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- =========================
- What's New in Zeus 2.05
- =========================
-
- Changes in version 2.05s:
-
- . this is the server version of Zeus 2.05. Anyone running regular quake
- can log on to a server running this mod without having to run the mod
- themselves.
-
- . The Holo-HUD is not supported.
-
- . The plasma gun is not supported.
-
- Changes in version 2.05:
-
- . bots now map out the level as they go. They can follow the paths they
- have found, or break off randomly to search for new ones. This makes
- them *much* faster at getting around. They will kill you.
-
- . bots now wait for platforms to stop moving before they get off.
-
- . better code to avoid roaming off of ledges/catwalks.
-
- . targetting routines were greatly optimized. Now more bots can be
- spawned without Quake slowing down (but then, pathing takes up lots
- more CPU time now...)
-
- . bots now avoid missiles and grenades. Skill 0 bots avoid nothing,
- skill 1 bots will avoid stationary grenades and skill 2 and 3 bots
- will avoid both stationary grenades and moving grenades and rockets.
- Skill 3 bots have a greater detection range for missiles and grenades
- than skill 2 bots.
-
- . deathmatch bots now respawn automatically after changing levels. The
- first 10 bots will keep their names. The first 4 bots will keep their
- armor, ammo and weapons. All other bots must start from scratch again.
- I wish it could be different, but I've packed about as much as I can
- into the 16 float variables that Quake C can keep between level changes.
- I ran into a rounding problem while trying to pack the information into
- so few variables, so every once in a while a bot name or skill may change
- between levels or someone (perhaps even the humans) may respawn without
- the correct gear.
-
- . new code for computing velocity from weapon hits when a creature, bot
- or player is killed. Bodies now twist and spin and bounce off of
- walls. It simply looks totally cool and should have been in Quake from
- the start.
-
- . bots will try not to back up against a wall in combat. This makes them
- much less susceptable to rocket attacks as they are less likely to take
- area damage from a rocket that hits behind them.
-
- . bots will now intentionally strafe to pick up an item while engaging an
- enemy.
-
- . implemented peripheral vision based on skill level. Bots can no longer
- see 360 degrees around.
-
- . implemented reaction times for bots based on skill level.
-
- . spawning bots now telefrag correctly.
-
- . bots now glow when they pick up quad and pentagrams, and turn into eyes
- when they pick up a ring of shadows. I just kept forgetting to do this...
-
- . bug that caused player to be thrown out of bot view when taking damage
- squashed.
-
- . splashing noises due to bots jumping up and down greatly reduced and for
- the most part gone.
-
- . added impulse to enable/disable special features such as the plasma gun.
-
- . bots get stuck a lot less often than they used to. Specifically fixed
- some problems with bots getting stuck on inward slanting walls. This
- is due to floating point inaccuracies in Quake's clipping and because
- Zeus bots move entirely different from any other bot or Quake creature,
- it's really beyond the scope of Quake C to fix entirely (ie. needs engine
- changes).
-
- . level now changes when a bot reaches the fraglimit, however, you won't
- be able to see bots on the frag screen. Don't ask me to fix this, because
- it is hard coded in the Quake engine. Trust me, I know.
-
- . bots now cease all activities during the intermission. No more bots
- running around wildly as you hover above looking at frag counts.
-
- Changes in version 2.042
-
- . this is an alternate version of 2.042 which doesn't have player.mdl
- included in the PAK0.PAK file. This allows multiskin support to work
- without having to unpack Zeus's PAK0.PAK. There were no other changes.
- . bots are no longer solid right after dying and until respawning.
- . bots don't keep going after weapons they already have when deathmatch
- is set to 2.
- . removed the debugging message that was popping up each time a bot died.
- It said "Damnit!" and fit well with what the bot might be thinking if
- it were capable of such.
-
- Changes in version 2.041
-
- . Fixed bot view. It was the llamas again.
-
- Changes in version 2.04
-
- . NO MORE SPLASHING!
- . MAJOR changes to the roaming AI. Bot is now a lot better
- at getting out of rooms and finding new items.
- . Various bug fixes to the running frames, follow code, etc.,
- that were causing dm bot's to stutter-step and look a bit
- jerky.
- . bots will shoot switches and secret doors that require it.
- . bots will follow owner and enemies through teleports.
- . bots now go for teleports, platforms, switches and doors.
- . bots choose appropriate weapons to shoot switches/doors.
- . NEW BOT VIEW with BOT DEATH-CAM. This is just totally cool.
- There's simply other way to describe it... just plain bad.
- . unreachable items at a high pitch should no longer confuse
- the bot.
- . Modifications to the Zeus skin. Still not finished, but I
- get bored working on it...
- . fixed a potential problem with bots spawning at the same
- angle the player was looking. If the player was tilted
- down in water while spawning a bot, the bot would be stuck
- looking down. This potentially affected movement and all
- sorts of things, but no more.
- . HUD updates are twice as smooth and do not lag annoyingly
- anymore.
- . bots no longer get their heads stuck in low ceilings.
- . bots will not run into shallow lava or slime (except when
- strafing or backing away in battle - much like humans).
- . bots no longer float when killed under water. They sink
- like bricks.
- . removed the "thud" sound that bots made when they landed.
- This sound is not made by players, so it's gone. The only
- side effect is that fiends will not make the sound either
- when they land. Too bad. Quake was making this sound
- without my help, so I just turned it into a null .wav file.
- . bots swim better and go for air better.
- . roaming bots can jump into the water sometimes for the hell
- of it.
- . helper bot's can go rogue. If you're helper Zeus gets upset
- with you, well, you had better run, or have a big gun. Once
- he's rogue, if you kill him in deathmatch he will keep
- respawning on his own as an opponent, but he'll go after
- everything with an axe. The bot will warn you when he's
- sick of your crap.
- . fixed the stupid "stand up" bug when a helper bot died.
- It was so lame I can't believe I left it in there. Some
- llama must have been grazing on my code. (thanks to
- JumpA for mentioning this, as I had somehow completely
- missed it!)
- . bot's now make pain sounds when in lava, slime, etc.
- . adjustments to aiming code to make bots miss more, especially
- on lower skill levels.
- . multiskin support.
- . disabled H-HUD in deathmatch.
- . fix a bug with the plasma gun that would not allow you to select
- the plasma gun when you were out of nails.
- . Increased plasma gun's velocity by 1/3 to make it more effective.
- Bolts now travel at the same rate as nails.
- . Players and bots now spawn with 25 cells, to make up for the lack
- of cells on most of the standard levels.
- . if you are killed by an opponent bot in death match, you may be
- lucky enough to be treated to the Zeus bot taunt cam. You'll know
- when it happens...
-