![]() There's already a merge request pending for it, so expect it included in a few days in nightly builds, and in the next official version (no ETA on that unfortunately). The already working development branch is: data/tzork/csqc-items: Yes, there is, though not in any official releases, or beta daily builds YET. is there something like simpleitems was for quake? Iirc there is no way to do that, apart from changing original content, but that is considered cheating (I know everyone does that in quake2, but still.).ģ. ![]() how to colorise the weapon models? becouse the map is kinda grey and picmipped, so is the weapon model, all I want is it to have a little colour so its easier to identify it That alone will only picmip world textures, but not players.Ģ. But that's no problem, since apart from the rifle (that you won't encounter in any competitive maps, as it's extra gear) there is no difference in damage wether it is a headshot or full body. You used gl_picmip I assume, that picmips everything, including playermodels -> megaerebus (the fullbright) models texture is not fullbright on it's head, that's why it is blurred to grey too. somehow my fullbright playermodels have greyheads? The feedback from the community is quite positive so far and I think we can get at least 10-12 teams. I hope we can get that mode started with the upcoming 4on4 tdm NC. We had a couple of very good pickup games, with some of the best xonotic players + quake players like zeroql, juvenile and snakeomg (ok noob). But now we got a small but decent mappool and with xpm rules the megaitems actually matter a lot which favors teamplay (compared to 0.5 pacman +fwd style). But compared to QL it is way stricter, on a well-made map (with a decent "vis" or whatever that is called) your client knows about the opponents position only a split second before he gets visible.Īnd I don't know when you tried TDM for the last time? In 0.5 there was no TDM at all, no maps, no decent settings. It works similar to QL: your client gets information about the other player only when he is near to you. The darkplaces engine actually has a decent anti-wallhack build in.
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