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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