ALL MAPS EXCEPT A3, LUNAR, LUNAR2, WOLFDMM3 and SPD_V2 SHOULD NOW FUNCTION PROPERLY.
There were some issues with RQuake and certain maps, almost all of those have been fixed.
On gigantic maps, like Insomnia, RC3 and CMC ... sometimes the server would choke due to the sheer number of gibs all over the place. This has been resolved, the mod now eliminates gibs and dead monster bodies after 10 seconds.
Additionally, the wrong server binary was being used, some certain maps had some functionality issues (9Terrors, etc.) That's been corrected as well. This was also the reason that the map colony had 6 players spawn at the same place, since the wrong server executable wasn't being used, the wrong spawn points set were being used. That's fixed.
It is my understanding that at this point EVERY MAP should now be perfectly playable with the exception of:
Additionally: There was a small jumping height issue that I believe has been resolved.
If you notice any problems, feel free to post them in this thread or over at RocketGuy's official RQuake forum at RuneCentral.
RQuake Team Cooperative Site: http://www.quakeone.com/rquake
There were some issues with RQuake and certain maps, almost all of those have been fixed.
On gigantic maps, like Insomnia, RC3 and CMC ... sometimes the server would choke due to the sheer number of gibs all over the place. This has been resolved, the mod now eliminates gibs and dead monster bodies after 10 seconds.
Additionally, the wrong server binary was being used, some certain maps had some functionality issues (9Terrors, etc.) That's been corrected as well. This was also the reason that the map colony had 6 players spawn at the same place, since the wrong server executable wasn't being used, the wrong spawn points set were being used. That's fixed.
It is my understanding that at this point EVERY MAP should now be perfectly playable with the exception of:
a3 - Gold key doesn't spawn due to a trigger (this will be fixed)
lunar/lunar2/wolfdmm3 - These maps don't have exits -- they will :d
spd_v2 seems to have a teleport to final exit area that can only be used once and if that player doesn't survive and exit, the gig is up. That will also be fixed
lunar/lunar2/wolfdmm3 - These maps don't have exits -- they will :d
spd_v2 seems to have a teleport to final exit area that can only be used once and if that player doesn't survive and exit, the gig is up. That will also be fixed
Additionally: There was a small jumping height issue that I believe has been resolved.
If you notice any problems, feel free to post them in this thread or over at RocketGuy's official RQuake forum at RuneCentral.
RQuake Team Cooperative Site: http://www.quakeone.com/rquake
Comment