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Nathan
Posts: 382
Location: Canberra, Australian Capital Territory
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We've upgraded the Quake3 CTF server to the 1.27g release; the Duel server will probably get done later today. Unfortunately OSP currently isn't working for us under Linux with 1.27g; and RA3 doesn't have a 1.27g Linux release yet, so we're running the stock game for now. There's a few things you'll probably want to know about 1.27; firstly, a server-side cvar can enable the '125hz' client sampling. Secondly, the 50ms delay on firing has been removed - rails are closer to instantaneous now on a good ping. Finally, the much discussed 'floor bug/feature' has been removed. You can check it out at games01.qgl.org:27970 - I'll probably jump on tonight for a while. Finally, I know a lot of people wont want to upgrade to 1.27 as there's very few servers online running it yet (for a variety of reasons). So here's a quick rundown on how to use both. Run the 1.27g point release executable, but extract it to a new directory. There are three files that you need to take from the 1.27 release and place in your Quake3 directory: - quake3.exe (put it in your Quake3 dir as Quake3-127.exe or something) - baseq3pak4.pk3 (put in regular Quake3aseq3) - baseq3pak5.pk3 (put in regular Quake3aseq3) Run quake3-127.exe (which should now be in your regular Quake3 directory) and you should be able to connect to the AusGamers CTF server. When you want to go back to 1.17; simply remove the pak4.pk3 and pak5.pk3 from your baseq3 directory. The clueier users out there will probably realise this could be handled neatly with a batch file. |
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| #0 02:51pm 23/12/00 |
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GreyMATr
Posts: 170
Location: Queensland
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In the interest of starting a big flame war, removing the floor bug/feature is gay and way too late to be doing now. Please spam away and lag this server bitches. |
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| #1 10:04pm 23/12/00 |
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AcidReign
Posts: 561
Location: Brisbane, Queensland
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all the bitching happened when 1.25 was released, they didnt change it back then they arent gonna change it back now. ra3 has left it in. deal. |
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| #2 10:41pm 23/12/00 |
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resilient
Posts: 346
Location: Brisbane, Queensland
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OSP also has an option for it |
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| #3 10:42pm 23/12/00 |
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GreyMATr
Posts: 171
Location: Queensland
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ok then, theres options for it, so do we want it on or not ;) |
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| #4 10:58pm 24/12/00 |
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Avalon
Posts: 7
Location: Brisbane, Queensland
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Without it a lot of maps will turn into rail wars. The threat of rockets through the floors stopped a lot of rail camping. And in ctf it will increase the chance of the flagger getting away. I definately dont like it. |
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| #5 12:09am 25/12/00 |
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resilient
Posts: 350
Location: Brisbane, Queensland
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its pretty simple, we have thrufloors 1 on problems fixed |
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| #6 12:16pm 25/12/00 |
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GreyMATr
Posts: 172
Location: Queensland
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im sure theres at least 1 faget who wants thrufloors 0 |
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| #7 11:39pm 25/12/00 |
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resilient
Posts: 351
Location: Brisbane, Queensland
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well isnt he a faget |
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| #8 12:04am 26/12/00 |
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