- Nov 24, 1999 - 01:12 PST
- Skeet the Strogg has undergone a name change, and is now called
Strogg Safari.
Nov 23, 1999 - 10:13 PST
Padded out the rest of the
Skeet the Strogg page.
Nov 23, 1999 - 02:04 PST
Did some more work on version 0.2 the
Skeet the Strogg mod. There's also
some screenshots of people you're likely to meet in the game, even though
the rules are not up yet.
Nov 22, 1999 - 19:07 PST
Modified the mods page so that they'd
list all three mods. I also padded out the
Brimstone Action mod page
with details on it finally, as well as a binary server downloadable.
Nov 21, 1999 - 23:49 PST
Started work on a new Quake2 mod,
Skeet the Strogg. The local server
(brimstone.com) is now playing skeet 24x7 to test this mod.
Old News
- Sep 11, 1999 - 09:19 PDT
- I removed the "LIGHTS" and "CAMERA" portions of the location action quake
init spammage. I never liked it, and it just clutters up the console(s).
The friendly action voice still says it, though...
- Sep 6, 1999 - 21:01 PDT
- I added some more minor modifications to the local action quake server.
There's now minor z-bot and ratbot detection. The bots aren't booted, but
they are given a slight handicap (at touch more damage when hit), plus,
when they die they gib spectacularly, giving their opponents a sense of
reward.
- Aug 1, 1999 - 00:54 PDT
- I've been doing some minor modifications to the action quake (v1.52)
that we run here on brimstone from time to time. I've added compass point
navigation and messaging to help with the team-coordination in team play
mode. I've also put a tutorial of the changes I made up on the new
Machiaphilia tutorials page.
- Jul 29, 1999 - 12:54 PDT
- Installed ActionQuake 1.52 on the brimstone server, and have started
going over the source.
- Jul 18, 1999 - 11:58 PDT
- Installed ActionQuake 1.51 on the brimstone server. The default setup
for when it's running is teamplay, with two default grenades.
- Jul 18, 1999 - 01:10 PDT
- There's now a round-robin mode to the St. Vitus Teamplay mod; which is
useful if there are only a few people on the server. In the round robin
mode, everyone starts on the victors team, but they're able to kill each
other. The first one to die forms the plague team. From this point on, the
victors can get points fragging the plague team, and the plague team gains
members from the victors every time they kill a player on the victor team.
When the last memeber of victor team is slain, the round starts over again.
- Jul 13, 1999 - 03:04 PDT
- I've fixed the crash that was killing the St.Vitus teamplay mode, there
was a bug in the menu'ing system that I was using. It should be fairly
stable and playable now.
- Jul 12, 1999 - 02:20 PDT
- I've put a pack of various red and blue CTF skins on the local mirror
directory at www.brimstone.com/quake2/skins/rb.zip (731K), for use with the latest mod
to St. Vitus.
- Jul 12, 1999 - 00:41 PDT
- I've been working on v0.5 of the
St. Vitus mod. The
major change to the 0.5 version is the addition of team play. I'm
wrestling with a really annoying crash that strikes if a player leaves,
rejoins, and then a frag/time/round limit is reached. Gah. It's fun
playing though.
- Jul 5, 1999 - 01:04 PDT
- It's been a while, but since the
city1 sky was recently used in the
Mesto action map, I got off my duff and concocted another Action city
sky; city2. I'm not that thrilled
by the final outcome, but it's there. It's my first env using Bryce 4...
I'm still up in arms about whether it was worth spending the more money
on Bryce 4, but it does have some nice new features.
- Apr 12, 1999 - 01:03 PDT
- A Windows/NT DLL of the
0.4 version of St.Vitus has been ported by CheezHankrn of
clan RHI
(Reality Harvesting inc.), and builders of the upcoming
G.E.C.C.T.T.
total conversion for Q2/Q3.
- Mar 18, 1999 - 11:20 PST
- I've added a little more code to the st.vitus mod; it now groks the nature
of the two different "team flag" points on CTF maps, and will call the two
depots by their zone's colors for easier understanding.
- Mar 14, 1999 - 22:35 PST
- I've released version v0.4 of the
St. Vitus mod, both
the server
binary and the
source
code.
I've also put up screenshots to the latest level I'm working on,
Son of Caduceus.
- Mar 12, 1999 - 15:54 PST
- I'm holding a test the cut frag-fest for v0.4 of St.Vitus this Sunday
(March 14th) from 7pm to 10pm (PST). Feel free to join us in banging on
the latest cut of this mod so I can feel safe in handing it out to the
internet. ("connect brimstone.com:27910")
- Mar 11, 1999 - 22:42 PST
- Added two features to the
St. Vitus mod today;
the first is a yellow flash that appears on the infected player screen
close to dying when they actually have the St. Vitus Virus, and the second
is that I have those annoying deathmatch hexes go away when they aren't in
use.
I also changed the standard map line-up now for St.Vitus. When there's
less than 5 people on it's as follows:
grind, brtfg, bkhw02, ecdm1, rebeange, Fatal1, q2dm1, tiers,
EAGLE, hardange
When there's more than five people on it's:
apq2dm1, q2dm8, fusion, q2dm2, ikdm4, q2dm5
If you don't have some of these maps, I mirror them
here and offer my homegrown
ones here.
- Mar 2, 1999 - 15:09 PST
- Hmmm, nothing new at Machiaphilia, but I see that we're listed in two
new locations:
- The Index lists St.Vitus at ModCentral.
- The Action Quake2 Map Depot is listing Woebane's Skies on their skies page.
- Feb 25, 1999 - 12:40 PST
- I broke out the last five skyboxes from the
eskoth.zip
skypack. They're now individually
available as the last five entries on the
eskoth skies page.
- Feb 25, 1999 - 03:38 PST
- I've produced the first of my
city skyline
skyboxes. It's my first of the set, so I hope they look better as they go
along. It actually looks kinda decent when I loaded it up in Quake2, but
on it's own it lacks something.
I also put up the complete panoramas of the missing 5 eskoth skyboxes.
- Feb 24, 1999 - 16:50 PST
- I put up the full panorama images for most (15 out of 20) of the skyboxes
I've done for quake. You can view them by clicking on the smaller images
on both the Bard Skies
and Eskoth Skies pages.
- Feb 13, 1999 - 02:54 PST
- I put in a couple screenshots of the timelimit/fraglimit triggered victory pose screen in
action.
- Feb 11, 1999 - 22:03 PST
- I fixed a bug in the Irradiator code of the St. Vitus mod that caused it
to crash the game if it was fired into slime or lava. It's the same bug
as was crashing the game when the rail gun was fired into slime or lava.
I also now make a clone of the winning player after any given level is
completed so that durring the intermission everyone has an entity to
view. For kicks and giggles I put the player in one of 12 taunting poses
to torment those that didn't win.
- Feb 7, 1999 - 22:04 PST
- heyheyhey! Sluggo at ModCentral gave dear old St. Vitus a review. Check
it out at www.planetquake.com/modcentral/reviews/stvitusrev.htm.
- Feb 7, 1999 - 17:58 PST
- I put up a screenshot of the Nitro being used in the St. Vitus mod.
- Feb 7, 1999 - 15:00 PST (aprox)
- Started work on the Dawn of the Dead mod. This mod is what I was
originally planning to do when I go to experimenting with mod code (and
thus the St. Vitus Mod was born of those experiments). The Dawn of the
Dead mod will pit all the players vs a legion of undead zombies, and as
the players die off they will join the legion of undead until the last
living player dies. Then the round will begin again. Zombies will get no
weapons, and be forced to take on the living in undead wave attacks.
- Feb 6, 1999 - 18:50 PST
- I've put up some screenshots of the latest level I've been working on,
Caduceus. It's specially
built for the St. Vitus mod. When I actually put some guns and ammo on
it I'll release a playtest zip file for it.
- Jan 31, 1999 - 01:16 PST
- A couple of bug fixes are running on the local v0.4 St.Vitus server.
I think I fixed that odd crash that happened every once in a while when
a new person would connect. Plus we only record positive victories in
the St.Vitus winlog.
- Jan 28, 1999 - 15:42 PST
- It's never finished, is it? The readme text file
(brtfg.txt) that I'd put in
the 12:30 AM zip file still has some of the old playtest
information. I've rerolled the zip file with the new
readme. The jist of the change is: a) it's no longer a
playtest map, and b) it's now free to distribute.
- Jan 28, 1999 - 00:29 PST
- I've cut the final version of the
Temple of the False God Quake2 DM map.
It's available for downloads in the maps directory. I've
added another weapon (the chaingun, just for you, Sun Ra)
and I think I've fixed those annoying ENV map problems.
This map (
brtfg.bsp
) should replace the old
map (brhw7.bsp
).
- Jan 27, 1999 - 01:40 PST
- Testing went well, thanks to those of you who hammered
on it for me. A bug was found and fixed, and Nitro was
explored in a combat setting. The happy upshot of all
this is that I can now slap a big bad GO sticker on both
the v0.3 Server DLL and the v0.3 Source packages. See the
Downloads
page for more information.
- Jan 26, 1999 - 01:02 PST
- The beta test of the version 0.3 is scheduled on this
server (209.101.59.35:27910) for Tuesday Jan 26th at 8:30
pm PST. Feel free to log in and help us pound on it. The
map list is currently:
grind, brtfg, bkhw02, ecdm1, Fatal1, sardauk, funhouse, q2dm1, tiers, jabbar, EAGLE, hardange
with the following thrown in automaticly if the server
has a lot of people on it:
apq2dm1, q2dm8, fusion, q2dm2, ikdm4, q2dm5
If you don't have some of these maps, I mirror them
here and offer my homegrown
ones here.