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  What's New In The Year 2004?
Wednesday,  December 15, 2004 by Slot Zero

  • I finally tracked down the bug that would cause players to stick together when one of them was caught in ice/glue.  I first observed this bug many moons ago with Crazicracker.  Thanks to Fuzzy for helping me recreate the effect.
  • The anti-pack rune wasn't switching to your best weapon when your current weapon was an alternate weapon and had been removed.  This is fixed.

Saturday,  November 27, 2004 by Slot Zero

  • Weirdness bubble weirds out zombies and shamblers.  Someone suggested this to me a long time ago.  My apologies for forgetting who it was.
  • The vote-team command stopped working on the Quakeworld server.  It should be fixed for good now.
  • You can use your hook to activate buttons.  Feature request for Zop.
  • The following runes were made team friendly; glue, blizzard, anti-pack, and tornado.  The anti-pack and tornado particle color will be replaced with the owner's team color.
  • Pets no longer trip your teammates traps.
  • Sonar rune has merged with cloaking.
  • A fire walker can walk in low levels of lava without damage.
  • Shootphobia (weirdness rune) prevents hook usage.
  • You can only get caught in one ice trap at a time.
  • Hope you all had a happy Thanksgiving!!

Monday,  October 11, 2004 by Slot Zero

  • If two or more votes of the same type are initiated consecutively, anyone who voted will retain his vote until a different vote is initiated or the level changes.  For example, someone initiates a vote for DM6.  You vote 'yes' but the vote expires (gets cancelled).  If the very next vote is for DM6, you won't have to retype 'yes' again; it's automatically done for you.  Thanks to Toyo MR2 for the suggestion.
  • The requiem rune now has a max health of 150 and a 50 point increase in whatever armor type you have.
  • You can only get caught in one glue trap (super blue stuff) at a time.  In addition, the glue no longer lands in the exact same spot when you stand still and fire.
  • The switch rune bug which causes your head to permanently tilt has been fixed.  Thanks to 'oh snap' for giving me the motivation to fix it.

Saturday,  July 20, 2004 by Slot Zero

  • I'm testing a new alternate weapon for the rocket launcher.  It allows you to bounce rockets off walls and players, doing damage in the process.
  • The new voting system appears to be working flawlessly.  There are over a dozen new commands.   You can get a brief description of each command in the game by typing help-vote.  Have a vote option suggestion?   Let me know!
  • The zen monk hook damage bug has been fixed.  Thanks to Zop for the bug report.
  • In practice mode, because alternate weapons are off, you couldn't hit 1 twice for hook.  This is fixed.

Saturday,  July 10, 2004 by Slot Zero

  • There is a new voting system in place.  I'm still working out the specifics which is why I haven't announced the full instructions on the forum.  This new system will allow for many new voting options.
  • Vampire no longer rots twice as fast when mega health is picked up first.  This is an RJS bug that I thought had been fixed years ago.
  • Dropped clients no longer leave quad/pent hat behind.
  • Practice mode wasn't displaying the amount of health of your attacker when you were killed.
  • Ice traps/blizzard no long make jumping noises when frozen.
  • The constant tilting of your screen when you fire your weapon has been removed.  This is especially noticeable when you are firing the lightning gun or nail gun.

Sunday, May 23, 2004 by Slot Zero

  • Added a new rune called Requiem Rune.  This rune works much like regeneration except that you only regenerate the item you're standing on.  Regenerating items include armor, ammo, and health boxes.
  • Telefrag Deflect has no maximum deflects.
  • Bouncing Betty and Tornado Rune are more like weapons now in that they require ammo instead of having a preset amount.
  • Quakeworld Bugfix; If you set infokey_maps and changed to non-rotation map using 'map <level>', the server wouldn't leave intermission after timelimit or fraglimit expired.  Thanks to Mr. Happy for the bug report and help with debugging.

Thursday, May 06, 2004 by Slot Zero

Friday, April 30, 2004 by Slot Zero

  • Rune Quake Version 1.0 has been released!  It's been almost a year since my last release, so I urge anyone using version 0.9 to update immediately.  If you're a developer, there are tons of new functions that utilize the qccx project, internal.qc.  Click here for a list of changes, although this list does not do this release any justice.   To download, click here.

    Please do not hesitate to e-mail me with your comments or complaints!

Sunday, April 04, 2004 by Slot Zero

  • A free-look observer wasn't teleporting through the level exits.  Not only is this fixed, but the destination of the teleporter will remain fixed to the last position of the last player who used it.  This is useful for following players.
  • I was developing a new type of armor when I thought it might be interesting to add this feature to all of the armors on the level.  The armors will change from green to yellow to red and then back to green again rather quickly.  If you already have a better armor class than the one you are touching, the rotation stops and you'll have to move away from the armor and then wait a bit before the rotation will begin again.  If you have any comments please feel free to post them on the forums.
  • You get a quad or pent hat when you pick up the corresponding power-up.

Saturday, April 03, 2004 by Slot Zero

  • Portions of the April Fool's theme suggested by Zop.
  • The switch rune no longer switches your keys.  Bug report by Zop.
  • Players can no longer hook on to your spawn shields.  Suggestion from Toyo MR2.

Sunday, February 29, 2004 by Slot Zero

  • If you are near a power-up and someone else picks it up, you'll see a "Denied!" message at the top of your screen.
  • Telefrag deflect doesn't push you forward when you teleport.  For best results, let go of the forward key just before you enter the teleporter.
  • The anti-pack rune no longer switches to your best weapon unless the weapon you're carrying is removed.

Thursday, February 26, 2004 by Slot Zero

  • There was a bug with the blizzard and ice trap code that would prevent the firing of your weapon immediately after your release from being frozen.  This is fixed.

Wednesday, February 25, 2004 by Slot Zero

  • You can fire your lightning gun under water/slime/lava while holding the Thor rune.  Suggestion from Toyo MR2.
  • The electric rune takes half damage from the lightning gun.  The damage is actually converted into cells, so you can watch your cells grow as you're being attacked!
  • The multiplayer exit barriers are automatically removed on all levels that contain them, even custom.  The one exception is e1m1, which is used to get the RL on the top of the crate.
  • Sonar value for distance "D" has been converted to my interpretation of feet. Judging from the tiles on e1m2 (by quad), 1 foot is exactly 1 tile.
  • The athletics rune carries an extra 25 points of health.  You're also rewarded with 25 health points when you pick it up.  Suggestion from Zop.
  • Bouncing Betty launches an extra betty when you die.
  • I weakened the magic shotgun (ALT-2) just a bit.

Thursday, January 01, 2004 by Slot Zero

Happy New Year Everyone!

  • Zop is back in full force working on Zopmod2.  For more information, check out the Zopmod2 Forum.
  • In QuakeWorld, I fixed the vote-hook bug that kept resetting the hook back from its voted state.  The console aliases now work as well.
  • I've reversed the default cycle-alternates toggle from off to on.
  • Added a new command to list some of the more popular commands in the mod. Type 'commands' in the console.
  • All of the votes (exit, team, hook) expire instead of nagging you with a message every two minutes. The duration of a vote lasts for about 30 - 45 seconds.
  • There are two new weapons; Magic Shotgun (ALT-2) and the Gas Grenades (ALT-6).
  • There are 4 new runes; anti-pack, telefrag deflect, bouncin' betty, and tornado.
  • Some of the level exit teleporters have destinations added to them that lead to other teleporters or strategic places on the map.  You'll spot the deathmatch exit barriers removed in these instances.
  • Typing vote-exit works normally again and no longer produces the same output as when you type levels.


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