I have started work on the Q3a port, although I'm currently in a
holding pattern as my main computer is down due to a cpu problem.
After I get the replacement cpu I'll resume work on the mod.
February 20 2000, Quake3 Port
Because I've received several emails asking about a q3 port, I'd like
to say, Yes, I do plan on doing one, but I don't plan on doing
anything till after q3 is released. I plan to setup a new test
server, and will make updates available when have something playable.
As far as q2, I personally don't have any plans at this time to make
q2 mod. Honestly, I just don't liked q2 as much as quakeworld. I may
make more updates to creeper 1, but only if there is interest amongst
the players. I'll probably ask for some help with the new mod at some
November 23 1999, Project Status
Thanks to Mouse from RealCTF for pointing out a bug in the strength rune code.
Made a few changes to the code. Code correctly prevents crossdressing
again. Knight is again immune to own quad splash. Lake rune should
not appear on ctf4. The yoyo effect caused by hanging from a hook
should be gone. I had removed letting anyone energize with an LG, but
it seems people use it, so I'll keep it in. BTW, that was a bug.
There is also a bug with the lake rune which can cause the user to
float. I haven't decided if I should fix it or leave it in.
The code seems somewhat stable, so I'm releasing the beta in its current state. Stem and I do plan to do some more work on the code, but its pretty close to being done. Also if you get a server crash with a message about entity >= 512, try pulling the pawn from the spawn list. Please let me know if you are having any crashes and what kind of error messages are generated. Hope to have the real 1.3 release by next week.
The bug that has been largely crashing the beta server should be fix. I'll release the code when the mod seems stable.
The Beta still isn't ready, but for those interested I have added some info about the new runes and changes to the rune's page.
August 11, Updated rune page
The current state of the new version as of the 29th. Note that it will
probably change by the time the final release is ready. And I list it
here in hopes that I can spend less time explaining changes while on
the beta server.
July 29, State of the new Beta changes
Lake: The hook can be used to pull people, flags and runes. Not much
more then entertainment value for the moment.
Eye: Shoot the hook and release the fire button before it hits someone
and the hook turns into an eyeball. The eye serves many functions.
It will zap enemies, heal and regen teammates, and if its well charged
it can even de-activate quads and pents from nearby enemies. The eye
can also be used as a portal. If you have an eyeball setup and pass
through a teleport with the hook selected, you will be sent to your
Sky: is now the old samurai with the thunder axe effect.
Samurai has been retired.
Thor: Has been renamed the energy rune, and will get an
additional ability to energize teammates (not currently working).
Also I've rewritten the lightning code, so the problem with strange
misses should be fixed.
Monk: has had a major overhaul. Monk now has a new combat mode
'MonkFu'. You have to be using the axe for it to work. The
monkfu attack is short range but has a wide arc, as well as extra
kickback. While in monkfu mode direct rocket hits just bounce off (rocket
juggling has been moved from sky to here). There is also a new jump
for monk, which is much higher then a normal jump. So if your quad
rockets seem to be having no effect on the guy slapping you into a
corner, chances are its a monkfu master.
For those who have been asking, (which now even includes
captured.com). First, I have not heard about anyone having problems
with the cpu friendly patch, so it will be in the next release. As
far as quake2 mod. I might be working on a Quake 2 version of Creeper
and maybe doing some finishing up work on the quake world mod. QW
version will likely get two new experimently runes, and probably some
tweaks to some of the current weaker runes. Oh, and I put the blue
rocket model back in. I took it out last year to reduce download time
for new players. But I don't plan on doing too much more for the
current mod, as I feel its pretty much where I wanted it to be.
Although I had planned on making a replacement weapon for the almost
useless nailgun (atleast with out the sun rune), and a powerup to
replace the ring of shadows. But I've pretty much decided that if I
have time, I'm going to try my hand at doing a quake 2 mod. If it all
works out, it should be very nice. It'll be similar to the current
mod, and include as many runes/items as will translate to q2. But I
plan on making a setup that will be very easy to customize.
July 21, Posible New Mods
For anyone who doesn't know. Madhouse is running a
2.29beta qw server which means if you want play to on madhouse you'll
need the experimental
World 2.29 Client.
This is not the next release. It does not contain any new features,
but it should noticeably use less cpu. And please do not ask about
the eye or lake runes, they don't currently do anything and I won't
know what they will do till I code them. I need this cpu beta to be
tested on a server with many players (8+). It is very possible that
some of the runes or features are broken because of the optimizations,
so I need to know the results of any testing. Let me know if you are
running the so I can check it for myself. Also if you are using your
own custom.qc, then you'll need to add
itemmake(world,'0 0 0',ID_GENERALCHECK,0);
to the spawnrunes function
Download CPU Beta
May 17, Improved CPU usage Beta test
Heres how to fix that Monk/Lighting/Grapple bug.
The download for version 1.2 now includes a fix for the bug in level voting. Which was reseting the players vote each time they died.
The new site with mostly new graphics is on online here at www.captured.com/creeper.
Feb 3 1998, New site at www.captuped.com