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Tema: xbattle 0.10

  1. #1

    xbattle 0.10

    lalala puse la data
    y que salio campeon cooler contra toxic 2:1
    listo, le cague la new a nick


  2. #2
    Loco de la Guerra! Avatar de n1Ck
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    Re: xbattle 0.10

    y la data? :S

    Cita Iniciado por Esreality.com
    X-Battle 0.10
    Posted by Levi215 @ 23:34 GMT, 18 Dec 2005

    The newest X-Battle is here, with a ton of features for you to use. Including team colored skins, no smoke, a smaller rail effect, team overlay, strafing up stairs and much much more. Check it out.

    Note for Clanbase server admins.

    All serveradmins MUST adjust their server-configs to this new version according to the documentation files that are released with the mod. (for example the si_teamdamage syntax was changed).

    * Changes


    ~ Latest Features ~ v0.10 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~

    fix: pm_stairJumps <0|1> allows strafejumping on stairs
    on e.g. The Edge where long stairs are used it's not possible to SJ on
    on them. In multiplayer you can do "clientcallvote stairjumps 1" to enable
    it. All it does is enabling you to step on stairs, when you're in air.

    chg: bobbing cvars can be changed in multiplayer
    pm_crouchbob, pm_walkbob, pm_runbob, pm_runpitch,
    pm_runroll, pm_bobup, pm_bobpitch and pm_bobroll
    can be changed by players.

    chg: clientcallvote info in console
    clientcallvote [enter] shows detailed info about whats voteable and
    the possible values

    chg: map weapons are now available during warmup.

    chg: crosshair size is adjustable stepless from 1-100

    chg: g_fov is allowed from 20-150

    chg: crosshair info distance raised

    chg: si_teamdamage <0|1|2>
    0 - no teamdamage
    1 - only armor damage (default)
    2 - full damage

    chg: hud_barStyle, hud_ammoBar, hud_ammoVisible, hud_weaponVisible and
    hud_weaponSwitch are now "true" cvars.

    add: you can see readystatus in scoreboard

    add: si_freeModels <0|1> allow using of all models
    0 - Off ( default )
    1 - On

    add: si_scoreBotSupport <0|1>
    0 - Off
    1 - server queries returns player scores, team scores and timeleft.

    add: si_scoreBotRefreshRate <1-60> scorebot-info refresh interval
    Sets the interval in seconds that the server will refresh game
    information used for scorebots.

    add: teamlock & teamunlock commands

    add: teamdamage is votable by gui ( multiplayer vote menu )

    add: pm_smoothBoxJumps <0-16> allow smoother jumping on boxes
    0 - Off
    1 - smooth box jumps a little (default)
    2-16 - more smoothing

    If the stairjump fix is enabled, in Q4 you have the possibility to do
    boxjumps, because the stairjump fix enables you to step on stairs,
    while you are in air. If you have a box that is max 16 (max stepsize)
    units higher than your jumpheight, you can step on it as on stairs and
    jump to the next box. that's called a boxjump. but in some places,
    like in "the edge" on the upper yellow armor, it is hard to do a
    boxjump, because the box is too big, then you need to jump very exact
    on the box, to do the boxjump. All smoothboxjump does is increasing
    the max stepsize, when jumping in the air (doesn't work on ground).
    This makes boxjumping possible from more positions much easier. Anyway,
    someone may think, that it adds speed to get up there, but it doesn't.

    add: ui_weaponBobbing <0|1> toggles bobbing of weapon
    0 - disables the weapon bobbing and lag when turning or jumping
    1 - show weapon bobbing ( default )

    add: ui_rocketTrail <0|1> show/hide rockets smoke
    0 - hide rockets smoke trail
    1 - show rockets smoke trail ( default )

    add: ui_grenadeTrail <0|1> show/hide grenades smoke
    0 - hide grenade smoke trail
    1 - show grenade smoke trail ( default )

    add: ui_nailTrail <0|1> show/hide nailtrail
    0 - hide nail smoke trail
    1 - show nail smoke trail ( default )

    add: ui_tinyRailTrail <0|1> dis-/enable the tiny railtrail
    0 - disable tiny railtrail
    1 - enable tiny railtrail ( default )

    add: ui_enemyColorArms enemy models arms color
    add: ui_enemyColorLegs enemy models legs color
    add: ui_enemyColorTorso enemy models torso color
    hex value that is used to ink the enemy-brightskin.

    add: ui_teamColorArms arms color
    add: ui_teamColorLegs legs color
    add: ui_teamColorTorso torso color
    this hex-value is used to ink your team-mates arms, legs or torso.
    it's also used as _your_ color when a mate don't forces every part
    using his color with ui_teamForceColors.

    add: ui_teamColorIntensity <0 - 1.0> specifies brightskins brightness
    add: ui_enemyColorIntensity <0 - 1.0> specifies brightskins brightness
    it's a float value between 0 and 1 that u can use to darken your
    brightskins a bit. default is 1.0 = maximum brightness.

    add: ui_teamForceColors <0-7> set which parts are forced to your teamcolors
    using this cvar you have the opportunity to see parts of your mates
    brightskin with their color setting.
    it's a bitmask with bit 1 to force legs, bit 2 to force arms and bit 3
    for torso coloring. so legs, arms and torso get a value of 1, 2, 4.
    if you want that the brightskins of your mates have your
    ui_teamColorLegs and *Arms settings but _their_ *Torso value, you
    would set up ui_teamForceColors to 3. ( legs = 1 + arms = 2 )
    for your *Torso and your *Arms to 6 ( arms = 2 + torso = 4 ).

    add: hud_showTeamHealth <0|1> display health/armor of teammates
    0 - Off
    1 - show health/armor info of teammates next to crosshair
    in teamgames.

    add: hud_drawTimer <0|1|2> toggles timer appearence
    0 - Off
    1 - timer shows time remained
    2 - timer shows time passed
    note: In one of the next versions chattokens will be
    added to xbm, one of them will translate your remained time
    to passed time or vice versa for team who have different
    settings in their team. until then you should take care
    that everyone in you team has the same hud_drawTimer
    value.

    add: hud_drawTeamOverlay <0|1> toggle teamoverlay
    0 - Off
    1 - shows teamoverlay in TDM / CTF

    add: hud_showJumps <0|1> display jump distance
    0 - Off
    1 - On

    add: hud_showSpeed <0|1> display player speed
    0 - Off
    1 - On

    add: green armor support. +25 Armor. editorname: 'item_armor_jacket_mp'

    add: g_blood <0|1> toggle the blood effects
    0 - Off
    1 - On

    add: g_gibs <0|1> toggle the playergib effects
    0 - Off
    1 - On

    add: g_fastWeaponSwitch <0|1> toggle shotgun and hyperblasters weaponswitch
    0 - Off, wait until weapon is reloaded
    1 - On, vanilla quake4 ( default )

    add: g_spawnType <0-3> set different player spawn behavior
    We suggest using a value of 2 or 3:
    0 - random furthest from killer ( vanilla Q4, default )
    1 - random furthest from dead player
    2 - completly random
    3 - completly random without 3 nearest from killer

    add: g_maxRespawnTime <2-60> changes the maximum spawn time for players

    add: g_altMinRespawnLimit <0|1> Toggles the use of alternative minimum spawn times for players
    0 - Off, Vanilla Quake 4 (3 seconds)
    1 - On, Vanilla Quake 3 (1.7 seconds)

    add: hud_lagometerPosition Allows to freely positioning of the lagometer ( Default: 10 380 )

    add: r_ambientLightOnly <0|1-2> to enable only ambientlights on the map.
    0 - map default lightning (default)
    1 - enable only ambientlight ( this will give an fps boost )
    1.0-2.0 - set the light ammount.. this needs a map restart to get the correct light ammount.
    (1.0 is default, 1.5 is middle and 2.0 is bright)

    add: s_altHitsounds <0-1> Allows the usage of alternate hitsounds.
    0 - default q4 hitsounds
    1 - enable q3 hitsounds ( but still different hitsounds for armorhits )

    add: 'callvote' as alias for clientCallvote

    add: who will find the super secret easteregg first?

    ~ clientcallvote options ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~

    chg: teamdamage <0|1|2> - see si_teamdamage
    add: stairjumps <0|1> - see pm_stairjumps
    add: smoothboxjumps <0-16> - see pm_smoothboxjumps
    add: freemodels <0|1> - see si_freemodels
    add: fastswitch <0|1> - see g_fastWeaponSwitch
    add: spawntype <0-3> - see g_spawnType
    add: altminrespawnlimit <0|1> - see g_altMinRespawnLimit
    add: maxrespawntime - see g_maxRespawnTime


    Mirrors
    Levitation:
    http://levi.teamspeak.org/dl/redirect.php?fileid=1578
    Quake Oldies:
    http://quake-oldies.com/index.php?site=files&file=71
    Planet Quake:
    http://planetquake.ingame.de/komment...&newsid=243398

    Source
    http://www.xbattle.de

    Screenshots
    http://planetquake.ingame.de/kommen...sid=243314
    :S
    Saludos!


  3. #3

    Re: xbattle 0.10

    con poner q salio ya te la cague, eso era nomas


  4. #4
    Loco de la Guerra! Avatar de n1Ck
    Fecha de Ingreso
    31 ago, 04
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    Mensajes
    4,656

    Re: xbattle 0.10

    me cagaste? :s
    no sabia q habia algo en juego por poner la data ...
    De todas maneras vos no pusiste la data al final, solo pusiste q me cagaste ............. CUAC!


  5. #5

    Re: xbattle 0.10

    jojo la gente de xbattle esta a full, despues de todo por ahi el equipo de q4max hizo mal en no unir esfuerzo con los muchachos
    lalala

  6. #6

    Re: xbattle 0.10

    see! ni hablar q hicieron algo util con el sdk, los de q4max no se nota q hubiesen hecho algo hasta el momento.
    Gone for good!! )

  7. #7

    Re: xbattle 0.10

    Dejense de joder y pongan cosas constructivas! (re clah!)
    System Failure

    No Obstacles, Only Challenges..

  8. #8

    Re: xbattle 0.10

    Cuanta guita les dejará esto ? o sea q4max habia puesto un monton de condiciones para la fusión que a xbattle no le convino y siguió por su cuenta, cuanta guita habrá en juego ? además si me dijeras que pueden poner publicidades.. pero creo que no.. mas allá de algun logo cpl o cosas asi.

    Por ahi la publicidad la puedan poner en su pagina no ? pero da para tanto esfuerzo ? será redituable ?

    La verdad que no tengo idea cuando saldrá una publicidad en una página de games .... alguno me pasa esa data ? en 3dgames por ej.

  9. #9

    Re: xbattle 0.10

    la verdad ni idea, pero creo que lo fundamental pasa por mejorar el netcode de internet, y no tanto por agregar 1000 cvars, realmente no lo probre este nuevo xbattle en inet pero no lei en ningun lado que hayan implementado mejoras en el codigo, y la gente de q4max ya anuncio hace rato que estaba gastando un monton de tiempo en fixear el netcode :o
    lalala

  10. #10
    Loco de la Guerra! Avatar de n1Ck
    Fecha de Ingreso
    31 ago, 04
    Ubicación
    En mi asiento
    Mensajes
    4,656

    Re: xbattle 0.10

    Sip, opino parecido a vos vr, nose para q tantos cvars si al final lo q mas es requerido es un fix de netcode.


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