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Archived Old News:


October 2000

Tuesday, October 31, 2000



Some more updates to 1.1
Posted by Ark @ 3:31 EST

Mostly requested features..

* You now keep your points/kills/captures when switching teams.
* You can also keep your rune when switching teams IF you have been on the
current team for at least 3 minutes.
* New cvar: mercylimit (default 5) - if a one team gets a lead of this many
captures over the other team, the game ends early and teams will be evened
automatically so the next game is fair. Does not apply to matchmode.
* Admins can use setmercylimit or change the mercylimit in the admin menu.
* Added "/team redspec" "/team rs" "/team bluespec" "/team bs" so a player can
only spectate people from one team. Useful when teams are locked.
* Fixed bug where "/team xxx" with invalid team name could join losing team
even if teams where locked.
* Fixed bug where server would crash if person disconnected while another
person was grappled onto them.
* Fixed bug where you could drop ammo when you had infinite ammo, such as
during warmup mode.
* Warmup mode and during the countdown before the game starts is now known as
"Happy Weapon Mode" because you get infinite ammo for every weapon, and
also randomly get powerups now and then.
* Resist no longer protects against self-inflicted damage or falling damage.
* Added in cvar checks for network cvars used to cheat from q3comp code.
com_maxfps must be at least 30.
cl_maxpackets must be at least 20.
snaps can only be 20,30,40,50,60.
cl_timenudge must be between -200 and 200.

Saturday, October 28, 2000


Tell a friend..
Posted by whiplash @ 1:55 EDT

i know i know, it sounds cheesy, but why not take the time to build a better community?? why not tell friend to try it?? help them setup a config?? start things rolling, if you know people from other clans, that play dm or q3ctf, tell them to give us a try... lets work together to build a bigger stronger community and enhance the gameplay and the competition level for us all, lets start filling up those servers and getting in the mix. :)

Tuesday, October 17, 2000


Updates
Posted by Ark @ 1:58 EDT

Yes, we are still alive, and v1.10 will be release soon after ID's next point release is stablizes (non-beta)
Hopefully it will include two new remakes of Q1 maps.
CCTF7 is closer to the v0.99c version, with ramps instead of stairs, plus yellow armor and a railgun.
CCTF3 has been updated as well.

Here is the latest code changes:
* Fixed location messages colors in team chat messages.
* Uncapped speed maximum.
* Removed "fragged by ..." line during intermission.
* Redid map voting again, it now displays the message:
"Use F1/F2 or [] to cycle choices. READY to submits vote."
And thus, your binds to vote yes/vote no/weapprev/weapnext will cycle
choices and clicking ready (fire or use button) locks down your vote.
* Map voting also shows a picture of each map choice.
* Map voting will keep track of the last 3 maps played (which includes the map
that -just- ended) and will not pick from them as choices to vote on. This
means that your mappool.cfg must contain at least 6 choices.
* Fixed phantom grapple during intermission bug.
* Fixed bug where voting to kick/mute/forceteam a player with the menus would
show the vote command with the clients number instead of their name.
* Now gives 5 tries for cheat-test so long connectings clients can respond.
* Fixed radio messages spelling defense as defence.
* new setting for g_forceTeamBalance - set to 2 to force stricter team
balancingwhere team counts may differ by no more then one player.
* Joining players will follow the same rules as players switching teams in
that a spread of two players is allowed (assuming g_forceTeamBalance 1).
The only way for a team to become unbalanced is for a player to quit, and
that INCLUDES players who connect, never make it into the game, and quit.
* New setting for cg_forceModel, set to 2 and players will be modeled based on
the settings of redmodel and bluemodel.
* Doors/platforms will now bounce off of powerups/runes instead of eating
powerups and making runes respawn elsewhere. They will also instantly gib
corpses instead of repeatedly hitting them until they gib.
* Powerups (like quad damage) initial spawn is fixed at 30 seconds instead of
randomly 30-60 seconds. This ensures maps with two quads dont favor one
side from an earlier quad spawn.
* Added in 125Hz movement (default is enabled, set cl_125Hz to 0 to disable)