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Changelog q4max 0.72

<img src="files/qmx.jpg" class="derecha" />Ya que nadie lo publica ... pues lo pongo yo ;(

“add: mode CTFS - CaptureStrike

add: health and armor votes for CA/CTFS

(no vote_allow control on these: they're too trivial)

add: pause (referees only)

add: PM skins. tweak r_gamma/r_brightness/r_lightscale if they're not bright enough

chg: menu now has zoom toggle, GL smoke, RL smoke, draw gibs, draw blood, weapon foveffect, and team model. <!--break-->

chg: #l now uses the same location desc as team overlay.

chg: #l works in CA.

chg: CA does not allow firing at the end of round to prevent grenade exploit.

chg: mode TOURNEY for Raven's tournament mode

chg: mode DM (also named duel) means real 1v1 play, not Raven's tournament

chg: CA spawns default to 100H/150A

chg: railguns no longer dropped on player death in IG

chg: RG has infinite ammo in IG

chg: no throwing weapons in IG/CA

chg: g_feedScorebot defaults to 1

chg: CTF defaults to no team damage

chg: removed si_entityFilter

chg: Windows only: Error handling

Access Violations and other crashes now drop to the console and log the error ratherthan displaying the Windows error dialog.

Please submit the error displayed on the console if this happens (multiple lines).

chg: Crosshair name fade-in time speeded up

chg: Crosshair name displays for spectators

chg: the #i token requires you are looking at the item more - gives more accurateinformation.

fix: team damage setting was ignored in IG

fix: si_modes misbehaved at times

fix: dead players using #w did nasty things

fix: scorebot feeder got sulky when time went backwards (map changes)

fix: CA displays stats at end of game.

fix: CA no longer decays health > 100 during countdown.

fix: crash in some cases when railing with no team damage (eg CA).

fix: autoaction screenshots given .jpg extension

fix: CA player scores are reset at the beginning of each round

fix: g_gunx/y/z no longer affects models other than the local clients(unless following as a spec)

fix: cg_blood filters out even more blood effects.

fix: (RB) trigger_hurt works correctly in MP

Saldrá prontito En los servers de la ggl ya se esta testeando.

14 Feb 2006, 17:08
#1

OJO PM SKINS!!!!!

_____________________________________

WaNNa Be BaCK!

LA CAÑÍÍÍÍSIMA s(^_^)=o-------------·-. ©

14 Feb 2006, 17:09
#2

sip, lo estuvieron testeando tb en la GGL Americup esta :S

veo cosas bastante interesantes y arreglos utiles

14 Feb 2006, 17:31
#3

Al fin el puto pause! Ahora soluciono todos mis dudas cuando vi un video del ggl ese e hicieron un pause .

PD: xou, pm skins? explícate

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*SoNGo Q!

14 Feb 2006, 17:32
#4

si pero el pause solo desde referee, no cualkier player, aunke weno de todas formas es un gran avance si señor

14 Feb 2006, 17:38
#5

Infinite slugs en instagib... Lol, disparabas 50 y luego ibas a puño ?XDDD

xou que son pm skins ? No se supone que ya las tiene ? Yo al menos veo a los bichos de cualquier color (el pm creo que era lo de verlos ahi brillantes)

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VGA-GaminG Making history

14 Feb 2006, 17:39
#6

Bueno, y ahora kon estas novedades...los de clanbase lo pondran como mod default pa TDM, y cuando salga un x-battle nuevo, lo volveran a kambiar, !!

14 Feb 2006, 17:42
#7

y la fuente?

14 Feb 2006, 17:44
#8

Esa foto de donde sale?

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No soy CPLero :<

14 Feb 2006, 18:37
#9

está bien saber esto

14 Feb 2006, 19:10
#10

Lo d pm será los skins esos q metieron cpm y osp en q3? (blankitos)

_______________________________________________________________

*SoNGo Q!

14 Feb 2006, 19:37
#11

Iep... de todas formas no se que añadirán nuevo...

La foto está sacada de www.laslolitasdecuatrocu.net

_____________________________________

WaNNa Be BaCK!

LA CAÑÍÍÍÍSIMA s(^_^)=o-------------·-. ©

14 Feb 2006, 19:52
#12

ajajaja que depravados

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No soy CPLero :<

14 Feb 2006, 21:10
#13

WTF! osea que esta version de q4max tp tiene simple items? venga hombre, si me tengo que tragar el q4max por cojones, minimo que copien lo weno de la competencia -_-

<code>-------

OnE QuAkE tO RuLe tHeM aLL, oNe RaiL tO fRaG tHeM!</code>

aDN*masAcre

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