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 Post subject: Stealth Quake Released!
PostPosted: Wed Mar 19, 2008 3:15 pm 
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Blamo! First release v1.0.

Grab it here:

High-end Darkplaces version:
http://renegadec.digitalfunk.org/Quake% ... althDP.rar
Text:
http://renegadec.digitalfunk.org/Quake% ... althDP.txt

Low-end Winquake version:
http://renegadec.digitalfunk.org/Quake% ... althWQ.rar
Text:
http://renegadec.digitalfunk.org/Quake% ... althWQ.txt

I've tested the Winquake version on XBox which uses nearly the same engine as nxQuake, so it should work on Dreamcast; it'd be nice if someone can test it for me to be sure though. ;)

Screenshot:
Image

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PostPosted: Thu Mar 20, 2008 12:48 am 
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Thanks Tyne, your the man!


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PostPosted: Thu Mar 20, 2008 10:22 am 
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haha, like my AIM name :P
Anyways, v1.1 will be released soon because I found a bug with torches turning the lightaffect flag on the player yet sometimes not being properly removed and the WinQuake version acting somewhat different from the Darkplaces one.

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PostPosted: Thu Mar 20, 2008 2:41 pm 
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Stealth Quake v1.1 Patch Released
Extract and overwrite all the files in the /Stealth/ (or /StealthWQ) directory.

Darkplaces ver,
http://renegadec.digitalfunk.org/Quake% ... thDP11.rar

WinQuake ver,
http://renegadec.digitalfunk.org/Quake% ... thWQ11.rar

VERSION 1.1 CHANGES
-------------------

- Version is now displayed at start up
- Chthon is harder
- Balance tweaks
- Pistols do not remove in E2M6 and E4M7, fixes incompletion bug
- Minor bug fixes
- Updated Readme file
- Intermission fixes
- Fixed collision for Winquake and find() for AI point markers
- Fix LightAffect flag not disabling at times allowing monsters to see you
even though you're hidden
- Fix cycleweapon commands, mainly concerns console Quake players

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PostPosted: Sat Mar 22, 2008 5:47 am 
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Awesome! Thank you man!

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PostPosted: Sat Mar 22, 2008 1:38 pm 
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Great! Someone tested it on nxMakaqu yet ?

- Maybe someone can compile a ready-to-burn .cdi for it ?

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PostPosted: Mon Mar 24, 2008 10:50 am 
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A ready to use .cdi is possible provided you use Shareware Quake, it'd be a better idea to just copy the Stealth Quake mod dir on a CD and run it using the full ver of Quake. Anyways, I've tested it more on XBox and found it crashed on certain maps, this is good and bad since the XBox ver is similar to Dreamcast (even with a more limited 6 meg heap size! I think DC's was bigger even).

So I've made a console version with 2 ambiance tracks removed, however I need someone to test the v1.1 Winquake version before I release it as there's no point using an even more stripped down version if DC can run it. I recall DC was pretty good at swapping and caching (where as the Xbox port just freezes). Anyways if someone can test it (My DC isn't hooked up nor do I have blank CDs).

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PostPosted: Mon Mar 24, 2008 3:34 pm 
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I'd try it but I don't own the full version of Quake. :?


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PostPosted: Wed Mar 26, 2008 4:06 pm 
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v1.2 will be released very shortly! It's fixed/updated over 20 things and is a lot more solid and *may* be the final release.

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PostPosted: Sat Apr 05, 2008 5:26 pm 
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Version 1.2 of Stealth Quake has been released, this is more than likely the final release and is a major upgrade from previous versions which are no longer available; the changelog is below.

If you currently have v1.0/v1.1 of Stealth Quake installed you can get the PATCH here -
Darkplaces:
http://renegadec.digitalfunk.org/Quake% ... thDP12.rar
1.6 Megabytes

WinQuake:
http://renegadec.digitalfunk.org/Quake% ... thWQ12.rar
455 Kilobytes

Otherwise simply grab the full download here which has been patched already:
Darkplaces:
http://renegadec.digitalfunk.org/Quake% ... althDP.rar
32 Megabytes

WinQuake:
http://renegadec.digitalfunk.org/Quake% ... althWQ.rar
5 Megabytes

-------------------
VERSION 1.2 CHANGES
-------------------

- Image flashes no longer occur on non-lovecraftian creatures
- Updated findradius(); to searchradius(); in several instances
allowing the WinQuake and Darkplaces version to behave more alike
- Jump button no longer respawns player, only fire as told in death description
- Self-talk only occurs during idle time
- Proper death animation is now played when rock is selected
- Additional sound ques properly cleared on death
- More frags now indicate who died the most, or betrayed the team most (team kills)
- Sneaking speed is less framerate dependant
- Fixed restarting of a level even if a player is still alive
- Players entering a game with 0 lives left are now made observers instead of players
- Rare instance of player allowed to throw rocks / shoot the pistol while in camera mode fixed
- Camera is improved
- Players who are targetted by an enemy can no longer stealth kill that monster,
yet another player still can (thus allowing another player to save a friend)
this also mean you're not able to perform a running stealth kill (considered a
minor exploit)
- Stealth kill 'vision' widened, you must hit their back a bit more accurately now
- Brand new roaming AI, based on some of The Ascension of Vigil code as well as general AI improvements
- More sounds added to help the atmosphere
- Balance tweaks that help prevent speed running, as well as making more logical gameplay sense
- Fixed FOV not being reset when falling out of a Shamblers vision in certain circumstances
- The death music track now plays for observers
- Observers can now restart the round by pressing fire when everyone is dead and out of lives
- Wall tucking properly narrows a monsters vision cone making it even more effective than sneaking
- Fixed a bug where if a monster killed a player, they'd always move towards the player unless
distracted
- Kill command works, doesn't take away from the lives pool
- Crosshair turns off when walltucking and renables when not
- Upgraded models for the pistol and bullets
- If the player is killed by certain attacks they're now gibbed
- DP Only: Client side prediction is turned on when not sneaking, helps running away / lag

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PostPosted: Sat Apr 05, 2008 7:25 pm 
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Thanks for your contribution Tyne.


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PostPosted: Sat Apr 05, 2008 8:35 pm 
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No problem. ;)

Would be nice if someone did a Dreamcast test, if it doesn't work then I know I can release the "Stealth Quake Console" dumbed down version I have sitting on my XBox.

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PostPosted: Sun Apr 06, 2008 6:58 am 
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I don't have the time atm, but I will give it a try asap... Thanks for the update!

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PostPosted: Sun Apr 06, 2008 9:03 am 
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As I wrote in the DP-Thread I will test the winquake version with nxMakaqu und the DP version with DreamPlaces.

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PostPosted: Sun Apr 06, 2008 10:21 am 
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Thanks guys, I'd test it myself also but my Dreamcast is in my new place I'm moving into.

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