it out the door. Hope you're ready.
One last thing - I have some Q1 mods in the works, and one of them's finished
and being packed up. I can GUARANTEE you've never seen Quake quite like
this...
Ok, I'm back.
So it's been a few months. Been working on mods, been sitting around
reading, been spending time without a net connection. Right now I can't
send email, even though I can receive it, which is why people who wrote me
haven't heard back yet. Sorry about that.
Anyway, since I haven't posted anything in a while I figured I'd whip up a
little holiday treat for everybody. And since making particle effects
seems to be all the rage these days, so I decided to see what I could do with
them. So, fast forward a day and I have a little treat for everybody who
lives somewhere where they can't even shoot bottle rockets. It's a quick
hack, but I'll probably release the source later for people to learn from and
laugh at. I also decided to try my hand at that whole "spiral rail trail"
thing, too. Enjoy.
3.12.2001
|
No news is... -a madman
|
You haven't seen many updates to this site lately because, quite frankly, very
little has been happening. I've been taking my time on BQ3 2.X, which
might or might not be the last work I do on it before moving on to a new
project.
So what HAVE I spent my time on? I've been working on the niggly little
bits that people have commented on or I've found myself. The rocket pods
are getting a little boost in power, just to make them competitive. The
new napalm is also getting a little boost to get closer to its former power,
in addition to a face lift (screenshots). The
RPG has been made client-predictable, with a tip 'o the hat to Code3Arena for
pointing out that this would be a good idea. I'm working on making the
laser-guided missile and the 'pods a bit more net-friendly as well. I've
been grabbing a few maps in the hopes of putting together a BQ3 map pack, if
I can secure the blessings of the authors. I fixed a few bugs, like the
heat meter for the jetpack not showing up on net games. Finally, I've
been looking into new sounds and models for the powerups. No release
date yet, because the current build is fairly stable.
3.08.2001
|
Notes -a madman
|
Ok, all of you people downloading Bazooka Quake 3 2.01 beta...
just a quick note. It requires the Quake 3 1.27 point release. That
means it will not work with any other version. So please don't try. Oh,
and I never actually mentioned this, but the 2.01 release isn't just a patch; you
can use it without the 1.0 or 2.0 files. Hopefully this will clear up any
misunderstandings.
The 2.X official version is coming out eventually, but I haven't decided on a
date yet. And I haven't heard of anyone finding the easter egg in the
menu yet, either...
3.05.2001
|
PQ Challenge! -a madman
|
Today Planetquake's doing one of those wacky PQ challenges. Strangely
enough, they chose BQ3 to do it with. All I can say is - nifty.
Grab BQ3 2.01 beta.
2.27.2001
|
2.01 already... -a madman
|
That napalm bug is fixed. People wanting to run a server should grab the
file immediately, and while it isn't absolutely necessary for clients or people
who just want to play skirmishes vs. the CPU, it's handy. This bumps the
version number up to 2.01 BETA. There's still a few more things I want
to add to the UI before an "official" release, such as a HUD setup menu and
help system. Mad props to Bones from Fragism for helping track down the
bug and for hosting BQ3's first server.
Grab the patch.
Good news for BQ3-loving Europeans. I've gotten an offer to host the
mod on a speedy German server. So, props to Marc Rehder at 4players.de
for offering the space. Unfortunately it doesn't have the "new maps"
listed on the link yet, and not much in the way of new models. I'm working
on it...
BQ3 German mirror
In other news, a fairly nasty bug popped up in the napalm, and I'll have a
patch for it ASAP.
2.24.2001
|
It's here -a madman
|
Bazooka Quake 3 is out.
Download it here.
I'm out of here.
2.24.2001
|
...the mod -a madman
|
5:17 am.

There was a giant list of bugs in my /BQ3 directory. All of them appear
to have checkmarks next to them now. It's going up when I get up.
2.23.2001
|
The 2.0 beta -a madman
|
Damnit, did I say Friday? I meant Saturday.
Well, ok, not originally, but I found a small bug that I don't think I'll
have time to fix before a job interview today. Thus, I can't guarantee
100% that it will be out before midnight. Thanks for your patience and
emails, folks, sorry about the delay.
2.20.2001
|
BQ3 2.0 BETA Friday -a madman
|
All right, I'm sure at least one or two of you have been waiting for this. Bazooka
Quake 3 is currently in internal beta testing to make sure there's no crashes,
hitches, or just plain fubar game styles. Barring any major problems (and
I think I've already found all of those myself) the game will be available
on Friday. It will be well worth your wait.
-madman out
2.18.2001
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GLSQuake is for real, Yo! -Fatneck
|
The GL compatible version of Super QUAKE is now available for download from the
Quake section. I redrew, pixel by pixel (not a lie), the plasma sprites using
the correct quake pallet, and as a result, GL Quake can properly convert it
for use. So move on over to the Super QUAKE page and get busy SQuake fraggin' left
and right in it's full GL glory!.
Note: The filename AND version number of Super QUAKE has not changed, it is still v1.2.
The reason for this is as follows:
"I feel it is unnecessary to up the version number of EVERY release of a MOD simply
because some relatively minor piece has changed. When I add new functions to it, then
I'll change it's name."
As such, the next release having the potential to contain the new "Lord of the Pit" and
"King of the Hill" DM modes, will likely be named v1.25. Something to look forward to
in the future.
In other news, I/we are looking for people with "l33t mapping skillz" to do maps for the
above mentioned Lord of the Pit and King of the Hill DM modes. For further information
regarding map requirements email me, Fatneck.
2.16.2001
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BQ3 2.0 BETA -a madman
|
Greetings.
Porting the code has been a pain in the ass. But it's a nearly finished
pain in the ass. Basically, it should be ready in the next few days at
the latest. Not too soon, because I don't want to steal my partner's
thunder with the re-release of the GL-compatible SQuake, after all...
This one's going to have a beta label on it, though, because I don't have the
time or resources to completely test it. I believe, however, I can
promise a few surprises for those of you who have been patiently (and
not-so-patiently in some cases) waiting.
2.14.2001
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GLSQuake!! -Fatneck
|
At long last, those of you who have mailed me(I count maybe five or six, max)
about if/when we'd make Super QUAKE playable with the GL executables. Well,
I have finally fixed the problem. It turns out there WAS some sort of color
mismatch in the s_plasma.spr(the plasmagun sprites) that causes GLQuake v0.95
to crash during startup. So I have painstakenly redrawn the sprites pixel for
pixel using the CORRECT Quake pallet. The result? Super QUAKE will now run
with the GL executables. I know now for a fact that it will run with v0.95 and
as before runs with the original plasmagun sprites on v1.13. I sould have a
some sort of new .PAK ready by late Saturday(~12amCT Saturday morning) for you
to snatch up. I'd like to make it a kind of "patch" .PAK using a PAK1.PAK filename,
but I'm not sure that'd work. Otherwise, there'll be a whole new PAK0.PAK file
with the new sprite inside.
In other news, now that I've finally done this, I think I've gotten back into
my coding mood and may begin creating even MORE DM modes for you as well as
new "features" of singleplayer and coop modes. Check back again in the future for
more updates!
2.14.2001
|
GLSQuake!! -Fatneck
|
At long last, those of you who have mailed me(I count maybe five or six, max)
about if/when we'd make Super QUAKE playable with the GL executables. Well,
I have finally fixed the problem. It turns out there WAS some sort of color
mismatch in the s_plasma.spr(the plasmagun sprites) that causes GLQuake v0.95
to crash during startup. So I have painstakenly redrawn the sprites pixel for
pixel using the CORRECT Quake pallet. The result? Super QUAKE will now run
with the GL executables. I know now for a fact that it will run with v0.95 and
as before runs with the original plasmagun sprites on v1.13. I sould have a
some sort of new .PAK ready by late Saturday(~12amCT Saturday morning) for you
to snatch up. I'd like to make it a kind of "patch" .PAK using a PAK1.PAK filename,
but I'm not sure that'd work. Otherwise, there'll be a whole new PAK0.PAK file
with the new sprite inside.
In other news, now that I've finally done this, I think I've gotten back into
my coding mood and may begin creating even MORE DM modes for you as well as
new "features" of singleplayer and coop modes. Check back again in the future for
more updates!
1.24.2001
|
I'm back. -a madman
|
My system is intact again, with only a few scars to show for it. Who'd have guessed that a
bad power supply could actually scorch the case beneath the motherboard? There will be v1.27
mods available soon.
12.30.2000
|
Dead computer -a madman
|
Straight from the mouth of "a madman:"
"My computer fried. The new one is on the way. Until then, there will be no porting of mods to the 1.27 source. Expect more updates later this week. -Madman out"
Apparently a capacitor blew on his motherboard, so he'll be down for about a week while the parts are ordered and shipped.
12.30.2000
|
Down, but not out -Fatneck
|
Good evening. I bet you thought we were gone. Do a couple of quick mods, collect a couple
of "prestigious" awards from the big guys of Planetquake(Thanks a million!), and then get
the hell out? Well, you guessed wrong! We're lurking silently, waiting for the right
time to STRIKE.
Currently, "a madman" is unable to do updates himself, a mixup with room arrangements,
lack of installed FTP software and the like. However, he has commanded me to assure you that
he is still working as hard and as often as possible to improve on his wonderous Bazooka QUAKE 3
MOD that everyone is so crazy about. And speaking of said mod, he WILL be porting it(and others?)
to v1.27 as soon as possible as well as the impending completion of version 2.0 of Bazooka QUAKE.
If you feel the need to file further inquiries, he still checks his e-mail on occasion.
As for me, I've been laying low and haven't really gotten off my duff to do any continuing work
on SQuake. I'll be going back to school shortly and as this is "my last stand," ALL my work must
go towards that, or I'm doomed. We'll leave it at that, unless you'd like to make a donation to
my cause that is. *waggles eyebrows*
That is our current status. Any questions?
(one senior project, two presentations, and 5 tests later...)
Back at last. Yikes. I have had no time to code at all until last
night, so I've been making the best of my newfound free time. Five of
the new game modes are finished, most of the new powerups are done, and when I
stop playing the game I work on other stuff. Still no fixed release
date, I'm afraid, because there's been no word on the new models and I haven't
gotten any maps. Still, a Christmas release looks like it's in the cards.
Still reading? Good, I have a little surprise for you. In addition
to the gameplay screenshot you've come to know and love
(this time it's the inertial barrier in action), I've got a little client-side
mod for you.
12.01.2000
|
MotW, w00p! -a madman
|
Greetings, folks.
Looks like Warbird Productions was honored yet again with a Mod of the Week
on the Big Fuzzy. Rock. So, I might as well plaster up a big
Bazooka Quake 3 link, as well as
a direct Downloadlink. Ok,
that's done.
So, some actual pseudo-news: BQ3 version 2.0 is going well, with most of the
powerups finished and a few new game modes already in place. Perhaps I'll
get mod of the week again when it's finished, eh? The only thing that's
keeping me from having it done this week is that wacky last-week-of-class blitz. New
screenshot, though, this time showing off the new
inertial barrier. That surprise mentioned last Friday is still on the
way, though. It'll be tomorrow, really...
Oh, and here's a Super Quake link. If you're
playing Quake, you need to be playing SQuake.
Greetings all. Been a busy few days, but I've still found some time to
hack away at v2.0 of BQ3. So what've I got for
you this time? Four of the powerups are finished, and the new HUD is
done. It's not just a new HUD, either... it's a new way to make a HUD. YOU
chose what you want to see and where you want it. I'm working on a
drag-and-drop interface for the setup menu at the moment, plus I have some
nifty configs saved. Check out the screenshots, why
don't you?
Oh, and tomorrow I'll have a little surprise for you... make sure you check back, eh?
11.28.2000
|
more BQ3 news -a madman
|
Well, last night's coding session paid off. I fixed the somewhat fubared
timebomb behavior in the 1.0 release. Now when your timer drops down to
10 seconds or less, you'll start flaming and smoking. If you see this,
RUN... they're about to explode like the Hellfire, but moreso. Check out
the new screenshot so you'll know what to watch out
for. Also note the sexy new timer in the corner, ensuring that you always
know how many seconds stand between you and oblivion.
However, I'm currently trying to add a few sound effects for a last 5 seconds
of the bomb's countdown. So, if you're an alto with a good speaking voice
that wants to do a good deed for the Quake community, mail
me and be a part of the team!
Also, a bit of good news for fans of the Q1 version. I finished up BQ
"Classic" mode last night, and after thorough *ahem* debugging, I couldn't
find any problems with it. For the uninitiated, in Classic mode you spawn
with a machinegun and bazooka, and can carry one other type of weapon. Attempting
to grab any other guns will result in dropping the one you have. It also
features a unified ammo pool, which means that any ammo you grab will automatically
work with whatever weapon you have. It'll be toggleable in-game as well
as from the server setup menu, just to add a bit more variety to your fragging
fun.
One last note: if you haven't played SQuake yet, then go check it out
already! It's the most fun you can have with Q1 deathmatch, and it's
got more options crammed into a 1MB download than I would have dreamed possible.
11.27.2000
|
The future! -a madman
|
Greetings all. Haven't updated since the LAN party/debug session with
Fatneck the weekend before Thanksgiving, which by the way was fun as hell. Probably
more fun, when you think about it... how fun would Hell really be?
But I seem to be getting sidetracked here. About BQ3 - thus far the
response has been better than I ever would have guessed when I started the
project. So today I'm going to outline... the future of Bazooka Quake 3!
New powerups:
- Radius booster
- Coolant system
- Ammo regeneration
- Inertial barrier
- Flight belt
- Kamikaze
New game modes:
- "Classic" style - check out Bazooka Quake for details.
- Last Man Standing / Soul Survivor
- Escalation
- Weapon Master
- Weapon Master EXTREME (for psychotics and masochists only)
- Meltdown
- Pandemonium
Other features:
- New models
- Possibly new maps
- Even more new effects
- HPB friendly!
But if you don't want to wait, go ahead and grab version 1.0 now!
Whew, that was a mouthful. Questions? Comments? Suggestions? Mail me!
11.19.2000
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SQuake update -Fatneck
|
Just a minor update to Super QUAKE. Since I came down to the university, we've had a chance to test the DM modes in SQuake.
We found a few bugs and made a few corrections. Most notably, the DeathCam. On Capture the Frag it seems you were unable to respawn regardless of if you were eliminated or not. Now, press the attack button to change views and jump to respawn.
Oh, and by-the-way, if you haven't downloaded Bazooka Quake 3, you're missing out on a ton of fun. I got it and I played it for THREE hours without even realizing it! It's just that addictive and fun! Peace out!
11.18.2000
|
BQ3 is here! -a madman
|
Bazooka Quake 3 is OUT! Go grab v1.0 right here,
or go check out the details on the webpage. So
what are you waiting for? Go grab it and find out what everyone* is talking about!
Note: not everyone is actually talking about it.
11.16.2000
|
It's coming... -a madman
|
Bazooka Quake 3 v1.0 WILL be released Saturday. This Saturday, that
is. That's 11/18/2000 (18.11.2000 for those Europeans out there), in
case there was any doubt. No bugs, no betas, just game. Tomorrow
I'll be sticking up up a subpage for BQ3, so stay tuned.
11.13.2000
|
Good news, bad news -a madman
|
Ok... first the bad news. As those of you awaiting it might have noticed,
Bazooka Quake 3 was not released this weekend. Just one bug left, but it's
a bit too severe to just let slide. I fully expect to have it fixed by
this weekend, however. Really.
But then there's the good news. Warbird Productions finally has a
modeller! So mad props, as they say, to Smeger, and welcome to the
team. He's working on new weapon models that'll be working their way
into the first major upgrade to Bazooka Quake.
Oh, and on your way out you might want to check out the new screenshot of
the new main menu.
Stay tuned... we're just getting warmed up.
11.13.2000 -Also in Warbird news
|
Super QUAKE v1.2 -Fatneck
|
There you have it! Super QUAKE v1.2 with the 12 new DM modes. Unfortunately, as stated before, I have no real way to
test a good deal of the new modes myself, having only one machine and no real ISP to host/join games. In lighter news, though, the filesize is less than v1.0 since I cut down the
size of the demos included in the .PAK file.
I've done a little rearranging of directories, so don't fret when you see that Super QUAKE has all of the sudden been downloaded 0 times.
Head on over to the Super Quake Page to lay your grubby hands on it!
11.10.2000
|
SQuake DM Aplenty -Fatneck
|
I know you gonna dig 'dis. Here's the current state of my SQuake DM project. As of this moment there
are twelve(12), count 'em, twelve(12) different Deathmatch Modes. Including the regular deathmatch, these are:
- Regular DM
- SuperFrag
- DarkMatch
- SlowMotion
- Turbo
- WeaponMaster
|
- Capture the Frag
- FragMax
- Best of X
- Tag
- The Hunted
- Escalation
|
AhHA! But that's not all! I've also put in several server configuration values for such things as NOARMOR, NOHEALTH, NOAMMO, DROPPOWERUPS, ALLWEAPONS, and INFINITEAMMO. So not only do you have a multitude of ways to play, there are different ways to play even in those modes. Also planned for new DM modes are Lord of the Pit(c) and King of the Hill.
These will require a few new maps and special entity triggers to go with them. Let me see, am I missing anything...
Yes, most importantly, due to my current connectivity, I am unable to fully test all these new DM modes. Lacking a local LAN and/or reliable dialup service, I'm almost certain these new modes may have a few quirks. But having tested them, oddly enough, in a coop/deathmatch combo, they seem to work exactly as they are supposed to.
That's all I have to say for now. Keep checking back periodically for further news.
11.09.2000
|
BQ3! -a madman
|
Bazooka Quake 3 is nearing completion. By that I mean I just need to
squash 4 more bugs and I'll be rolling it out the door this weekend. None
of this beta stuff, either. I'm talking a 1.0 release. To tide you
over until then, I have two tasty new screenshots of the Rocket Pods on the
Miscellaneous page.
And it's 5am, so I'm going to bed.
-Madman out
Certain rumors to the contrary, I'm NOT dead.
I didn't give the page completely over to Fatneck, either.
Fact of the matter is, now that I've found my Q3A cd,
I can get back to work.
That bastard has been gone about 2 and a half freakin' weeks. Then it just
shows up on top of a pile of papers without even so much as a how-do-you-do. That's
glory for you, if I may quote Alice in Wonderland.
So what does this mean? It means that work on Bazooka Quake 3 shall
continue! It means I can finally test this backlog of code! And it
means I can finally see how my Geforce2 MX looks for Q3A!
Viva la revolution!
11.06.2000
|
Die evil bug, die! -Fatneck
|
o_O! This bloody Runaway loop bug is stomping on my last nerve. I'm starting to think I should've released
SQuake as an untested beta or some junk, but that would have been a complete lie. So, yet again, I present
you with a tiny fix for a big recurring headache. If this doesn't solve the problem, well, let's just say the result
will NOT be pretty.
So grab:
The whole package...: ~858k
The Source...: ~140k
or
The Latest .DAT...:~172k
...then whack me with a broom handle and help me put an end to asimplebutpersistantlittlenuisancethatshouldhaveremovedbeforethefirstreleasebut
wasntbecauseIdidntseeitthepast500timesIlookedoverthesamedamnablefunctionfor
itanddidntrealizeitwassosimpleanddidntnoticetillnowIwascheckingforaconditionthat
canneverbereachedunderthecircumstancesandthatswhatwascausingSQuaketo
crashallthetimeduringaW_ChangeWeaponcall.
On a lighter note, I've just completed the WeaponMaster DM mode. In this mode, you must score a frag
with each of the seventeen(17) different SQuake weapons to win the match. I've also added a "Capture the Frag" mode.
I believe someone may have done a MOD of this name already, but I forget. However - in this mode, to win, you must
stay alive by fragging your opponents, and stealing their frags, hence, "Capture the Frag."
Every player starts out with seven(7) frags and eventually, time will wear them down , so you better do some hefty
killing if you want to live. Also, I've just redone the DeathCam, if you guys are familiar with it, to allow you to change your view
to other players while you are dead, nifty!
That concludes this lengthy good and bad update.
11.05.2000
|
Check up -Fatneck
|
Ok, so I popped on tonight to check the mail and all that jazz, when low-and-behold, it seems
people have been downloading SQuake like mad. Over 300 since it's release yesterday afternoon.
This makes me very happy. And YOU would be happy to know, that since the time of
its release, I have been working on adding new DM modes. So far I have four(4) very simple modes
(Slow Motion, Turbo, Dark Match, and Super Frag) which will be explained when the next version of SQuake is ready.
Right now I'm working on a "WeaponMaster" mode where you'll have to get a frag with each weapon to win the match.
I have put the serverside GameCfg variables back in, so those of you who insist on hosting all the games
will have more options. Among these are: NOPOWERUPS, NOARMOR, NOHEALTH, etc. and WEAPONSSTAY and
DROPPOWERUPS as well. Again more in detail with the next release. Be sure to check back with us and get an
update on SQuake's progress.
On a side note: If you experience and difficulties with SQuake, i.e. some devious little bugs that may have
escaped my scouring vision, PLEASE let me know. I want SQuake to be just as headache free as you do.
11.04.2000 Supplemental - Part 3
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Bug Detected -Fatneck
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I've just been informed that I am a COMPLETE idiot.
The bug I fixed before I re-uploaded the .PAK was not the only one of its kind.
I found another Runaway Loop bug and fixed it as well. So you can re-download
the whole .PAK, or for those of you who know how to add/update .PAK files, you can
save yourself some time and just get the .DAT file.
11.04.2000 Supplemental - Part 2
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Upload Hiccup -Fatneck
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Alright, the correct verion is posted - again. So download your little hearts out and frag away.
I apologize for those of you who spent your precious time downloading that failure.
11.04.2000 Supplemental
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Upload Hiccup -Fatneck
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Errgh! I uploaded SQuake this afternoon, then found a rather distasteful bug. So I'm in
the process of uploading a fixed version. Unfortunately, you guys seem to have begun
downloading it faster than I thought, so I'll have to do a little tricky maneuvering to get
the right version uploaded. The correct version file length should be about 861k. So if
you've d/l'd a file smaller than that, then you probably got one of the failed uploads.
I'll have the correct one posted again as soon as possible!
11.04.2000
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Come and get it! -Fatneck
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There you have it. SQuake is now available for your fragging pleasure. My apologies for not
having it out Halloween weekend like I said. Still, mosey on over to the Quake section and
scope it out. Then download it and call your pals. Frag 'em into oblivion and do it all over again -
and again, and again and *SLAP*. Ok, enough of that. What are you waiting for? Go frag something!
View old news
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