I have sad news for fans of GibHappy. As of today I am officially closing GibFactory. I can't fool myself any longer; Beta 2 is never going to be completed. I don't know if anybody cares about GibHappy any more, but to anybody who does, I thank you, and I'm sorry. I'm sorry I kept you waiting for so long, and I thank you for supporting my mod.
If you have trouble loading maps using GibHappy, you must increase your com_hunkmegs. I reccomend the setting of 128, assuming you have enough memory. Due to the greatly increased number of entities Quake 3 needs to keep track of, it needs more memory. Once you do this you should no longer have trouble loading maps with GibHappy.
Three months in the making, after a major code-destroying hard-drive crash, and a crippling game-fux0ring bug, The Gib Factory is proud to announce GibHappy Beta 1b, the newest version of our GibHappy mod. This new version is not the Beta 2 that you have all been waiting for; the crash took that out. But this version is an important step because it has cleaned up the code that survived the crash and got it back up to it's previous condition, not to mention getting me back in "the groove". Get it on the download page! Make sure you read the first question on the updated FAQ, it's important!
After a few weeks of insanity, I've finally tracked down the evil bug that was plagueing my Beta 1a codebase... Today after work I will beta test Beta 1b and then release it to the masses! GibHappy LIVES! Oh yeah, and after work I'll also look into that broken counter.
Bad news everyone: My Maxtor 80GB main drive has failed completely, and everything is gone. This is a huge set-back for me, as thism means that the latest source I have is Beta 1a. I'm going on vacation for a week, so it'll be a while until I even get a replacement drive. I'm thinking about releasing a Beta 1b, which has all the bug fixes from Beta 2, and the increased entities, just not the plasmagib or gib launcher, those will be delayed. And the Plasmagib was completely finished too... AARGH!
I added a few more questions to the GibHappy FAQ, nothing major. This is also another "I'm still alive" post, and also to tell you that two of the three features for Beta 2 are done.
I know there has not been
an update for a while, but I'm NOT dead, despite what some of you might
It's here! Beta
1a of GibHappy has been released. Here is a list of changes:
I've decided that I will update the version history of versions yet to be released to allow you to see the progress of the mod. For example, I've added Beta 1a to the version history, even though it's not out yet, and I will update the changes made to Beta 1a as I make them.
This is it! The moment you've all (At least, those of you who knew about it ;-) been waiting for: GibHappy Beta 1 has been released, and GibFactory has been launched. Surf over to the Downloads section to get your very own copy. Want to tell me what you think? Found a bug? Have a suggestion? Head over to the forums to tell me about it!
If anybody out there has a nice dedicated server, GibHappy really needs it's own server! If you set one up, either e-mail me about it (Click my name in the title of this news post) or post on the forums.
This mod would not have been
possible without the help of several people. Here they are, in no particular
W00T!!! The GibCannon is
complete (And awesome!), and GibHappy is currently on schedule to be
released tommorow (friday) night. What remains? GibCannon (Developped
by Nelson Gauthier, who didn't want to wait until Beta 2 for a GibCannon
;-) source code must be merged into the main GibHappy source, the Pic
of the Day for the site launch needs to be created, and we've got to
beta test (My friends are looking forwards to that, I can tell you!)
What do you want first, the
good news or the bad news? Well, I'll give you the bad news: g_gibhealth
cannot be implemented for various reasons beyond my control. But what
is the good news? g_gibhealth will be replaced with g_gibcannon. That's
right, with the release still scheduled for friday, Beta 1 will make
it's debut with a fully functional GibCannon!
Well, while Beta 1 is not quite feature-complete, (still need to add g_gibhealth), both g_bodysink and g_gibfactor appear to be completed and functional. Looks like a release might not be as far away as I thought. I'm hoping I can launch friday night.
Wow, time flies. To tell you the truth, this is my first mod. I slightly underestimated the work involved. The original version of this page reported that the mod is 95% completed. While this is true regarding the coding, you will notice that I have updated that figure to 75%. You see, I can't release GibHappy without some multiplayer testing, now can I?
Also, Gib Factory's launch has been delayed. While I had a final design when I submitted it to PlanetQuake, I still have had to modify the page. I've pretty much finished setting up the forums (The Forums button works now), and integrated the GameSpy ad banner into the site logo above.
Despite these delays, I _hope_ to release GibHappy, and launch Gib Factory this weekend. We'll see how things turn out. The site's pretty much done, now I just have to put the finishing touches on the mod and test it with some friends.
Welcome to a special preview of Gib Factory, the official site of the Quake III mod GibHappy. Gib Happy is a mod which introduces several cvars into Quake III which allow the client/server to increase the gibbing present in the game. Gibs produced by corpses can be multiplied or turned off, bodies can be set not to sink into the ground after 5 seconds, or their time before sinking increased, and the damage corpses must take before gibbing can be changed, or eliminated for instant gibbing. This sums up the features planned for the Beta 1 release, which is 75% complete, and should be released within a few days. Some future plans include a GibCannon, which is a replacement for the Rocket Launcher that fires gibs instead of rockets, and more gib-increasing features.
Enjoy this preview of Gib Factory. This site is mostly functional, though you will notice that the download links are not functional due to the mod's current state of not yet being released, nor does the forums link on the main page work, due to the lack of forums at the current point in time. Forums are planned once a suitable host is located. This site will not be posted at the host until shortly before the mod's release, instead a "Coming soon" graphic will be displayed (Click on link to view). Of course, the mod should be released in a few days, so the "Coming soon" graphic will not be up for long.