![]() ![]() If you still think that the current Q3A CTF lacks, you may be happy to know that there's a group working on Classic CTF ( ). and now it's time for bed (I've run out of Dew). Though I did confirm my suspicions that sometimes the bots decide to suicide themselves.:) No, I didn't mess with much other than the weapons (it's really the only thing you can play with while having no objective in mind, yet being able to see results instantly). Thirteenth Discovery: Accuracy awards are given.įourteenth Discovery: Replicating gernades make it easy to get accuracy ratings exceeding 1000% (1128% in this case). Twelth Discovery: It is possible to get a chain of grenades to go on for about 3 minutes.This would be the quake equivilent of nuclear fission. Tenth Discovery: A gernade that explodes into 100 new gernades is the Quake equivilent of a nuclear bomb.Įleventh Discovery: It takes 2.3 seconds for 10 grenades spawning 10 grenades spawning 10 grenades etc to make the game go back to the main menu. Ninth Discovery: Quake doesn't like it when you try to blow up a grenade who's "owner" (ie: the person who launched it) is a gernade who blew up 10 seconds ago. Seventh Discovery: It is far easier to make a random vector and normalize it than it is to try to get a series of vectors to form in a circular fashion.Įigth Discovery: A gernade that explodes into 10 new gernades looks cool. ![]() Sixth Discovery: Changing the way a rocket handles in midflight confuses the client prediction (unless you fix the client too) Third Discovery: The rail gun is an "insta-hit" weapon.įourth Discovery: Increasing rocket velocity to 20000 (from 900) makes a rocket launcher the equivilent to a rail gun with splash damage.įifth Discovery: Bouncing rockets are cool but useless. Second Discovery: The BFG and Plasma rifle shots DO travel at the same velocity. I've never looked at the "sdk"'s for other versions of quake, so trolling through this was a rather interesting experience.įirst Discovery: I wish I could code that well. ![]()
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