quake/articles/1996/art-793
Path: mantis!not-for-mail
From: hesprich@seas.gwu.edu (David G. Hesprich)
Newsgroups: rec.games.computer.quake.announce
Subject: QkrMods Beta 7 Released!
Date: 6 Dec 1996 18:35:39 -0000
Organization: George Washington University
Lines: 54
Sender: tony@jobstream.co.uk
Approved: quake@mantis.co.uk
Message-ID: <582e7h$doo@felix.seas.gwu.edu>
This is to announce the release of Quaker Server Modifications (QkrMods)
Beta 7 is now available for download from:
ftp://ftp.asee.org/pub/Quake/QuakeC/QkrMods/
and soon to be availabe from the CDROM.COM archive. Further information on
QkrMods is available form the Clan of the Implementors' Web page. located at:
http://quake.asee.org/
QkrMods includes an improved version of Threewave's Capture the Flag, advanced
remote administration, client disconnect messages, exit rules, team scoring,
suicider kick, map queuing, MOTD, MultiSkin, observer, online ranking, reserved
connections, shotgun shells, and many bugfixes for both the packages and the
original QuakeC code. Also includes extensive on-line help and automatic
aliasing of impulse commands to easily-remebered mnemonics.
Features may be individually selected at compile-time.
Includes heavily documented and formatted source.
Changes in version 3.06b7:
* Revamped completely the way that the various module flags get handled in
CLIENT.QC, fixing some very nasty logic flaws. I moved a great deal of
logic that was formerly being handled in ClientConnect() into
PutClientInServer().
* Changed the way that the 'PLAYER_IS_OBSERVER' flag gets handled to fix logic
flaws and speed program execution. Fixed some logic flaws affecting the
Administrator and unauthorized players.
* Inverted logic on some IF-THEN statements to remove negation operation in
test.
* The PLAYER_IS_CONNECTED flag now gets cleared in AdminCommands() and
KickSuicider() when a player gets kicked.
* Team skins now work properly.
* Fixed some grammatical and usability problems with the online help.
* TeamCheckTeam() was counting "self" as part of the process of counting the
number of players on a team ("self" isn't really assigned to a team at this
point). This caused the numbers of players on the Red team to be skewed
(Red team gets players first, then Blue). Also fixed problem where wrong
entity was being checked ("self" instead of the local varaible "player").
* Added impulse and alias to switch directly to the hook.
* Fixed behavior of PreviousWeaponCommand().
* Simplified the RANK.QC module. Ranks are no longer printed for
"disconnected" players.
* Teamlock is now only checked after a player connects.
--
David G. Hesprich | "It is dark. You might be eaten
hesprich@seas.gwu.edu | by a grue."
|
TIP#245 | http://gwis2.circ.gwu.edu/~darkgrue