Wednesday, January 12, 2000 |
We're not dead - Mr. Hyde @ 23:26 CST
Nope. Alive and kicking actually. The team is currently heavily involved in the next big thing, HeadHunters for Quake 3. Sooner or later we'll be back with an update for Quake 2 and of course RYO for Quake 3. In the meantime let us know what features you'd like to see in either game. We're easy.
Thursday, October 14, 1999 |
"Hey man... cmon n share your Roll." - Monsto Brukes @ 18:34 CST
There's a bit of a site redesign... personally I like the new buttons better. With the redesign comes a new page: Pre-rolls. This is where you, the player, can make your rolls available for the rest of the world. If you got it, send it. Follow the easy-cheasy setup info on the pre-rolls page, send the files to Monsto Brukes and soon thereafter you should see it posted. I'd like to say there'll wind up being a pretty good library, seeing as a couple thousand ppl have dl'd the various versions of RYO. Easy enough?
Tuesday, October 12, 1999 |
Jump Beach and RYO - Mr. Hyde @ 22:03 CST
After catching up on our sleep, Monsto and yours truly went back and fixed a few lighting errors, brush alignments, and entity placements in Jump Beach. This is it, the final version, we promise :-). To make it worth your while to download, we've put the final version of Jump Beach up on our RYO server for you to knock heads on. The server address is 134.164.68.30, and will be available for play from 7PM to 7AM US Central time until further notice. You don't need RYO to play, but we know you want it, so why not download RYO from the Files page while you're here?As always, comments and suggestions are welcome.
Thursday, October 07, 1999 |
Jumppads in Q2? - Monsto Brukes @ 08:43 CST
From the "If it were a snake it would have bitchya" files"Whatchoo talkin bout Monsto?" Well me and Mr. Hyde were chitchattin about putting a jump entity into Roll Your Own. After some diggin it was discovered that it can be done in Q2 v3.2 when built with the right parameters. Why hasn't it been used before now? Good question. If this is old news, then it's news to us (= Anyway, we built Jump Beach. It's a map that includes a couple of jumpers. It's not a stupid thing with a jumper around every corner, it's actually playable with a couple of jumpers set in for good measure (= So how is it done? Read the text file thats included with the map. For the mappers out there, the .map is included, too. Props to Tarot member Scampie for his map skeleton that I kibbled in there. You rule. Get Jump Beach
Wednesday, September 29, 1999 |
Roll Your Own version 2.0 - Mr. Hyde @ 02:36 CST
After a few tweaks RYO 1.2 beta has become version 2.0. You can get the latest version here. If you haven't previously downloaded the LCC compiler (and you don't have MSVC 5.0 or 6.0) you'll also need to download it... see the Files page. Here are the highlights:New features: Holy Wars - by Paolo "Nusco" Perrotta, Roberto "Taz" Bettazzoni, and Chris "Dexter" Davis. Thanks to these guys for supplying the Holy Wars source code. Get Holy Wars. Freeze Tag - by Darrell Bircsak alias Doolittle. Thank Darrell for the source. Get Freeze Tag. Ammo quantities - RYO allows you to change the number of rounds acquired with the ammo pickups.Dr. Death - You'll either love it or hate it. You can read up on Dr. Death's features below, under the headline Beta Testers Wanted.Magnetic grenades - These babies are attracted to your opponents. Very deadly. PIG 2000 - You'll love this thing. By Shaun 'Cyberslash' Wilson. Many thanks to Shaun for releasing the source code. You can read more about the PIG2K at PsychoSoft.Sentry - Similar in function to the Half-Life sentry. RYO has several options for how this thing is implemented in your mod. Changes from version 1.2: Sentry stays on the same target until that target is dead or no longer visible (previously, a sentry always followed the target closest to the "view"). Also added some smarts - sentry will spin around to face and fire on an attacker. Thanks to Shadow for the suggestion.Standard logging - by Mark Davies. This option is now available for all mods. Standard logs keep track of who kills who and that sort of thing, and can be interpreted by GibStats. Very useful for tournament matches.Other changes: Changed up code so that forced bindings are only set once, and a short delay was added before setting the binds to give the game a bit of time to take care of business. Previously, if a user turned off any of those bindings, they were put back in place at a level change - fairly annoying. More importantly, this change will help eliminate overflow errors at level changes. Thanks to D!ABLO at the QDeveLs message board for the assist.Homing rocket targets are now warned with a flashing red light in addition to the lockon sound.As always, we're interested in your comments, suggestions, and truly obnoxious criticisms :-). Let us know what you'd like.
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