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Thread: Update "quakecon2" - 8/10/2012

  1. #1
    Administrator Carnevil's Avatar
    Join Date
    Jun 2011

    Update "quakecon2" - 8/10/2012

    Sadly, QuakeCon is over! We got to meet a lot of new people, and also got a lot of great feedback which we've spent the past week addressing. On top of that, we've got some totally new things for this update! Here's what's new:


    • ADDED GIBBING! The arcturans now explode in a bloody mess of gibs when massively damaged!
    • Made the colored bars on E1M2/E1M3 thinner so that you can see past them! This helps make your progression through the maps more clear, and also entices you with secrets!
    • Revamped the armor system! It's now more intuitive and more closely resembles the player's health system.
    • Improved the blood particles that appear when shooting the arcturans.
    • Made some visual enhancements to E1M2.
    • The rocket now produces a smoke trail.
    • Added a new crusher alert sound!
    • Added a new conveyor belt looping sound!
    • Added a couple of breakable crates to E1M2 to help introduce them better.
    • Added the IsStopped() AI script command which return true if an object is motionless.


    • Particles now sort correctly according to distance.
    • Made numerous gameplay tweaks.
    • Renamed the "Use shaders" button to "Enable lighting" in the editor (both rendering techniques use shaders!).
    • The left bracket key ([) can now be used for bindings.
    • The crosshair now fades out during secret message displays.

    As always, you can download this update on the download page!


  2. #2
    Junior Member
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    Aug 2012
    since when were there rockets? I had quake con and it didn't have any sort of rocket launcher

  3. #3
    Administrator Carnevil's Avatar
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    Jun 2011
    Mezron, the E1M3 boss, shoots rockets.

  4. #4
    Senior Member decino's Avatar
    Join Date
    May 2012
    Nice update. Love the gibs! I noticed the shotgun never gibs the arcturans, even with the doomsphere. Maybe because it sees every pellet as individual damage instead of a whole? I guess this could be fixed if they could be gibbed during their death animation.

    Like, pellet damage = 8, enemy health = 1, health needed to gib = -10.
    1 - 8 = -7. (a.k.a it never reaches its 'gib health')

    Speaking of death, any plans on gibbable corpses?
    Last edited by decino; 08-10-2012 at 10:35 PM.

  5. #5
    Administrator Carnevil's Avatar
    Join Date
    Jun 2011
    Actually, you CAN gib the lower arcturans in certain situations. If they get hit by an enemy projectile, they'll take damage but won't die. Then, when you blast them with a doomsphere'd shotgun... GIBS!

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