FEZZIK: Welp, we're here. Not
much has changed, so here's today's information:
If you are a server operator, you should delete your pak2.pak file after
you unpack it and patch in the TW entity files. It appears the original
maps in the pak override the ones you extract, causing you to run with
the unpatched maps.
The server at quake.crashing.org will be going away in about 12 hours.
Panda's moving out of the ethernetted dorm.
Development is basicly done on the server. What you see is fairly
close to the final version, minus any code fixes from Zoid or id.
Because of the couple dozen bugs in 3.0, and the release of 3.01, and real
world things, the release of the regular Quake version of ThunderWalker
has been delayed a little. We hope to have it out by the end of this
Panda o' Fire: As you've probably noticed,
we've moved. We'd really like to thank PlanetQuake
for welcoming us to their family. We hope to have a long and good relationship
here. You've also probably noticed that we've changed the format of the
site. Right now it is rather rough, but we hope to get it all going. I've
got some big plans for here, ok small ones, but they are plans. First we're
gonna have a real, honest-to-goodness links page! Also going to do a geographic
listing of TW servers as well as a text listing for those of you out there
who don't have qplug (though you should) or are running in linux and can't
use the plug-ins. For the next couple of days as we get settled, we're
going to be sharing time between here and the old site. Another big thank-you
to PlanetQuake, I hope you all like the new site.
Panda o' Fire: I can't stress enough again
how important it is for server operators to unpak the levels and patch
in the entities. I jumped on a server running ThunderWalker 3.01 and Warz
still had the cascading telefrag. We can't release the levels already patched,
because that would be a change from the author's original. To unpak the
levels just get a utility like WinPak
for Windows. There are apparently some good ones for linux as well, but
I don't know one off hand. After the map is unpacked you need to patch
in the .ent file. This is done by having the entfile and the bspfile in
the same directory as your qbsp. Then type qbsp -onlyents entfile bspfile.
Do that for all the .ents we provided. If you need more help, write us.
I'll be happy to be more detailed.
FEZZIK: Strange things are afoot!
The ThunderWalker site will be moving soon. Watch this space for
FEZZIK: I just got word
that them crazy padres over at Xenocide Academy have started a ThunderWalker
mailing list. Panda and I have both subscribed, so here's the skinny
To subscribe to the Thunderwalker users list,
send an email message to email@example.com with
no subject. In the body of the message, just type "subscribe firstname.lastname@example.org"
(replacing email@example.com with your actual email address you want to
receive posts from the list. Then just follow the instructions that
are mailed back to you.
FEZZIK: For those that don't know, Netscape
Communicator is now out for Windoze Platforms. It actually looks
pretty good, although there are several little things that take a little
while to get used to (like the new bookmarks setup and an HTML editor that
is completely rearranged). You can find it at:
Panda o' Fire: Some of you may be wondering
what happened to my rant from yesterday. First off I'd like to say it was
not removed because I wanted to recant. It was a simple error that removed
it. When I do updates, I edit the html file. I'm an old fashioned web guy,
I started html in 1994 and never have adjusted to editors. Fezzik however
uses an editor, which he works on locally then uploads. It turned out that
his local copy didn't have my rant, and when he updated it overwrote the
page with the rant. Since I'm not currently mad enough to recreate the
passion of the rant(feedback was good, and people liked the uranium pillow
thing) I will point you to Dakota's
rant on the same topic. This is a more well written article that says
much of what I wanted to say. Give me a day or two and I'm sure I'll get
upset enough again when some idiot shows up to give you a new rant.
FEZZIK: Version 3.01 of both the server and
the client have been prepared and are available on the downloads
page. You DO NOT need to download version 3.01 of the client if you have
installed 3.0. If you are running version 3.0 of the server, it is strongly
recommended that you upgrade so that various bugs are fixed.
Also, we've gotten a couple emails reporting bugs, but in fact turn
out to be caused by the servers not patching their maps with the new entities.
YOU MUST patch the TWCTF entities into
the TWCTF# maps or things may not work correctly.
FEZZIK: The follow may contain language unsuitable
for children, old people, and republicans:
I am sick and tired of the whining and bitching going on when me or
Panda enters the game. Yea, we know that there are bugs, and we're trying
to fix them. But keep in mind how much you paid us for ThunderWalker and
get off your high horse thinking we owe you something. I'm sick and tired
of having to deal with a bunch of immature "Fix it, asshole" shit from
a small handful of inconsiderate players out there. If you don't like a
level, leave. If you don't like the mod, leave. But don't expect us to
modify months of work to suit your needs.
Panda o' Fire: I have become convinced that
the non_bsp thingys are not the maps. We assumed so because we've seen
them in maps, however when e1m1 is doing it that starts to make me question
that line. I'm nearly convinced that in the rush to finalize the code for
release, I made some catastropic errors. I have no idea where these might
be, but luckily I have some backups hangin' out in various areas. I'm going
to start working on getting that going so that by Sunday evening it will
be possible to have 3.01 or 3.1 or whatever Fezzik wants to number it.
This release will be more than just those fixes, we were sent some code
that will help fix the flag dissapearences and I'm inegrating that as well
as some other tweaks. Look for this on Sunday, I hope.
FEZZIK: *sigh* It's not going good in ThunderWalker
land. We have at least three of the new maps that have the MOVETYPE_PUSH
problem. If we can't get them fixed, they will likely be removed. About
80% of the time you can't even complete the map. It's very disheartening.
On a side note, I think we have a working approach to fixing the flag
FEZZIK: Here's another update:
The multiple cloaking rune bug has been squashed, but it may have caused
a couple more bugs. We're still testing.
A bug with color changing has been detected. If you've set your teamplay
options to 419 (team changing enabled), you may want to turn it off for
a while (483).
The obituaries have been fixed.
Everything is going wrong...
Panda o' Fire: *sigh* Is there some kinda
cosmic law that says that code that ran almost perfectly until release
suddenly craps out like crazy the day after?
WE ARE CURRENTLY AWARE OF:
These are all being looked into. Expect a 3.01 release probably on
Saturday the 7th to address some of these errors. If you find others, let
us know ASAP.
FEZZIK: Many people have reported MOVETYPE_PUSH
WITH A NONBSP MODEL errors on Barbie's Domain and The Underworld
(twctf5 and twctf6). This error is caused by the maps and the way they
handle some entities, not by the ThunderWalker code. I'm going to be looking
in to how to fix this error, which is caused, if I understand correctly,
by an unattached func_ in a map's entity file. Give us a day or two to
see about fixing the problems. Your continued patience is appreciated.
If anybody out there knows how to fix these errors easily, please email.
I have some vague and ineffificent ideas, but if someone knows better,
that would help.
FEZZIK: Reports on version 3.0 are starting
to filter in. Largely these have been inconsistent reports about some of
the maps crashing, most notably The Crown of Ares and Barbie's
Domain. We'll be keeping an eye out for them, and would appreciate
any details that y'all can provide. There are also a couple of tiny, non-catostrophic
bugs found with a couple little things. They will probably be fixed wtih
a 3.01 server fix in a couple of days. Due to the expected release of CTF
4.2 from Zoid as well as the new QuakeC coming from id, we may hold off
a little so we can utilize those fixes as well. Your patience is appreciated,
there are a few hundred different facets of this release we're trying to
keep full tabs on and it's slowly making us insane.
Incorrect sound played when decloaking while attacking, or taking damage
Grenade/Flounder-related obituaries screwed up
People start throwing off cloaking runes while dying, causing multiple
cloaking runes to start existing
Forgot to put laser cannons in to twctf7.
MOVETYPE_PUSH errors on some maps.
Profound lack of beer in both my hands and in my gullet.
Panda o' Fire: I'd like to extend special
thanks to those who have helped us out with mirroring the files. Thanks
a lot guys!
BTW, the delay on the regular Quake version is entirely my fault. I
did a rather lazy patch in of the Airfist and it backfired. Unfortunately
I didn't have time to allow for such things because I decided to do the
regular Quake version as a lark starting Sunday. It will be done before
the end of tomorrow I hope.
FEZZIK: The new version 3.0 client and server
have been released. They are available on the downloads
FEZZIK: Due to some bugs we encountered with
coding the airfist into the regular Quake version of ThunderWalker 3.0,
the code for that server WILL NOT be released today. The QuakeWorld version
of the server (and the client for both versions) will be released on schedule.
We hope to get the regular Quake code working in the next couple of days.
Panda o' Fire: I think there's been enough
time for me to calm down to finally explain what happened last week. If
you remember we went all out ticked off because it seemed we were being
shutdown, then suddenly we were repenting and the server was never shut
down. I'm sure some are wondering what the heck happened. Here's the story.
It seems that our computer services had been monitering packets from
the dorms for a while due to traffic concerns totally unrelated to us.
Well someone who works in computer services knew about this and looked
at the log. He noticed that a huge amount of the log was CRC errors from
our server. He took it upon himself to write to us and say that it was
totally unacceptable and that they may have to firewall. Here's the catch,
he didn't have the authority to write to us about or say anything that
he did. Another thing he apparently didn't know was that a CRC error means
that bandwidth is being saved. A CRC error is what a router gives when
it drops a UDP packet which is of course what all packets for Quake. If
the router is busy, it drops the UDP packets. He did not know this apparently.
Well when some of the people higher up in computer services heard that
he had written to us about this projecting himself as an official representative
of computer services, they were less than pleased with his actions. I have
to say that it is very tempting to put his email address up here, but I
have managed to fight that off somehow. It seems to me that he wished to
be the hero, screwed up, and caused a lot of confusion and unnecessary
anger and distress.
Panda o' Fire: I'd to present to you an example
of how NOT to write to us if you want help. This is an email we
received today. It should be stressed that this was after this person attempted
to join the 3.0 beta server. Quick warning: This message contains language
that may be quite offensive to some.
Again this is how not to get help. We have received much email, and we
respond to as much as we can. Almost all people have been civil. Letters
such as this shall either be ignored or responded to appropriately.
Hey ummmmmm I come to your web-page i download your client package 2.11
and yet i goto your own server i beleive which is Valley_of_the_Thunderwalkers.
I sit in front of a fucking screen for 20 minutes downloading fucking .mdls
and .wavs what the fuck is going on???? If you have .mdls and .wavs include
them in the fucking client package. To top things off it said i dropped
cause a twd_shot2.mdl something like that could not be found of downloading.
You guys really need to include all the shit you use in your client package
cause d/ling from a website is faster than when your in the game. Plus
when i join a game I WANT TO FUCKING PLAY NO T DOWNLOAD SOME BULLSHIT THAT
SHOULD'VE BEEN IN THE CLIENT PACKAGE THAT I SPENT 30 MINUTES TO DOWNLOAD!!!!!
On a lighter note, the client and server packages are still right on
schedule for release this Thursday which I suppose is tomorrow.
May 31, 1997
May 30. 1997
Panda o' Fire: Here's another rather large
A few things about this upcoming summer. The reason our server is most
likely going away is not voluntary. I am going to be on campus this summer,
however at this school only two of the dorm halls are open during the summer.
Neither of these two halls have the in-room ethernet connections. We do
have a couple remote leads that may allow us to continue to run over the
summer, but they are both preliminary.
To address any fears or concerns about support; the ThunderWalker@quake.crsahing.org
email address will be active all summer so you will be able to get a hold
of us easily. Support will continue during the summer. If something's wrong
or if you have a concern please feel free to continue to write to us. I
will have plenty of spare time to do some programming work to make TW the
best it can be.
Also, I am 95% done with the regular Quake version of ThunderWalker
3.0. All I have left is the Airfist and to make sure the two versions are
in sync. We will be releasing a QuakeWorld and a regular Quake version
of ThunderWalker 3.0 on Thursday.
Finally on the actual gameplay, I added a small failure routine to the
airfist breaking the grapple. I also added a defenders bonus, for defending
the flag to allow capture gives you 5 points. We'll see how it works. Also
the escort also receives his/her teleport back if they have used it, and
there are now 10 flares a person.
FEZZIK: FYI, Version 3.0 of ThunderWalker
will also include source code for regular quake. so all you wacky non-quakeworlders
can play too.
FEZZIK: Hi all. Sorry I haven't updated the
web pages after the beta, but I got a lead on a good job and I've spent
the last couple days blowing the dust off my resume and getting all of
my credentials in order. Anyways, let me update on a bunch of things going
on around here:
We are currently right on schedule for the release of ThunderWalker 3.0
on Thursday, June 5th. Watch this space for the announcement. I am shooting
for 9pm EST or so.
Version 3 will be the last version of ThunderWalker CTF. There may be a
3.1 bugfix to encorporate the expected code updates from ID and Zoid, as
well as deal with any bugs that might crop up. There are no plans for a
version 4 of the server.
The server at quake.crashing.org will be going away probably on June 11th
or 12th. This IS NOT under pressure from the university or anything like
that. Panda is moving out of the dorms, and his ethernet connection is
going to stay in them *pout*. This website will probably stay around,
although expect few updates as daily development will be winding down.
There is a very slim chance that the quake.crashing.org server may
come back online in a few weeks, depending on my job status.
ThunderWalker 3.0 will consist almost entirely of the file pak2.pak.
This is so that players can install the new version very easily. I am also
writing an installer program for W95/NT machines that will set everything
up for you, but it's not very good at it.
Total size on version 3.0 will be about 7.5 megs, 16 megs uncompressed.
I am still debating whether I will release a patch to go from version 2.x
to version 3.0. While it will save about 2MB of space for those that already
have version 2, it may prove confusing to many people, particulariliy if
they haven't connected to a TW server in a while. They may download the
patch and find they are missing pieces. I am currently leaning towards
NOT releasing a patch, but just a whole new version.
For those that were in the beta test, you can delete the pak2.pak
that came with the beta files. Most of the maps in it will be out of date
with the actual release.
Panda and I are going to be re-evaluating scoring quite a bit over the
next day or two. We have already added the "escort" bonus. We are also
going to add a "defense" bonus, allowing you to pick up a point or two
for being by your base when the enemy flag is captured.
Max_Flares will likely be increased from 5 to 10, as many of the new maps
are quite dark and spooky.
The Airfist will now blow off morons that grapple on to you.
There are no plans to increase the amount of sniper ammo you get. If you
run out, and you want more, you will have to capture the flag or escort
a flag carrier.
Expect a new model for the Rune of Living Armor. If you see
a rune you've never seen before, that's what it is.
May 28, 1997
FEZZIK: To encourage a little more flag capturing,
the following happens when you campture the enemy's flag:
You are healed to 100 health (unless you have more)
You get 50 points of green armor (unless you have more)
You get a new batch of flares (up to 5)
Your sniper rifle is reloaded!!!
Your teleporter is recharged
You get 15 points (well, this happened before too :-)
FEZZIK: Here's some information about the
upcoming ThunderWalker 3.0 release. Expect it next week sometime.
DOWNLOAD SIZE: just under 8 Megs
NUMBER OF MAPS: Eleven(!!) plus start map,
including two written specifically for TW
TOTAL HARD DISK SPACE REQUIRED: about 18 Megs
May 27, 1997
FEZZIK: Ok, a couple things with regards to
the goings on. I am currently trying to work out everything so that we
can keep our server operating. To alleviate some traffic concerns, we've
reduced the max-number of players on quake.crashing.org to 16. For Saturday's
Beta test, we should be ok for 24 or more.
I'd like to take a brief moment to apologize to MSU's computer services.
I think I went a little ballistic towards everyone involved without knowing
the full details. I talked to some people today, was given more information,
and realized I went off half-cocked without knowing jack. *sigh*
FEZZIK: Who is this wackey Fray dude?
Fray: Well as some of you may have noticed
there is no respose for Thunderwalker right now. Well they firewalled the
entire dorms so we can not recieve any incoming connections from off campus.
This also means that email will not be reaching us at the firstname.lastname@example.org
as we are suddenly all behind the firewall. Anyway I'll let Fezzik and
Panda continue the rant later when they have more info.
FEZZIK: Today is a very grumbly day. Yesterday
evening, we received a rather cryptic message from a representative of
computing services here on campus. In it they were concerned about the
"large number of CRC errors" coming from the quake.crashing.org IP (note,
nothing was said about bandwidth). We politely explained what the machine
was doing, that it ws an academic development server with some 18,000 lines
of code involved, and trundled off to dinner.
Upon returning from dinner, we found that the entire subnet had been
shut off from the rest of the server EXCEPT for the quake server machine.
It was very obvious that they intended to shut down just the Quake server,
but in their incompetence, shut down everything BUT the server. This, in
turn, lead to the inconviencing of a few hundred people who were left with
no internet access.
We do not know what will happen over the next 24 hours, but it is very
possible that the server at quake.crashing.org will go away, or at the
least, be scaled back to fewer people. We at the very least hope to be
able to run the beta test this Saturday, however it may be on a different
machine. If that happens, beta testers will be informed of the new IP by
I am very displeased with the staff of Mankato
State University's Computer Services division. It is very obvious that
they have no respect for academic freedom or even a single ethical strand
in their being. If they had, they would have taken the 30 minutes necessary
to discuss their concerns with us, and we could have made adjustments needed
to the machine to fix the problems. Considering that the machine has been
running continuously since January, it was obviously not time sensitive
that they shut us down. Since they chose not to, and instead just willy-nilly
shut down several months of hard work, it is my opinion that they are simply
the power wielding nazis so present in academia today.
May 26, 1997
Panda 'no network' o' Fire: Due to obvious
lag problems, the napalm grenades have been removed. Since it is such a
cool effect and neat-o weapon, expect it to see the light of day as a seperate,
Panda o' Fire: We need to have submitted maps
by Thursday evening so that they can be part of the closed beta. Even if
you're map is still in beta stages, that is fine. We just need to see it.
For more details on map submissions look here.
FEZZIK: Now that you've had a day to mess
with napalm a bit. We're apprecaite any CONSTRUCTIVE feedback
you could provide. By constructive, I mean something more than "It sucks"
or "It rulz". That doesn't help. If you have any thoughts, please email
May 25, 1997
FEZZIK: A few changes were made to the napalm
grenade this afternoon:
The flames from the explosion are now colored depending on which team fired
it. You can run over the flames of your teammates without fear, but the
enemy flames will light you up.
Damage is now done several times a second instead of all at once. In turn,
this causes damage to be applied to armor first, then to health. Damage
from burning has also been reduced a little.
A "hissing" sound is played when you jump into water while on fire
The chance to catch on fire when running over a flame lying on the ground
has been reduced.
Weapon switching has been fixed, so that you always go to explosive grenades
first, and then napalm.
A sound has been added for when you toggle grenade modes.
love the smell of napalm in the morning!" - Apocolypse Now
You may have noticed, the preliminary version of the Napalm Grenade
is now in the beta server at quake.crashing.org. At this time, there is
a still a lot of cleanup to do on it, but the basics are there. The napalm
grenade is fired from grenade launcher just like a regular explosive grenade.
You can tell when you are in napalm mode as the lights on the grenade launcher
will turn yellow, and the grenade itself will have a yellow stripe on it.
If both are red, then you are firing an explosive grenade. To select napalm
Explosive grenades do quite a bit more initial damage and have a larger
radius of effect, however napalm burns a while and continues to do damage,
and remains on the ground for a couple seconds after exploding.
Press '6' twice, (toggles between modes) or
Impulse 165 will select it directly
If you find youself on fire, dive into water or slime to extinguish
the flames. If you are lucky enough to have a Rune of Protection,
the flames do you no damage, although taking a load of napalm in the face
will hurt you. Also, the flames littering the ground are affected by the
Airfist, so you can blow them out of your way.
Oh, and yes, the flames do currently burn underwater. They are very
hot....yea, that's the ticket.
May 24, 1997
Panda o' Fire: A word on the beta test: please,
please read the beta test information carefully.
We mean what is said in there. We are looking for constructive ideas. When
we say we want you to listen to the console, you'd better do it. For this
test we're not going to put up with too much crap, don't worry about us
squishing your fun. Most of the testing will involve all out killin'. I
just don't want to have to deal with some of the stuff we did last time.
FEZZIK: From the looks of it, the napalm grenade
is about 80% done. Right now, we just need to "beautify" up the burning
effects and such.
FEZZIK: We are currently evaluating five new
maps for version 3.0 of the server. We may have two or three more coming
in too (we've been contacted by the authors). If they are done by Thursday
or so, (and, of course, are good) we may have have a total of eleven maps
connected to the ThunderWalker exit, instead of just the current 4. They
will probably be beta tested during the closed beta.
May 23, 1997
FEZZIK: I talked to Zoid this afternoon. As
you may all be aware, John Carmack has turned the work on the QuakeWorld
client and server over to him. Well, based on what he told me (and it's
a family forum here so I can't quote him :-) the new client and server
are going to be "pretty dandy" (that's paraphrased, use your imagination
BETA TEST INFORMATION] Guess
what? It's that time again. We are preparing for another closed beta test,
this time of version 3.0, to take place on Saturday, May 31, from noon
CDT to about 4pm on the quake.crashing.org server. If you want to participate,
you must read the Beta Test Information and then
email to get the password. Admission will be limited to the first 40 or
FEZZIK: The mail server at quake.crashing.org
appears to have gone down, and will likely not be kicked until Monday.
If you must contact us, mail to email@example.com.
Lost World was a fun movie. Not stellar, heck the biggest star
was the T-Rex (no pun intended), but fun.
Being one that loves dinosaurs, I must say it was visually stunning and
quite enjoyable. If you liked the first one, be sure check out it's sequel.
May 22, 1997
A new version of the server is now available, version
2.13. There is also a patch
file available to save having to download the entire server again. You
can find both files on the download
page. If you are not running a server, you do not need to download anything.
This temporarily fixes the problems with TNYCTF3X by disabling that level.
A more permanent fix will come in version 3.0 of the server, which should
be in about a week.
FEZZIK: Here's the skinny on the bug with
TNYCTF3X. The map was originally released in early March. It was then revised
in early April. However, the map we were working with all this time was
the March map. When version 2.11 of the client was released, I got the
map fresh from ftp.cdrom.com and didn't realize it was different.
Thus some people out there have the March map, some have the April map.
We will include a fresh April map with version 3 of the server so we can
all start on the same foot again.
FEZZIK: I have determined what is wrong with
TNYCTF3X. I should have some kind of patch available within the next four
hours. This will be a temporary fix. A full fix will become available in
May 21, 1997
FEZZIK: There are also reports of problems
with the TNYCTF3X map. We've never seen them and the reports are inconsistant
about exactly what is wrong. If anyone can provide detailed reports of
the problems, please do.
FEZZIK: There are still reports coming of
the "Hunk_alloc failure" problem. We're still unsure what specifically
is causing this, because the changing of the "heapsize" mentioned below
DOES NOT fix the problem. If anyone knows, please let
us know!!! We did receive a report from one person that deleted all
of their ThunderWalker stuff and downloaded it all again, causing the problem
to go away. If somebody out there can give that a try and let
us know if it fixes it, please do. It's possible that internet hiccups
and/or line noise corrupts the models or sounds, causing a big barf.
FEZZIK: Panda and I were intervieweed by both
Academy yesterday. Check them out if you're interested.
FEZZIK: I added a couple more ThunderWalker
servers to the servers page. If you are running
one and it's not listed, let
us know so it can be put on.
FEZZIK: The server at quake.crashing.org has
officially been renamed as a version 3.00beta server. We're starting to
wrap up production on version 3.0. One of the things we need to look at
is the new QuakeC released by id, and whether Zoid is planning a 4.2 release
any time soon incorporating these code changes and any CTF bugfixes.
The maps are due by June 1, so with luck, v3.0 will also be released
on that day, or soon after.
May 20, 1997
FEZZIK: I removed the screenshots
page from the Table of Contents. The page is hopelessly out of date (hell,
it has pictures from when the sniper rifle was just a white stick!!!).
As soon as I get around to it, I'll update the page and put it back up
at the front.
FEZZIK: The following changes have been made:
New model put in for the single shotgun; it's now in the middle instead
of held by your left hand. I was trying to be stylish; it didn't work.
The twin shotguns are still held one in each hand. Use "crosshair 1"
in the console if you are having difficulty with aiming initially.
New model for the Rune of Vampirism. It looks similiar to the old
one, but is much better. [Thanks Baldridge]
New model for the Rune of Protection. Actually, it's almost just
like the old one, but the curves are cleaned up a little better.
New sounds for firing the shotgun and twin shotgun. I'm not sure if these
sounds will work, but they'll do for now. If I find something better, I'll
drop them in.
New obituary messages for deaths to the shotgun and twin shotgun.
May 19, 1997
May 17, 1997
FEZZIK: We've received some reports of "HUNK
ALLOCK FAILURE"s with the new models in. I'm unsure of the exact reason
for this, but it might be because there isn't enough memory allocated to
your QuakeWorld client. The default memory to allocate is 10000k (10MB).
To allocate more, execute QuakeWorld with:
QWSV -heapsize <size in kilobytes>
(example, QWSV -heapsize 16000)
FEZZIK: We added several new models to the
server this everning. We have reached the point with version 3.0 where
we need to start doing some "beautification". Over the next few days, expect
several new models and sounds to be downloaded.
Today, the following changes have been made:
The shotgun has been replaced by new, more military, model.
When you pick up a second shotgun, you can wield BOTH of them.
Some changes were made in the QuakeC to speed up the firing rate on the
twin shotguns. Also, the pattern that the twin shotguns blast is now a
little tighter, making it a somewhat better weapon at long range. Happy
The grappling hook has a new chain-link model
The grenade launcher has a new skin. Red lights are for explosive grenades.
Yellow lights are for napalm grenades. (Note that the napalm grenades haven't
yet been implemented, it was just easier to put all of the models in at
There is a new model for the backpack. It will show up a little better
in dimly-lit corners.
May 16, 1997
FEZZIK: We're working on a small mod to the
sniper rifle that will allow you to blow the head off of the target, causing
their headless corpse to collapse to the ground. It may or may not happen
FEZZIK: The teleporter now telefrags the person
you land on. Zoid's anti-telefrag code has also been woven into the teleporter's
code to cut back on telefrags a bit.
May 15, 1997
Panda o' Fire: Violent Femmes Rock!!!!
FEZZIK: I overhauled the servers
page. Several new ThunderWalker servers have been added, and a couple that
went inactive have been removed. If you are running a server, let
us know and we'll add it to the listing.
FEZZIK: We did some cleanup on the teleporter
tonight. You can no longer activate the teleporter before picking up the
flag and then teleporting away with it. Also, there is an audio indication
of when the teleporter won't work, because of either previous use or because
you are holding the flag. Also, the catastrophic failure doesn't occur
until AFTER you teleport, so if you see guts appear out of nowhere in front
of you, that's probably what happened.
We are aware of a bug that causes you to teleport into another person,
but you don't telefrag them, causing both of you to become stuck in each
other. We'll look at it tomorrow (Panda has a 'Femmes concert tonight).
May 13, 1997
FEZZIK: As some of you have noticed, the teleporter
is now in. For those that weren't on when the announcement was made, the
impulse to activate the teleporter is IMPULSE
200. It will teleport you to a random deathmatch point on the
map. However, there is a chance it will fail, which will turn you into
May 12, 1997
FEZZIK: Just tested the beta of the new teleporters
with Panda and they look damn smoothe. We just have a little "beautification"
to do on it and it will be ready to be dropped in. Expect to see it sometime
tomorrow on the test server. Pending the release of Zoid's CTF 4.2, you
may or may not see the teleporter available in a ThunderWalker server before
May 12, 1997
FEZZIK: Version 2.11 of the client and 2.12
of the server is now available on the downloads
page. This is a very minor release, but deals with some significant issues
and an appalling oversight on my part. In all of the hecticness (is that
a word?) to get everything out the door, the wrong credits file was included
in the client; leaving off proper credits for the new maps.
At the same time, I decided that it would be better to distribute the
maps with their original entities, moving the entity patches to the server
If you have downloaded the 2.1 version of the client, you don't need
to upgrade, but I'd like to recommend that you go over to ftp.cdrom.com
and take a look at the .txt files of the original maps so you can get the
authors' comments. If you are using the 2.11 server, you probably don't
need to download the new server unless you want to get the seperate TW
A serious bug has been discovered in the Windows (Win95, NT, and 3.1)
networking code that will allow virtually anyone to crash your computer
if you are connected to the net. Please go to www.mydesktop.com
for more information and possible fixes.
May 11, 1997
FEZZIK: Over dinner this evening, Panda and
I finished deciding what all is going to go into version 3.0 of the server.
Over the next couple weeks, these things will be added in for testing on
the quake.crashing.org server. If you want to play non-beta ThunderWalker
2.1x, you should try one of the other servers
out there. The local server is going to be iffy for the duration, so please
deal with it. Here's what is going to go in:
Rune of Shielding: (we admit yoinking the idea
When you are shot at, you will take regular damage from the first shot,
and then a shield will be raised, making you immune to damage for about
two seconds. After that two seconds, it will take 5 seconds for your shield
Rune of Napalm:
A person doing combat while possessing this rune has a chance of setting
their enemies on fire. The chance is very low for the nailgun and sniper,
higher for shotguns, and highest for the laser and rockets/grenades. Damage
from fire is fairly low (A Rune of Regeneration will keep up), but
can accumulate over time. Jumping in the water or slime will douse the
flames. Also, the Rune of Protection will protect you from the flames,
and the Rune of Shielding will suffocate the flames out once it's
ACME Translocation Device (tm)
When this impulse is activated, you will pull out your teleporter beacon
and after a brief charge-up, you will be teleported to a random location
on the map. Uses 10 cells. Works once per life. Has a small but significant
chance of failure (about 20%), so use wisely.
Bugs? What bugs. *whistles innocently*
FEZZIK: Good news, we had a second CPU fall
from the sky earlier today, so the server has been upgraded to running
a dual-processor system. As a result, the maxclients setting has been upped
from 20 to 28 (with 4 spectators). We may up it to 30+2 if things go good.
However, due to lack of memory, things get a little jumpy if we do anything
else on the serve (like look at it).
May 10, 1997
Panda o' Fire: Once again most of you noticed
the terrible lag. Before you complain to us, do a traceroute in. You'll
notice that 4 or 5 steps before you even get to the server, those routers
go down from time to time. There is nothing we can do. This a matter between
the state of Minnesota and MCI who is in charged of making sure the network
goes. Obviously for the last 2 weeks MCI has been doing an awful job. Please
send them any complaints you have.
Another factor is, as we have been saying for a while, we lost the machine
on which the server had been running. The server is now running on a linux
box with an ancient motherboard we dug up and a very, very flaky CPU(to
give an idea of why, it is a P150, but the fan wasn't running for quite
some time. It might be fried). The combination of the wonderful MCI network,
and our lack of a good computer to run a server on has caused the server
to be crappy. It has nothing to do with the TW code, and everything to
do with really lousy timing.
May 9, 1997
FEZZIK: We've discovered the reason why the
flag keeps disappearing and/or crashing the server. As a temporary fix,
the ability to change teams has been turned off. We're working on a coding
solution and when it's ready, a server patch will be released (probably
v2.2). In the meantime, it is highly recommended that all ThunderWalker
servers running version 2.0 thru 2.11 set their teamplay value to '483'.
Clients don't have to do anything.
FEZZIK: Yesterday, our old server went away.
We have a temporary server up right now, however it is not as good as the
old one was, so to keep it from lagging badly, we've had to decrease the
maximum number of players from 24 to 20. We tested it with 22 and it still
hiccuped and took about 85 to 95% CPU. 20 people seems to be good, though
(about 70 to 80% CPU). We're expecting a donation in the mail soon of 32
megs of memory, which with luck might improve performance a little, possibly
allowing us to go back to 24 or more.
FEZZIK: A couple of mirrors for the client
and/or server have been added to the downloads
page. Use them if the first link is full or chokes out after a little ways.
Last night, Panda and I went to see The
5th Element. Normally, this wouldn't be a big deal; certainly not big
enough to share with all of you. However, this movie was GREAT.
Simply one of the best pure sci-fi movies since 12 Monkeys, and
certainly in the top 5 pure Sci-Fi movies of the last 20 years (in my not
very humble opinion). Unlike ID4 and Jurrasik Park, which
rely on flashy SPFX and gimmicks, this movie has basic elements such as...oh...PLOT.
If you're a fan of pure science fiction, and can enjoy movies with something
more than just action sequences and gore (ie, you can appreciate elements
such as plot, cinematography, pacing, etc.), you must go see this movie.
May 8, 1997
Panda o' Fire: Some of you have probably already
noticed the terrible, terrible lag today. Simply put, as we have said before,
the internet route into Minnesota is terrible, and today is an extra special
day it seems. Let me put it to you this way, I wake up, start Netscape
to check out some of my daily sites, and I could not connect to a single
one of them. This happens at least once a week here in this wonderful state.
Basically, the system is preparing to drop a load anytime soon.
However this works out well, because now it isn't so bad for us to bring
down the machine today. The computer the server has been running on is
being taken back today. We've manage to scrounge up enough parts mainly
from some friends giving us very short term loans on parts(a couple days)
to get a machine up again for a bit. We will be spending the afternoon
putting hardware where it belongs, and we hope to be up again by evening.
If we're lucky, the state network will be able to handle more than 4 people
May 7, 1997
FEZZIK: I have received some email from people
complaining about being unable to download the client (usually timing out
after about 20 to 50 percent of the file). I have no idea what is causing
this except that the server with the file is probably very overloaded.
I will be putting the files up on ftp.cdrom.com later today after I can
get some documentation written, so that should give you an alternate method.
May 6, 1997
FEZZIK: iD released some screenshots
from Quake II. Talk about spooge!!
FEZZIK: The Tick TC has moved to a new
FEZZIK: There were a couple of bad spawn points
on WARZ and GADIANTN. Corrected entities are on the downloads
page. If you've previously downloaded the 2.11 server, you'll need to get
these two entity files as well. If you haven't yet downloaded the server,
the current 2.11 server has the correct files in it. Read the info on the
page if you're confused.
FEZZIK: Ok, the 2.11 server has been released.
You can get it on the downloads page.
FEZZIK: Bugs bugs bugs. EEEK! Yes,
it wouldn't be a proper software release if there wern't a couple of bugs
discovered within 8 hours. However, unlike Microsoft, we'll actually acknowledge
them and not call them "features"!!!.
First, the status bar was configured wrong, causing the score differential
to scroll off the edge if the differential exceeded 100 points. However,
and more importantly, there are some problems with deathmatch respawn points
on two of the new levels. They were never able to be really tested as we
didn't have a full batch of 16+ people. Once that many got on, we found
them. (Gotta love that cascade telefrag on Warz, eh?)
To solve these bugs, watch for version 2.11 of the server later today.
It will include new source code as well as entity patches for the maps
that need them. This will hopefully fix the cascade-telefrag problems on
May 5, 1997
FEZZIK: The 2.1 client is now available on
the downloads page. Because it has five new
maps, you MUST DOWNLOAD it, because
QuakeWorld no longer supports real-time map downloading. The new client
incorporates several new change:
New-and-improved status bar
Several bugfixes from Zoid, including correcting the color-change bugs
Tiny buy significant bugfix on the level-switching from ctf2m8
A couple other small but non-deadly bugs have been squashed
Flares can be fired with impule 160
A new expanded start map with an exit to the ThunderWalker custom maps
Panda o' Fire: Time for a little rant here.
I realize we have a lot of stuff to download, but I ask you, why do people
have to come on the server and spend the first 15 minutes just whining
about the downloads? It's a custom server!!!! That's why! I know
this really doesn't affect most of you who will read this, but it's just
been bugging me.
Another thing: why do people feel the need to jump in and complain
and make fun. Time after time people jump in and just start telling us
how "messed up" our server is, or how stupid it is. Where do they get off?
If you don't like it: LEAVE! There are a lot of different types
of servers. I know not everyone will like this, but what's up with just
complaining and distracting everyone? However people don't grasp that.
I felt the need to do this because we have had some people with high Quake
pedigrees come on and do just what I discribed. I guess they think their
name recognition is a shield to just be jerks, but we aren't going to stand
for it. This has thankfully been only a couple cases, but we get at least
some loser every couple days who has to come on and just waste everyone's
time and hold up a slot for someone who may actually want to play. I for
one am sick of it. Do not be surprised to see quick and immediate kicks
for such childish behavior. Remember this is Panda ranting, not Fezzik,
so it must be bad. :-)
May 4, 1997
Panda o' Fire: Well 2.1 still ain't out. That
stupid real world crap is interfering. Ole Panda here went to his classes
today and found out that I've got not one but TWO midterms
tomorrow. Icky. Well we've only got a couple cosmetics left so expect the
release by 5:00 CDT tomorrow.
FEZZIK: Clan Xenocide is now running a TW
server at sin.xenocide.org and a qPlug has been added to the servers
FEZZIK: Version 2.1 was not released yesterday
due to some problems with the new start map. With luck, those problems
will be corrected by the end of the day, and the new version will be out
late this evening.
May 3, 1997
Panda o' Fire: Due to other committments(meaning,
yes we do have lives outside ThunderWalker), 2.1 did not get out as planned
at 6:00 CDT. We hope to get it out tonight yet, but can't guarentee.
FEZZIK: Another ThunderWalker server was discovered
running at 126.96.36.199. It's listed on the servers
page with a qPlug.
FEZZIK: ThunderWalker 2.1 is now running on
the quake.crashing.org. We're going to be making a few cosmetic changes
later today (it's 2:30am) and plan to have it released by 6pm CST. This
version incorporates the bug-fixes and new features of Zoid's CTF 4.1,
and also adds in the flares. In addition, a crippling bug causing a server
to hiccup and freeze after ctf2m8 has been corrected (this was completely
my fault), as well a few other minor changes. As a reminder, you MUST
DOWNLOAD the new version when it comes out, so that you can
get the five new maps that will be included with the server.
PANDA: Flares have been put into the game.
To fire a flare, enter impulse 160 at the console, or bind a key
to it. Right now, the number of flares is limited to 5 per life. This may
be adjusted up, down or sideways as needed.
May 2, 1997
FEZZIK: I noticed another ThunderWalker server
is up and running. You can find it at 188.8.131.52. Appropriate information
and a qPlug has been added to the servers page.
May 1, 1997
FEZZIK: Zoid's CTF 4.1 is now released.
You do not need to download it unless you are running a server. The changes
are pretty significant from a coding standpoint, so it might take us a
day or so to get them all in.
FEZZIK: We got a sneak peek at Zoid's CTF
4.1. It fixes the color change bugs most importantly. However, a series
of impulses are also added to let you reset the status bar for different
resolutions. Also, the status bar has undergone some changes to provide
you with more information. Very impressive. With luck, the new stuff will
be implemented in ThunderWalker before the end of the weekend.
FEZZIK: After some careful thought, Panda
and I have pretty much decided to not put Temporary Runes into 3.0. However,
we are looking at two new rune types, bringing the total in the game to
10. One will be offensive, the other defensive. We'll let you know as the
details get hammered out.
April 30, 1997
FEZZIK: We have disabled the deathmatch levels
on the CTFSTART map. We have also fixed the episode messages so that everyone
FEZZIK: The following changes have been made
to even out 32-player carnage:
The Rune of Elder Magic (Regeneration) now regens at 3 points a
The Rune of Living Armor now regens at 5 points a tick
FEZZIK: Tonight was the QuakeCast
broadcast. If you missed it live, you can listen to the archive
of the show. There are some comments about ThunderWalker at 0:06:30 to
about 0:07:15. Our interview segment starts at 0:21:00 and runs about 14
minutes.The phone I was on was really crappy (cheap $15 pieces of crap),
so my voice is hard to make out. You will need to have RealAudio
installed to listen to it.
April 29, 1997
FEZZIK: In talking to Zoid tonight, he informed
me that CTF 4.01, which fixes the colour change bugs, will be out in a
day or two. Thus, we are going to release ThunderWalker 2.1 sometime this
weekend, probably Sunday afternoon. In addition to the CTF bugs being fixed,
a minor but non-fatal TW bug with rockets and grenades will be corrected.
I also expect that flares will be put into this release, watch for info
on the new impulse. This patch will be REQUIRED
downloading, even if you have gotten v2.0, as it will include
five to seven new maps, and a couple new models and sounds. QW doesn't
support dynamic map downloading, so you need to install manually.
FEZZIK: Zoid has released
a new version of QuakeWorld, version 1.55, for various UNIX platforms.
The server at quake.crashing.org has been updated. This update fixes two
serious bugs that would cause the server to crash. This has the side benefit
of allowing us to put maps that would cause overflows back into the sequence.
We can also release our supplemental map pack.
FEZZIK: I was out running errands earlier,
and I found FRUIT STRIPE GUM! I didn't even know they still made
that stuff. I have no logical reason for sharing this information.
FEZZIK: Just to end any confusion. We are
not in "competition" with Clan CNN's TW server. If you find they
have lower pings or better responses, feel free to go over there, we won't
be offended. We released the TW source because we want to see more servers
running the mods. This is especially important since the future of the
server at quake.crashing.org is still up in the air. We've had a couple
offers of hardware donations, but nothing has solidified yet.
April 28, 1997
FEZZIK: I noticed that "Clan CNN" is running
a TW 2.0 server at 184.108.40.206. I've added it's qPlug to the servers
FEZZIK: I just received a quick note from
letting me know that they've added a T3 and 300 more listener ports. Thus,
the "hairy" connection I described below is probably much better now. You
might want to give the live show a shot.
I saw this on Blue's and just had
to pass it on. There is a Tick TC
in the works. Obviously The Tick
rulz, as the "SPOOOOONNNN!!!!!" sound can testify.
the sounds of it, Panda and I are going to be interviewed on QuakeCast
this coming Thursday. It's a live, online radio program that runs from
8:30 to 10PM EST. I don't know when during the 90-minute broadcast we'll
be on, and to be truthful, trying to listen to it live is hairy at best
due to internet hiccups, but you might want to poke your head in. An archive
of the program will be available afterwards.
FEZZIK: I tracked down the cause of the allowoverflow
bug. It's related specifically to the versions of QuakeWorld prior
to 1.55. Because the Linux version that our server runs on is version 1.54,
certain maps and clients will break. I talked to Zoid this afternoon and
he informed me that a new version will be out in "a few days". When it
comes out, we'll release version 2.1 of the server which will include the
customized maps. We may also throw a 3.0 tidbit or two in mentioned below.
April 27, 1997
FEZZIK: As those of you that downloaded the
client may have noticed, the new CTFSTART map with the TW custom maps was
not included in the archive. This is because every time we tried to run
it in QuakeWorld, it crashed the server (but ran fine in regular Quake).
Can anyone explain how to fix the error "SZ_GetSpace: overflow without
allowoverflow enabled" (or something to that effect)?
FEZZIK: We had to remove two maps from play
because they were causing the server to crash. These were ctf2m4 and ctf2m6.
We have also removed ctf2m8 as nobody really seems to like it. We are going
to remove the deathmatch exit later this evening or tomorrow, (The slipgate
will be there, but it will be inactive) as nobody really seems to like
those levels, but people keep voting for them because the exit is straight
ahead as you go in. What happens is that people vote for those levels and
then spend the next 6 levels whining "Man, these levels suck" and the server
goes from 24 people to 8 for the duration. This is only on the QUAKE.CRASHING.ORG
server, not in the source.
FEZZIK: I got an email yesterday from Zoid
informing me that the upcoming CTF 4.01 will fix the color change and disappearing
flag bugs. We'll, of course, patch the changes in and release a new ThunderWalker
FEZZIK: Speaking of new ThunderWalker servers,
Panda and I are going to get started right away on TW 3.0, hoping to get
as much of it done before our development server goes away. Expect, by
the end of the week, to see flares and throwable weapons in "Deathmatch
Mode 3". We may shoot for the ACME Teleportation Beacon by
this weekend, although that might be a little more tricky. Also watch for
new rune models for Vampirism and Living Armor, as well as a cleaned up
rune for Protection. Cloaking isn't going to be changed. These will auto-download.
FEZZIK: The source and client is out. Check
the downloads page.
Panda o' Fire: Today is the big day. We will
be releasing ThunderWalker 2.0 with new zips for the client, plus source
will be out. We are looking for people to run ThunderWalker 2.0 servers,
so please let us know if you are willing.
On a more ominous note, we have just been informed that the guy who
was kind enough to loan us his computer for the last 4 months needs it
back. This means in 2 weeks the developement server is going away.
We are currently in a desperate scramble to assemble a new machine from
spare parts so that we can get 3.0 done. If anyone can help by donating
either parts, or perhaps a machine of at least Pentium class with a minimum
of 16 megs memory, or they could give us some control or space of, please
let us know. We hope
to be able to continue work on this project.
April 25, 1997
April 24, 1997
Panda o' Fire: As many of you may have noted,
ping times into our server have been awful the last two days or so. The
problem lies with MR-Net which is the main line into the state of Minnesota.
If you do a traceroute in you'll notice that there is a massive slowdown
right around there. On top of this there is the always slow MCI network
in Chicago. Everything that comes into Minnesota must go through Chicago
first. So these two overloaded networks combine to make life miserable
for all of us. It's no picnic for us either. Takes forever to load up any
web page, site, or server that is outside Minnesota. Hopefully these two
will get their collective acts together and make things go once again.
April 23, 1997
April 20, 1997
Panda o' Fire: As Fezzik wrote, it appears
the code is more or less done. I have some cleaning up to do yet, and it
needs a once over in a controled setting, but I'm liking the results. Some
things worked better than we ever dreamed.
A quick and important note, map changes should not come unnaturally
without warning. 99% of the time Fezzik or I will let you know when a map
change is coming. The only people who have the authority to change levels
or anything else on this server are: Fezzik, Panda o' Fire, and fray. Make
sure these people are on if the map changes unnaturally. I know it is easy
to fake names, but I do most of my work in the console and Fezzik is rather
easy to recognize as the real thing.
April 19, 1997
FEZZIK: The TW customized entities I described
below were installed this evening.
FEZZIK: We are working on a new version of
the "start" map. You'll be able to choose one of the exits to go to the
TW custom maps. The .bsp will be included with the 2.0 client. YOU WILL
have to download it to play TW, since dynamic map downloading is not supported.
FEZZIK: Hmm, The crash earlier this evening
was apparently caused by Windows. Suddenly the computer just froze. However,
we've had about 3 more of these freezeups that we've noticed (although
temporary, lasting about 90 seconds) since the server restarted. It's is
very probable that W95 is spewing chunks. I think we may install a small
200MB hard drive and stripped down installation of Linux on the machine,
and try running TW from there, hoping that it will be less-prone to stupid
Gates-ware bugs. With luck, you won't notice anything different, except
we'll certainly be able to go to 32 players, and lag during compilations
and other activity should be far less noticable. Expect this to happen
later this week.
FEZZIK: The server appears to be currently
down. Under most circumstances it auto-reboots, so this crash must be pretty
big. Panda is out of town for the afternoon, so I can't get to the machine
to push the 'GO' button. It should be back up and running soon after dinner
when he gets back.
FEZZIK: Big news is that Zoid swung through
earlier for a little while. After a bit, Zoid, Panda and I (along with
Fray and Firebrand, who live down the hall from Panda and have added a
lot of help to everything) retired to IRC for a while to talk about TW
CTF and it's relation to 3W CTF.
April 18, 1997
FEZZIK: I am in the process of making NEW
RUNE MODELS for the runes of Vampirism, Living Armor, and Protection.
I've never been very happy with the current designs of these runes, especially
Living Armor, which looks way too similiar to Cloaking at quick glance.
When I get them done, I'll put up the pictures and let you know.
FEZZIK: I have done a little bit of entity
work on ctf2m2, ctf2m3, and ctf2m5 to make them a little better for ThunderWalker
play. We'll probably get them in tomorrow. I have not modified any of the
other ctf2 levels, as I think they are pretty good. We have also taken
ctf2m4 and ctf2m8 out of the sequence, because everyone absolutely hates
those levels. I've never seen a server go from 24/24 to 3/24 so fast as
when it chaged to ctf2m4. :-)
FEZZIK: Here are the preliminaries of what
we have planned for TW 3.0. If you have any more ideas, let us know
and we'll consider them.
FLARES: Throw these suckers into dark
corners to shed a little light on that hiding sniper. Each person will
have a limited number per life, probably between 5 and 10.
TEMPORARY RUNES: Similiar to the permanent
runes, and having the same effect. However, these runes will only last
for about three minutes before their power fades and they crumble to dust
(respawning again randomly). However, you can destroy more temp runes per
life than permanents (probably 3). Temp Runes are being put in largely
to help with 32-player games, where the rune-supply starts to get sorta
thin. There will be an easy way to turn them off if you are a server operator
and don't want them in.
THROW WEAPON: We're gonna change it
so that you can throw a weapon in deathmatch 3. However, the weapon will
be in a backpack instead of just floating out there. The backpack will
be a different color so you can tell.
ACME TRANSPORTER BEACON: I think
Ozzy came up with this one. Once per life, you'll be able to teleport yourself
from your current location to a random deathmatch spot. However, for balance
sake, it certainly won't work if you have the flag, and will probably take
about 5 seconds to "warm up and lock on" once activated. There may be other
risks too, including a catostrophic failure causing instant death. The
risk of that would be low, like 1 in 20, but if you're in the middle of
a fight and need an escape, the risk might be worth it. I'll have to roll
this one around in my noggin a little more.
CLIENT SIDE LASER SIGHT: We think
we can make this work. Instead of using a server-side laser sight,
which is very inefficient and laggy, we'll instead let the client take
over the operation. This will be much more better.
PANDA: I have changed the internals of how
the runes are generated. Let me know if there are any problems.
FEZZIK: Wow! The beta test was a great
success. We spent 4 hours testing all the nuaces of the game and tweaking
a few bugs here and there, and babbling a bit on IRC as necessary. Thanks
to everybody that came along and gave us a hand. Expect ThunderWalker to
be officially released by Sunday, the 27th, maybe sooner depending on how
quickly I can get everything organized.
April 17, 1997
FEZZIK: As of now, everything from the old
QW version of Thunderwalker seems to have been converted over to the new
CTF. Email if anything
seems amiss. In addition, we've added the following:
Impulse 190: Provides you with a "Message
of the Day". Right now, it just has the website and email addresses (similiar
to what you see when you start), but we can put whatever we want in there
as necessary. You should get in the habit of punching that when you get
on from time to time.
The new "Status Bar" now displays the new runes. In addition, it will also
display whether your cloaking rune is currently activated or not.
April 16, 1997
FEZZIK: The server is now set at 24 allowable
players. The 4 observer ports are password protected so that Panda and
I can use them to see what's going on. With 19 people on this evening,
CPU utilization was hovering around 40 to 60 percent. We may be able to
PANDA: Ok, we got good news, we got bad news.
Here's the current skinny:
THE GOOD NEWS
The following have been put into the server:
All TW sounds (pain, death, gib, weapon, etc)
Rune of Living Armor
Maybe a couple others
THE BAD NEWS
We also attempted to add the other 3 runes and Airfist, but everything
went wacko. After spending a couple hours trying to fix it, we gave up
and went back to a backup with just the above changes made. We needed to
take a break before our brains fried. We'll hop on it again tomorrow afternoon/evening.
Panda o' Fire: Ok, as of 4:00pm CDT the laser
rifle and the sniper rifle are back in. They seem to be working right.
One small problem is that the pixelated "puff" you used to see isn't compatible
with the new CTF. I'm working a solution, but it is a low priority. I'm
trying to use the rocket explosion, but it just doesn't look right. I will
most likely take that out later today. I'm taking a small break right now,
but beginning around 6:00pm CDT the runes will begin to be dropped in one
at a time. It's going to be buggy for a while even for us, but I'm hoping
by the end of the evening we'll be set. Let
us know of any real or perceived bugs you run across.
FEZZIK: Over lunch, Panda and I decided what
to do about the Rune of Vampirism.
It will soon suck at 100% for direct damage, plus, it will suck at 50%
for splash (explosion) damage caused to others (currently, you get no health
from splash damage). High-Ping people tend to rely on the grenade or the
rocket laucher for their kills becuase they have more trouble with aiming,
so the spash suck should even things out. Also, if the target has a Rune
of Living Armor, you will get health for damage to their armor;
after all, it's alive isn't it?
PANDA: The laser rifle is now in. The pixelated
"puffs" when you shoot a wall caused a crash, so they have been removed
until we can look at how they are now done in QW1.55. Also, Ash's "groovy"
sound from Army of Darkness is back in (it's NOT Duke Nukem'!!!).
I'll be doing a massive code infusion after dinner tonight, so expect
the server to change maps often and to possibly crash from time to time.
FEZZIK: It seems that the b_switch and w_switch
commands I talked about below do not work in CTF4, or at least I couldn't
get them to work from either my autoexec or manually in the game. I've
passed word to the powers that be. If somebody out there gets them to work,
please please email
me so I can put the info up here.
FEZZIK: Welp, we got a whole bucket-load of
April 15, 1997
first, as you are all probably aware, the
new CTF is out. You must get it for the new maps if you are going
to play on ThunderWalker, as QW 1.5x no longer supports downloading maps
(for copyright reasons). We have a link to the files on the downloads
page for your convienience. Also, make sure you get QuakeWorld 1.55, as
CTF won't work on previous versions.
We have the server running QW 1.55 now at 220.127.116.11 (or quake.crashing.org).
Right now (1:00 am) it is very bare-bones. The only thing we have in it
is the harpoon and the the "spoon" capture sound. Over the next few days,
Panda is gonna go balls out and start patching our stuff into the new code.
With luck, by Friday we'll have it fully converted to the working beta.
We are shooting for a release of ThunderWalker 2.0 by Friday the 25th.
Currently I am working on the documentation and on doing entities for both
the new CTF maps and for some of the Id ones. Expect to find new toys lying
The server currently has a max of 20 people, with 4 spectator ports. We'll
be slowly inching it up until we reach critical mass. Let
us know if there are any prolonged lag problems. The server's CPU was
upgraded from a P133 to a P150 this afternoon, so we have a little more
horsepower. This evening we had 20 people on and a couple spectators and
things seemed pretty good.
I am of the opinion, and I'm probably in the minority, that the DM levels
are really not very suited for CTF play. Thus, we might use the DM exit
on the CTFSTART map for our own maps (Critters, TonyCTF, etc). Or, maybe
someone out there in happy-map land could design a new start map with a
whole series of exits so we can put the new maps in.
TW 2.0 will not use the dual-purpose Regen rune from CTF4, we're still
going to have two seperate runes, one for health and one for armor.
We're looking at some additional changes to the Rune of Vamprism, as it
is, IMHO, our weakest rune, particularily if you have any lag problems
making combat difficult. If you have any ideas, let
The no-weapon-switch-on-backpack-pickup feature has been removed as well
as the no-auto-switch-to-sniper (even though the sniper isn't in yet).
This is because you can now set that feature on the client. Read the following
from the QuakeWorld page for
Weapon Switching Stuff - C.
Here are some new things I've added to the client
- use setinfo <key> <value> to get them working for you.
Value from 1 to 8 (8 is the default)
Whenever you run over a weapon, it checks the
value of w_switch to see if you can switch to it. For example, if you have
w_switch set to 7 (rocket launcher) and you pick up a lightning gun (weapon
number 8), you will not auto switch to it. Another example, if you have
w_switch set to 5, the highest weapon you'll ever autoswitch to is the
Super Nailgun. Set w_switch to 1 if you never want to autoswitch as a result
of picking up a weapon. Example: setinfo
w_switch 5 would only let you autoswitch to a grenade launcher or lower.
Same as w_switch, but applies to you picking
up weapons in a backpack. Set to 1 if you never want to switch weapons
as a result of picking up a backpack. If you have b_switch set to 4 (Nailgun)
and you run over a Super Nailgun (5), you won't switch to it. Example:
setinfo b_switch 5 would only let you autoswitch to a grenade launcher
or lower that you pick up in a backpack.
We discovered what was causing the setinfo spam. It was a FUBAR on my part
in the way we were handling skins. :(
April 13, 1997
April 12, 1997
FEZZIK: GREAT NEWS! According to the 3wave
site, CTF 4.0 is going to be released later today, supposedly around
6pm PST. Thus, as soon as we can download the code and take a good look
at how it works, we're going to switch to the new quakeworld. Give us a
few hours. Once the new CTF is running, we'll start dropping our components
Also, be advised that a new version of QuakeWorld has been released
(v1.55 I think) that fixes a few bugs. I don't think it's compatible with
the old one, so you may want to go to the QuakeWorld
site and download the upgrade patch.
April 11, 1997
PANDA: Monkeys are funny...
April 10, 1997
FEZZIK: *sigh* Ok, for those of you that are
wondering what the hell is going on with the changes lately, please read
Version 2.0 represents a much more expanded version
of ThunderWalker than version 1.0 was. Basicly, 1.0 consisted of
a few new sounds and a couple new weapons pretty much put in because we
thought they were keen. However, we weren't well-known and didn't have
a server with 8+ people to really test the balance of everything. We made
some guesses, and got opinions from some of the people that were on quite
When 1.0 was finished, Panda and I launched full-speed
into 2.0, knowing that we were planning to add a lot of new things to the
server. Balance was always kept in mind, but the tiny components of everything
were largely ignored for the purposes of getting more stuff in.
Well, now we have everything in that we want,
including a few things we never thought we would put in (the destroy rune,
for example), we're in a position to start really looking at the details
of the new things we've put in. This is a difficult process, not helped
by the fact that our consistent base of people is gone due to the new QuakeWorld
and the delays of 4.0. Add to that the general lack of feedback we've gotten
from our regular players. We've gotten a few suggestions, but not enough
to really get a consensus on anything. So, while we wait for CTF 4.0, we're
going through the process of balancing out what we've got, seeing what
holes are in need of filling, and generally what is making the game "unfun"
Of all the email we do get, the most commented
on component of ThunderWalker is the sniper rifle. Most of those
comments are from people who have entered the game, promptly got sniped
six ways to Sunday before they knew which way was up, and left in disgust.
We needed to find a way to discourage overuse and abuse of the sniper rifle,
while still giving people the joy of the one-shot kill when appropriate.
We tried removing the haste rune bonus, upping the ammo, removing the scoring
and other things. The letters kept pouring in. We then took the next logical
step and rewrote the sniper so you had only five shots per life. The idea
being that you could still kill with it (and again take advantage of scoring
and the haste rune), but would have to use your shots carefully or find
yourself without the weapon when you needed it. With luck, this will prevent
As for the grenade change yesterday, that was
truly a bug. They were never meant to do that much damage, and the bug
occured when we created the rune of protection, and had to allow the grenade
to do both direct hit damage or splash damage, instead of just splash.
What was happening is that if you didn't have a protection rune and got
hit with a grenade direct, you took both damages together.
Mostly, the problem is that you don't like the
changes because you are used to the way things were before the change took
place. Had you come on to the server for the first time with a sniper limitation
or corrected grenades, you'd think nothing of it. I ask you to please recognize
that we are trying to do something very difficult here. We're attempting
to develope a whole new set of CTF combat with many more facets of play.
This is difficult to balance and time consuming.
If you want to help, PLEASE, email
us your ideas or thoughts. Let us know something you want removed or changed
or something you want put in. However, please don't send us email with
"The <whatever> sucks". That doesn't help us and we'll just discard
it. Instead, tell us why it is bad and what we can do to put it back in
and keep things from getting unbalanced.
FEZZIK: The laser cannon is no longer affected
by the strength rune. Because of it's firing speed and damage, it basicly
became too overpowered, doing single-shot kills at a much faster rate than
the rocket could. As the laser was designed to fill that damage niche between
the nailgun and the grenade/rocket, we couldn't reduce its damage without
moving it out of its niche. The quad still helps, however.
FEZZIK: We have good news and we have bad
The Good News
The sniper rifle again logs frags, and the haste rune effects its reload
The Bad News
Now, you only get five shots with the sniper rifle per life. Make it
April 9, 1997
FEZZIK: Bleh! We fixed a bug with the grenade
damage. It was sorta screwed up, causing you to take twice the damage you
were supposed to. Uh....oops.
FEZZIK: Good news! :-) The "destroy
rune" impulse is back in. It even looks like it works this time.
FEZZIK: Bad news! :-( We discovered
a small bug in the rune destruction code that will crash the server. We
have temporariliy disabled the command until we can fix it later today.
FEZZIK: Good news! The "destroy rune" impulse
is now implemented. It whips out your handy ACME DESTRUCT-O-RUNE
and obliterates whatever rune you are currently carrying, causing it to
respawn again somewhere else on the map. However, it works only one time
per "life". To use this new ability, execute an IMPULSE
181 at your console, or bind a key to it.
FEZZIK: The Rune
of Earth Magic (Resistance) is now 90% resistant to the sniper
rifle. Listen for your target's giggle as they laugh at your pitiful attempt
to kill them.
April 7, 1997
The master server we were using converted to the new QW, so we had to change
to another master . . . again. We are now loacted on the
european server at 18.104.22.168. Soon all will be better.
FEZZIK: I found the missing news. :-)
FEZZIK: Couple of updates here:
CTF 4.0 should be released any day now. CTF
News reported it would be today, but retracted. However, I've received
a couple other indications that it should be by this Friday. After it comes
out, give us a couple of days to start converting. I expect we'll put up
a basic CTF server to start with, and then start droping our specialized
components in one at a time, so over the course of a couple days, the server
will slowly morph into Thunderwalker.
Panda's new motherboard should be here today. Whoo hoo!
We should be upgrading the CPU on the server from a P133 to a P150 about
the same time that Panda's MB is installed. Of course, we'll have to shut
down the server for that, but y'all can cope for 3 minutes. :-)
The new drop rune code is coming along nicely, but slowly. In traditional
ThunderWalker fashion, we are trying to do things a little more bass-ackwards
than most would do it. Getting things to work differently is sometimes
a pain in the bass, however.
A few more small things are going to be added before we're done with this
version. We'll let you know when they're in.
Finish the Drop/Destroy Rune code
Resistance Rune (Earth Magic) will make you super-resistant to the sniper
Impulse to spin you around 180 degrees (as well as 90 degrees either way)
2-second invulnerability (ie, 666) when you respawn to prevent FT and Senator
Perry whacking you as soon as you re-enter the game. *nudge*
April 6, 1997
FEZZIK: I am starting to put together the
documentation for the release of version 2.0 of the server. I have a request
of all of you. One section of the docs will be a "Tactics" section. In
it I hope to put a few pages of strategy and ideas for better play on TW.
For all of you regulars, I'd appreciate if you could email
me a couple testimonials on how best to make use of runes or the new
weapons or whatever else y'all do to keep yourself alive better. Proper
credit will, of course, be give in the docs.
FEZZIK: Welp, you can all thank Pyst for finally
giving us a good reason to implement a drop rune impulse. Because you always
have a choice to pick up a rune or not, one should be careful about getting
one you don't like. Well, Pyst pointed out that sometimes you'll respawn
and pick up a rune without knowing it, because runes spawn from the deathmatch
entities. This is particularily the case when there are only a few people
So, we're going to implement a drop rune impulse. However, it will only
work one time per life, to prevent abuses. In addition, instead of throwing
the rune out, we hope to make you actually destroy the rune and a new one
will respawn from a random deathmatch spawn point.
Watch this space. We'll let you know when it's in. Should be a day or
April 5, 1997
FEZZIK: How very odd. Somewhere in all the
messin' with the web pages, I lost all the news from March 20th to March
30th. I have no idea what got lost, but I think that was mostly while Panda
was on break, and not much was happening. It also included reports about
the installation of the new hardware and the problems with the page-fault
FEZZIK: We are now ready to formally take
ideas and suggestions on the beta of ThunderWalker 2.0. Check out the BetaTesting
page for additional information.
FEZZIK: The "old" QuakeWorld client is now
available on the downloads page. You will need
the old client until CTF4.0 comes out and we convert over. Once again,
QSpy 5.01 is also available, since the Qspy 4.something that comes with
the client is rather crappy.
FEZZIK: Couple of things:
We have moved master servers. PlanetQuake's Master has been simply unreliable,
down about 80% of the time for the last 48 hours and inconsistently for
the week before that. The new server is 22.214.171.124.
Note, however, that there seems to be a bug in QSpy 5.01 that will not
allow you to access the same server from two different masters, so if you
have saved ThunderWalker in your list, you'll need to delete. If you are
unable to connect to PlanetQuake's master to delete it, I think
you can clear your lists by deleting the file "Quake Spy Data"
from your Quake directory.
When we finally get converted to the new QuakeWorld, with luck by the end
of this week, our reliance on master servers will go away. We also plan
to see about getting some statistics generated for the server, who killed
how often with what weapon, etc etc etc. Give us some time for that, getting
the conversion done is a higher priority.
Later today, probably after dinner (it's 1:30am now), we will be moving
to quake.crashing.org. Rather appropriate name, don't you think? The web
pages will be moving to http://www.quake.crashing.org.
Panda has a new P133 coming. It is replacing his old 486. Congrats
on evolving, Panda!
April 4, 1997
PANDA: Many changes coming around here. We've
decided to spend the lame duck period before CTF4.0 reworking the web site.
We've found a new host and such. Right now we're hammering out the final
details. One of the biggest and nicests changes is that your ole friend
Panda is finally escaping
the shackles of 486 land. I'm movin' on up, to the pentium side. With a
deluxe motherboard on the si-i-ide. Movin' on up.... Oh sorry, went a little
April 3, 1997
FEZZIK: We are in the process if preparing
a new site for the web page and the server. We'll let you know when it's
PANDA: Many people may have noticed that they
downloaded the new QuakeWorld client and cannot play on old QuakeWorld
servers such as ours. To help, we have decided to make Qspy
5.01 available here. You can click on them here or go to the downloads
April 2, 1997
PANDA: *twidle...twidle...twidle...* not much
to do until CTF4.0 comes out except twidle our thumbs. I've noticed that
really no one has been around since the new QuakeWorld client came out.
This is really kinda stinky, with the down time during spring break and
now this. Oh well, *twiddle...twiddle...
April 1, 1997
PANDA: I've been playing around a bit today
with the new QuakeWorld client and want to offer a few of my quick responses
The new QuakeWorld will take a little adjustment. Running through a level
no matter how big is always very smooth, even for me on my 486. Whenever
another player appears, there seems to be a quick lag, and sometimes the
other player will seem to "warp" about the room. These can be solved with
client side tweaking though. I was on a server on level e1m2 with 17 or
18 of us on it and it was perfectly smooth. I did not have to shrink my
screen at all. All the predictions were perfect.
Overall, this new QuakeWorld is going to rock over the last one. Play
is going to be so much better with this, once you get used to the tweaking
necessary. One main thing I noticed is that everytime I jump on a server,
it seems to be different. I'm thinking I might have set ups ready for each
server once I have them perfected. Though I will be spending all my time
on ThunderWalker CTF once CTF4.0 is out!
PANDA: Basically speaking, there is no point
in doing further developement until CTF4.0 finally comes out. Once that
happens we should be up and running within 2 days of the release. It shouldn't
take very long after that to get ThunderWalker 2.0 released.
One other note, I've been noticing that people are attempting to join
our server using the new QuakeWorld Client. Once again this is incompatible
and you will not be able to join with QuakeWorld 1.50. After the release
of CTF4.0 we will then be using the new QuakeWorld, but not until then.
FEZZIK: I have done some internal re-writing
of the web pages. You shouldn't see any differences, but let
me know if something seems amiss.
FEZZIK: WHEW!!!! We've finally
fixed the server after the April fools craziness. No more flying flounders.
(You can delete the "sound/april"
directory and the file "legohead.mdl" from your progs directory. :-)
FEZZIK: A couple of housekeeping items:
The QuakeWorld client has been
released. However, as near as I can tell there is no Quake-C source released
for the server (and I would hate to resort to decompiling the progs, it's
unethical and rather sloppy). I haven't messed with playing it yet, but
Panda did a little this afternoon and mentioned it seemed to play more
sloppy because of enemy prediction. I'm not sure if it's a problem with
QW, or if you just need a little time to get use to it.
According to Zoid, CTF4 should be out by "next wednesday", which I'm assuming
is the 9th, and not the 2nd.
FEZZIK: EEEK!!!!! Somebody
hacked into the server and messed with all the models and sounds. It's
FLOUNDERVISION! It will take
us at least a day to fix it.
March 30, 1997
March 29, 1997
FEZZIK: Bugs we are currently aware of. If
there are others, let me know.
The Brown Guy
This only seems to happen when the server has reached capacity (16).
However, it has been reported in TeamFortress as well as regular CTF, both
of which use completely different team sorting routines. We're hoping the
new QuakeWorld/CTF4.0 will fix this.
We're at a loss for this one. Regular CTF also has this problem, although
not with the frequency of ThunderWalker. It's a bug related to QuakeWorld,
so we're hopeful that the new QuakeWorld server will fix this, as it addresses
"setinfos" differently. Currenly, the best way to get rid of the problem
is to disconnect and reconnect.
This is a rare bug, and the chief cause has been addressed in CTF4.0.
Another rare bug in which a flag will rise or fall with a platform,
even if the flag has been returned to base. We're not sure if this is ThunderWalker,
or, as I suspect, CTF. I'm going to be doing some testing of it later to
see if I can figure out exactly under what circumstances it happens. I
may try to record a demo to send to Zoid.
Team Changes Not Working
We're hopeful that this bug is related to the way we are generating
the four new runes. They may seem unrelated, but in the code there are
some relations. Panda's new rune generation code may fix this problem.
Let me know if it doesn't.
FEZZIK: I think to decrease the size of the
downloads, we will no longer be including maps. For server operators, they
can get their maps off of ftp.cdrom.com
or any other map archives. For people using our server, we'll make a Map-Pack
file available for downloading of any specific maps we use (such as critters,
tnyctf3x, etc). Our distributions will, however, include entity files to
all the maps we use.
FEZZIK: Whoa. In looking at the 2.x
overview page (and fixing a few things), it seems that we've implemented
everything planned for v2.x of the server! This means we're one step closer
to an official release of the 2.x code. Based on all of the below reasons,
I'm hoping we can have the source to 2.0 out no later than the 18th of
April. There are still some things that need to be done, however:
Panda has written a new rune generation system. You won't notice any differences,
but from a coding standpoint it represents a major chage. It also lays
a foundation for v3.x and Temporary Runes.
Based on last night's interview
with Zoid, CTF 4 should be out by the end of the week. There is little
reason for us to release TW-CTF 2.0 based on CTF3.5 if it will be obsolete
in 5 days, so we'll hold off so we can take advantage of the many new features
of CTF 4.0. This will also allow us to take advantage of the new QuakeWorld
There's a whole lot of documentation work that I need to do. I think quite
a bit of the documentation will now be coming in either MS WordPad or HTML
formats. This will allow a little better formatting and the inclusion of
graphics. Those two formats are really the most universal available, although
HTML will require that the graphics be seperate files.
FEZZIK: The following bugfixes were made:
A bug allowing the Rune of Living Armor to regenerate over 250 was squahed
A couple obituaries were corrected
March 28, 1997
FEZZIK: Due to overwheming screaming by io|warped
and Senator Perry, I've added an explaination
of why the sniper no longer gives you a frag. Boy you two whine a lot :-)
FEZZIK: The new QuakeWorld
server has just been released. The new client should be out in a couple
of days (they are purposly delaying the client release until people can
look at the server.) From the looks of it, things are much more better
now. MessageMode2 is back, observer mode is now supported, and maxclients
is now 32 instead of 16. It's too early to tell whether we're going to
be able to go to a larger number of clients or not, or how many observer
ports we're going to open. All of that depends on bandwidth and how much
horsepower we have for the server. I'm suspecting we will start with 16
clients and perhaps 4 observer. For testing purposes, we may also password
protect the observer ports. We'll see.
FEZZIK: The following changes have been made:
MaxAmmo for Cells is now 100, was 200. It was a holdover from WAY back
when we were going to have the laser rifle use two cells to fire. We just
never updated it.
Gibs are now more chunky!
The Rune of Living Armor now regenerates faster and up to 250 points.
Rune of Vampirism now "sucks" at 75%.
Reload Messages are back...Again....
We forgot to preclude the flag from Airfist when we did the rewrite. People
were blowing the flag into hidey-holes. Naughty naughty. We've fixed it.
FEZZIK: A very interesting thing.... There
is a world-wide project being orgaized to crack DES, a data encryption
protocol. To aid in this endeavour, I am running a program on the server
called DESCHELL. This
is a low priority program that uses spare CPU cycles to do mathematical
key matching. I figured there was some spare cycles on the server from
time to time so what the hell. Well, since starting the server with this
program running, there hasn't been any pagefault crashes (almost 8 hours
now). I'm wondering if because of the way the program runs, grinding away
100% on the CPU and continuously resetting its switches, it is preventing
the pagefault. If so, it's an interesting development :-)
FEZZIK: I attempted to implement a new change,
but it didn't work very well. The plan is to have people invinceable (aka
666) for 2 to 3 seconds after they respawn. This is to prevent people from
sitting over respawn points and pegging people off as they come in. We'll
take a better look at it this week.
FEZZIK: The following changes have been made:
The new hand-held model for the sniper rifle has been implemented
A couple of sounds weren't being precached. It's been fixed.
A couple of obituary messages have been fixed.
March 27, 1997
FEZZIK: Panda has sent me a new compiled progs.dat
and I expect to be doing some work on the server tomorrow (3/29). So, it
should be up for a few hours after noon CST. Feel free to stop by, but
expect periodic map changes and harrassment from CONSOLE. *evil
FEZZIK: Couple small tidbits of information.
Panda's emailed me a couple of times letting me know the 3 or 4 things
he's been working on and if I remember I'll post excerpts from his emails
later today. Part of his work was a complete rewrite of the rune generation
code to allow for the eight runes we now have, as well as some team-switching
rules. Unfortunately, a couple things of import are happening:
According to CTF News,
CTF 4.0 is going to be out REAL SOON, ie it looks like a day or two. If
I understand correctly, the new version of QuakeWorld is also supposed
to be syncronized with CTF 4.0 as well. Thus, our server will probably
be in a state of re-write flux while we make the conversion to the new
QW and incorporate/modify the changes from CTF 3.x to CTF 4.0.
Because of the crippling bug we've been getting, it's pointless to put
the server up. I can't sit in front of it 24/7 and keep rebooting it, and
as soon as I walk away it will crash again. Thus, our server hasn't really
been up at all during our break. Spring break ends on Sunday (3/30) when
Panda returns to the world of ethernet, and shucks off the noose of 14.4k
baud; then we can start implementing his changes and/or converting to the
March 24, 1997
PANDA: Here's the latest from my end. We're
facing a rather ugly bug that just doesn't want to allow us to get in that
eighth rune, so I'm considering doing a large rewrite to the way the runes
work overall, probably should have done this in the first place, but thought
we could get away with it. Today I will spend time on that and also begin
work on a little routine that does not allow people to switch to a team
if it has too many more members than the other. You can still switch to
the team with fewer numbers though. Unfortunately there will be no way
to test this until Sunday evening at the very earliest, as I am at home
in Lake Geneva, WI with only a 14.4 modem. Right now I'm going on the assumption
that if it compiles then I'm pretty close to what I want.
March 22, 1997
FEZZIK: I just got word from Panda that he's
going to be sending me a progs.dat that may fix the double-rune problem.
As soon as I get it, I'll fire the server up for a couple hours and we'll
see what happens.
has sent us another sniper rifle model, this one is for the hand-held view
you see. It is very choice, having flames eject not only from the end of
the weapon, but also from either side of the silencer, as well as an ejecting
shell flying off to the side. We'll be putting it into the server as soon
as we squash the Rune bug.
March 21, 1997
FEZZIK: Crashes are still happening, but I
have a theory now. Thanks to FT and several others, it seems we have TWO
cloaking runes in the game. It's possible then that with two runes working
at the same time, they make calls on the same routines and variables, and
everything gets confused and blows chunks. I've emailed Panda, since he
did the rune generation code, and asked him to look into it.
In the meantime, I've taken the server down, because as soon as I walk
away from it, it'll just crash again. Watch the space here and I'll keep
you all informed. Remember we are on spring break, so fixes are much slower
and more difficult to coordinate. Your understanding is apprecitated.
FEZZIK: 20 hours without a hardware failure.
I think that the hardware problems are solved.
FEZZIK: There is a bug in the level selection
code causing it to only choose CTF1 when a non-iD level is selected. I
couldn't really figure out why, so I emailed Panda and asked him to look
at it and mail me corrected source. When/if he does that (he's on vacation,
after all), I'll compile it in and that might solve the problem. We'll
FEZZIK: The following changes have been made:
RECOVERABLE: Usually these are simple
things that quakeworld gets confused about. The server script will auto-restart
the server after them, usually in about 3 seconds.
UGLY: From time to time, we'll get
a Page Fault of some kind. I am fairly certain these are being caused by
QuakeWorld and not by our QuakeC, as we also got them when we fired up
the virgin 3wave CTF. These, however, do not auto-recover because Windows
wants somebody to click a button to acknowledge the page fault. I've tried
several "auto-click-the-damn-button" programs, but none of them would detect
a DOS window. So, when one of these errors occur, I gotta put on my pants
(I'm usually in Al Bundy mode) and walk across campus to click the button.
Very annoying. I'm hopeful that the new QuakeWorld coming out "soon now"
will deal with crashes a little more elegantly.
FEZZIK: The new ethernet card seems to have
solved our problems and the server has been purring along without a freeze
for about 8 hours now.
PANDA: The following has been put back into
Boxes of cell ammunition now contain 10 cells for the small ones, and 20
for the large ones (was 6 and 12). You laser-toting nimrods should be happy
The correct hand-held model is now being used for the sniper.
References to the laser sight have been removed from the Welcome screen.
March 20, 1997
Airfist is back and working
Impulse 48 was removed. Use Impulse 69 instead, it does the same thing
(switch to previous weapon). No need to have two of them in.
Sniper reload messages are back...again.
The new sniper fire code was replaced by the old code. The new one
had some kind of rare bug, and rather than deal with it, we went back to
what we knew worked. As a result, damage is calculated the old way and
is exactly the same as pre-crash. Don't complain about the sniper doing
less damage, it don't.
Skins are fixed. No more evil "base"-skin cross-dressers.
Baldridge's new sniper model is
in. It's big but worth the download. He's working on a hand-held model
March 19, 1997
FEZZIK: *whew* Here's the current skinny.
The motherboard/CPU arrived this morning. I spent about 3 hours installing
the new hardware and doing a fresh install of W95/OSR2. However, we still
experienced freezes after about 5 to 10 minutes of operation. Next, I swapped
out the ethernet card and replaced it with another (which was, incidently,
found in a trash bin :-). That seems to have fixed the problem, at least
the server ran for about 2 hours until just a few moments ago when the
master went down *grrrr*. I think the ethernet
card we were using was never designed to handle high bus speeds; it was
old, originally designed for 286's, 386's and 486's.
FEZZIK: There are still several things to
fix for the virgin rebuild:
The Airfist is still not in
Gotta fix the skin problem, everyone is appearing as "base" skin. OOPS.
New spinning sniper model coming, much improved, be prepared for download
The laser sight WILL NOT be put in. Panda is gonna work on the new and
improved sight during spring break (which starts tomorrow for him).
Comments are needed on the sniper
rifle. We completely rewrote the firing routine to be more efficient, however,
we've heard some complaints about damage being actually too low compared
to how it was before (it's now calculated completely differently). Let
us know your thoughts so we can adjust up or down if need be. My original
thought was that a person with 150 (yellow) armor and 100 health would
have about a 50/50 shot at living through it. Perhaps with so much armor
out there, damage needs to be higher?
March 18, 1997
I'm now more than grumbly, I'm downright IRKED! The new motherboard/CPU
was never even SHIPPED. The P150 CPUs were out of stock, so instead of
telling me, they just held the order. Doofuses. Anyways, they said that
they were shipping me a new motherboard/P133 combo and will let us update
to the P150 when they get in. With luck, they actually DID ship
it this time and it will be here tomorrow. As a strong recommendation,
do not order from RCSystems. Their
prices are good, but their customer service sucks monkey rocks.
FEZZIK: Well, I'm grumbly. I ordered the motherboard/CPU
on Tuesday, was told it would go out Wednesday morning overnight FedEX.
It's end of business today and nothing. Of course, if it arrives tomorrow,
we'll go up ASAP.
PANDA: Well surprise, surprise, the company
didn't get us our new motherboard yet. It'd better be here before I go
home for Spring Break on Friday. As far as code developement everything
is apparently in except for the Cloaking Rune and Airfist, but that will
be taken care of later tonight. Right now it's time to study for my last
final of the quarter(yay!)
March 17, 1997
PANDA: It's technically the next day, but
I'm too lazy to add another date above. I believe I just got the laser
blaster back into the server, however with no machine to test I can't be
completely sure. Tomorrow is the big day. We'll be putting in the new motherboard
and I'll be getting the new runes back into the game and then we'll see
what happens. Code seems to be going well, I think it's going to be less
flaky this time around. Just heard from Fezzik that Baldridge
sent us a new and more improved version of his new sniper model. This thing
is fantastic. I didn't think it possible to improve on his first one, but
he did it. This should be the last update for today.
PANDA: Ok, as of about 3:00pm CST I have the
sniper rifle set about where we want it. It now has a base damage, and
then adds a random number to that. So people can survive with 100 health
and 150 armor sometimes and sometimes they will get thrown all over the
place. Thanks to those who were on during the testing for their cooperation.
PANDA: Have any of you noticed we have a heck
of a lot of news, but no server? How very ironic. Anyhoo, we'll try to
run the old machine now and again. We can get a few hours out of it usually
before the uglies occur. Tomorrow all will be better, just keep repeating
that, tomorrow all will be better. On the actuall news, some may have noticed
during our window of up time last night that the sniper rifle was severely
underpowered. That's due to the new way I wrote it, so the damage resolution
was a little different. I never acutally got to test it on anyone, so I
hope to fix that later today. Also today I will try to get the laser gun
back in, these will all happen worked around my take home final(curse them,
I hate those things, let me write a stupid essay in 20 minutes and leave!)
and the cybercast of the Erasure concert. I'll update here as things are
changed or put in.
March 16, 1997
HAPPY ST. PATRICK'S DAY
FEZZIK: We have ordered a new P150
CPU and a new Tyan Tomcat
III motherboard w/512k cache. To give you an comparison, the old system
had a P90, a barely-PCI motherboard, and 64k cache. Non-network lag problems
may even go away once it's running. It should be here during the morning
of the 19th, and up by dinnertime. In the meantime, Panda's going balls
out on rebuilding the ThunderWalker 2.0b code into the virgin CTF 3.5 code.
In the process, he's streamlining many operations and fixing problems as
he finds them.
PANDA: It seems clear to us now that our hardware
is gone. We will attempt to keep the server running, and will for sure
keep plugging away on getting the code cleaned up and ready. We are in
discussions for finding another server to run the 2.0 beta server and that
should be running soon. We should have our new hardware by Wednesday. Overall
this has been a really crappy few days, but hopefully cool things are coming.
PANDA: Alrighty, as of about 2:00pm the regen
rune works as before, all the sounds are back as they should be, the shotgun
fires at the proper speed and the rocket does the proper amount of damage.
I also got the harpoon back in and working. Look here for updates as things
get back in. The next thing to go in is the sniper rifle. I will be adding
things back in between work on my take home final and studying for my administrative
FEZZIK: OK, here's the current skinny. To
make sure once and for all if our problem is hardware or software related,
we have gone all the way back to a virgin copy of CTF
3.5. If we get our crashes again, we'll go with the hardware problem
and replace the assumably melted CPU. If it doesn't crash in the next 12
hours or so, we'll assume it's a coding problem, and start rebuilding v2.0beta
on top of the virgin CTF 3.5. We needed to do this in general to clean
up the code, but never really wanted to deal with it.
In any case, if the problem is code, with luck we'll find out what the
elusive bug(s) is(are) and stomp it(them). While that happens, expect things
to lag badly from time to time as we recompile, and expect frequent map
changes. Changing maps (even back to the same one) loads the new code without
disconnecting everyone. These map changes will have little if any effect
on your QuakeWorld standings, and we'll try to warn you before we do a
By popular request, here is the order of the rebuild will be, assuming
it's needed (subject to Panda's
Internals (damage for rocket launcher, no backpack weapon switch, changes
in Elder Rune, etc)
Grappling Harpoon (we hate the morningstar MDL more than we love the sniper
New Sounds for general events (flag captures, weapon pickup, deaths, etc)
New General models
Sniper Rifle (we have a new mondo-choice model almost ready, BTW. Thanks
Anti-Lag patch; anyone that says "lag" is automatically kicked (ok,
just kidding :-)
FEZZIK: Feign Death has been scrapped for
2.0. May be reconsidered for 3.x.
FEZZIK: Well, we did a complete reinstall
of W95, and in the process discovered that the cooling fan on the processor
had failed. It's unknown how long ago it failed or what, if any, damage
has been caused to the CPU. The fan has been replaced, but I worry that
it is too late. We're gonna let the whole machine rest the night and see
what happens tomorrow. If anyone is interested in sponsoring development
with some hardware loans, please email
PANDA: The following changes have been made:
The nailgun now fires one nail instead of two, and the max ammo is 100
instead of 200. The sniper rifle still fires 20 nails.
Sniper reload messages are again back in.
The sniper rifle no longer records a frag or modifies your QuakeWorld standings.
The target's standings are also unaffected.
March 15, 1997
Looks like we have a problem with the computer. We're hoping it is only
W95 that is failing and not a piece of hardware. We're gonna do an re-install
at some point coming up, and see what happens.
FEZZIK: We've had a lot of significant page-fault
crashes in the last 12 hours, and attempts to determine what is causing
it are failing. Thus, we have gone back to 1.0 code and are going to start
dropping things in again one at a time. Don't be surprised if runes are
gone, or things behave a little differently. Over time, we'll slowly worm
our way back to 2.0beta code. However, every time we make a change, we
have to leave the server up for an hour or two to see if it blows up, so
this process will take a while.
FEZZIK: As of late, the sniper rifle has changed
the game from CTF into "Team Deathmatch with Flags".
Thus, we are going to change the sniper rifle so that it no longer gives
you a frag, or takes a frag away from the target. If the target is worth
bonus points (ie, they are carrying your flag, attacking your flag carrier,
etc) you will still get those bonuses, but your QuakeWorld stats will no
longer be affected by the sniper. Some betas of the code are currently
implemented, we'll try to fully fix it tomorrow.
FEZZIK: We have decided to move the temporary
runes from version 2.x to version 3.x, in order to allow us to release
a complete v2 sooner. This is, of course, all pending on the release of
the new Quakeworld and CTF4.0. If we are ready for release, and they aren't
out, we'll release 2.0, and then a 2.1 or some later version as appropriate.
PANDA: The sniper reload message is back in,
we'll see how it works this time.
PANDA: The bug causing an obscene number of
blues to be teamed against one or two reds has again been squashed...we
FEZZIK: Several things have been changed in
the last 7 hours:
Ejecting shells have been completely removed from the source (instead of
just commented) and the models/sounds are no longer downloaded.
The "recloak" time for the Rune of Cloaking
has been decreased to five seconds (was seven).
New sounds have been added for when the Rune of
Protection and the Rune of Vampirism
When the carrier with the Rune of Protection
is caught in an explosion (splash), they are propelled a great distance.
You should be able to rocket-jump into orbit now.
A rare bug allowing you to fire the nailgun with less than the required
number of nails has been squashed.
Some scoring was changed. (I forgot my list, so I'll update the scoring
table as soon as I get it)
FEZZIK: A few new pics have been added to
the screenshots page:
The Rune of Cloaking has a new model
During testing of the cloak, got a couple of wonderful shots
of a harpoon stuck in an invisible guy
FEZZIK: Some changes have been made to the
Ammo cost is now 20 nails instead of 10
The Rune of Hell Magic (aka haste)
no longer effects the sniper's reload rate
The sniper no longer gibs a person, it instead blows them way back. This
is largely for effect; having no real effect on gameplay (except to confuse
people wondering what that corpse is doing flying through the air...)
FEZZIK: The Rune
of Cloaking is now implemented
March 14, 1997
PANDA: The unbalanced teams as of late is
being caused partially by people switching teams, or by people who come
in on a losing team, and then leave. There also seems to be a bug in the
sorting routine. I'll be looking into fixing that soon, possibly preventing
people from switching teams if they are too unbalanced.
FEZZIK: I anticipate we may publicly release
the source for the 2.0.ALPHA of the server sometime next week. It should
have all 4 runes, all of the models that have changed since 1.0 (the laser
for example), as well as several other internal things. It will likely
not have temporary runes or the Extended Runes bit setting. This is for
testing purposes and things will change between the Alpha and the official
release. Watch the web site.
PANDA: The Rune of Cloaking is now about 99%
completed. We're trying to get one other sound to play properly, so it
should go in by the end of the day.
FEZZIK: I kinda have to aggree with Panda's
warning below. The server at 126.96.36.199 is a DEVELOPMENT server.
This means that it is being developed on. This means it will lag, things
will break, and things will not work like they are supposed to. If you
want a non-lagging TW server, there are a couple out there. It's not very
encouraging to us to continue development when we ask for opinions on the
server and all we get are "LAG LAG LAG LAG LAG". We can't fix the majority
of the lag problems, and are spending many sleepless hours trying to streamline
the code a bit to reduce lag problems. Please, get a new whine.
March 11, 1997
PANDA: Ok, this is a warning for all of you
who pay attention to this news. The lag bitching is out of control. Excessive
whiners will be kicked. If you can please warn them. It's not our fault
that your connection sucks or that the campus network is overloaded. We
can do nothing about SO SHUT UP!!!. We've been patient. We've
given warnings. Nice time is over. We are not here to provide distraction
FEZZIK: As a warning, we are coming up on
spring break here at Minnesota State. Panda will be going home and I'll
have only limited access to the server (for rebooting if necessary). There
will be no development over break; instead using it as a week-long period
to play-test and balance out the current new runes and such.
FEZZIK: Ejecting shotgun shells will be removed
from the v2.0 server. They are just to inefficient to be usable.
PANDA: A bit to catch up on:
The Sniper reload message had to be scrapped for now. There were too many
crashes while it was in. Though we have been having network problems here
on campus, it was too coincidental. Current theory is that they spammed
out the server.
A small bug was found in the Vampire rune that allowed you to accumalate
health above 200, this was fixed. I believe that rune is just about done.
We decided that the protection rune should not be completely impervious
to lava, so a small damage was added. You can now survive in the lava for
about a minute with 100 health and no armor, of course longer with armor
and more health. This is more fair and balanced. Too many people were camping
with it, especially on CTF5.
Code on the cloaking rune is about 75% done, just have a few cosmetics
to clean up. That should be in by later today or tomorrow barring catastrophe.
Due to recent events, a new document will be appearing on the site soon.
Look for it.
Finally a little personal rant: PLEASE STOP COMPLAINING ABOUT LAG!!! There
is nothing we can do about it, so we don't want to hear it. I'm sick of
looking on the server and seeing nothing but such and such killed by whosits
and then seeing nothing but the lag excuse. You are not going to get any
sympathy here. Try playing CTF on a 486 that is dying. That's how I play
and let me tell you lag is nothing compared to that. So you are just going
to have to cope. I have already kicked a couple people for complaining
about lag. If you want something to be done about it, please send us a
Pentium Pro 200 minimum or the cash equivalent. Then things might improve.
Other than that all I can say is cope and quit bitching. That's all for
now on that.
March 10, 1997
PANDA: Sniper reload messages are back in.
We'll watch and see if we get any more uglies from them.
March 9, 1997
PANDA: The sniper reload message was causing
some ugly crashes. We've removed it until we can get a better grip.
FEZZIK: A couple of growlings that I need
to get off my chest:
PLEASE learn to use Impulse 180. Trying
to field a thousand "what does the X rune do"
is getting old. That's what the impulse is there for.
The server at 188.8.131.52 is a BETA server. This means
that the code is flakey, may crash a lot, and may not work like it's supposed
to. In addition, when we jump in to test something and say "stop killing",
it's for a reason. The sooner we can do what we need to do, the sooner
you will all be able to go back to play.
Please don't complain every two minutes about lag. There's nothing we can
do, nothing anybody else on the server can do, and only makes you look
like a whiner. Some lag is caused by us compiling new code or doing other
development work, we try to warn everyone before we start that, however.
Sudden map changes are done to start a new version of the code. They will
not effect your QW rankings. Please don't complain, as they are part of
the beta process.
PANDA: The Rune of Cloaking is proving to
be a pain in the butt to code. If we can't get it working in the next couple
days, we may abandon it for a different rune (current thoughts are Radiation
or Martial Arts).
PANDA: A message now displays on the screen
when the sniper rifle has been reloaded.
March 8, 1997
PANDA: The bug causing an obscene number of
blues to be teamed against only a handful of reds has been squashed.
FEZZIK: I have done another re-arrangement
of the web page. The Overview page is now full
of tables of 2.x information.
March 7, 1997
FEZZIK: The server at 184.108.40.206 is now
running Version 2.0Beta of the server. At this time, the new changes implemented
Rune of Living Armor
Rune of Protection
Rune of Vampirism
Impulse 180: Tells
you what rune you have currently and what it does.
PANDA: Coding of the Rune
of Vampirism has been completed. We are still working out the exact
numbers (max health, "suck" percentage, etc).
March 6, 1997
March 5, 1997
FEZZIK: I have added
four new pictures to the screenshots
page. These are pictures of the four new runes coming in version
2.x. Enjoy. (note, some modifications might be made before release).
FEZZIK: Um, no. The railgun
WILL NOT go into the server. Don't ask.
FEZZIK: Several people have commented about
the sniper rifle's model, most saying it's rather boring. Well, yes it
is, but making a new model is not very high on our priority list right
now. If somebody out there in netland is interested in making a new sniper
gun model, go to it, we'll be happy to consider its inclusion.
FEZZIK: I am currently working with 2 to 4
new maps to add to the server. I hope to have them up by the end of the
weekend. When they come up, you will be able to download a ZIP containing
all of the new maps. These maps will then be included in future releases.
PANDA: Made several attempts to implement
flares into the game but they just don't work very happily with QuakeWorld.
We'll see what we can do in the future.
FEZZIK: The following changes have been made:
March 4, 1997
There is a new model for the laser beam. It should be seeable in dark areas
A new sound for picking up a rune.
When a laser strikes a wall, it will create a small explosion.
March 3, 1997
FEZZIK: A few changes are expected tonight.
Be prepared to have to download some new models and sounds. I expect these
few new downloads WILL NOT be available on the web page until they
are encorporated into version 1.1. Also be prepared for the map to reload
often. This should have little impact on your QW stats.
FEZZIK: It's 3am. I couldn't sleep, so I putzed
a little more on the web page. There is now a table
listing all of the weapons used in the server as well as their rates-of-fire
and damage relative to each other. I also redid the table on the opening
page a little, so you can go directly to the sub-sections of the Overview
FEZZIK: There are a few small changes anticipated
happening to the server real soon now. If you connect and have to download
models or sounds, don't be surprised. Largely, these are internal changes
(like damage and firing rates) and small graphic/sound changes planned
for v1.1. Major things you will notice probably will be:
March 1, 1997
Laser Bolt Model replaced
Definitive sound for getting a rune (compared to say, a box of ammo)
Pixelated "puff" explosion when a laser blast hits a wall (allowing you
to "walk" your fire a little better). This will have to be tested to determine
lag impact (like we had with the Shotgun Shells)
Flares. This is planned for v2.x, but I love them so much I may try to
sneak them in now :-)
February 27, 1997
FEZZIK: *hack* *cough* *wheeze* *sniff* Not
much to report as of late, as both Panda and I are sick and have been for
a few days. I think it's Ebola. If not Ebola, it's definately some kind
of plague. Quake-related, however, we are basicly in a holding pattern
until the new QuakeWorld and CTF comes out. A couple small things are being
organized for v2.0, however. Check out the Version
2.x page for a brief overview of planned additions.
February 25, 1997
FEZZIK: *pout* We were hoping we had enough
horsepower to fire up two servers on one machine and concurrently run both
the 1.1b and the 2.0b servers. Alas, it was not the case. With the second
server fired up, ping times rose to around, oh, 700 or so. So, here's the
We'll continue to run 1.1b until the we are fully converted to 1.1
with the new QuakeWorld. Then, the 1.1 server will be shut down during
times we are working with 2.0 and the 2.0b server will be up. During times
we are doing silly real life things, like sleeping, 1.1 will be running.
February 24, 1997
PANDA: Fixed a couple of respawn points in
Gaidaiton that would cause your head to respawn in the ceiling. This resulted
in not only a lovely view of the termites, but also in you being quite
stuck until you typed "kill" or were lazily wacked by the opposing team.
A corrected entity file will be released with version 1.1 of the server.
FEZZIK: There is now a version
2.x news page.
FEZZIK: Ejecting shell casings have been commented
out of the current server. Reports of lag were coming in when there were
more than about 8 people on the server. We are looking at ways of correcting
the problem, but may end up removing them entirely.
February 23, 1997
FEZZIK: You may have noticed that the name
of the server has changed from 1.0 to 1.1b. In preparation for the upcoming
release of the new version of QuakeWorld, we will be using this platform
for testing of internal tweaks, bells, and whistles (such as re-balancing
the laser rifle). The changes will not be very serious. The server v2.0b
coming online soon will contain substantial changes over the 1.x version
and will be a testing bed for those changes.
FEZZIK: The damage and firing rate of the
laser rifle has been changed a little. Please let
us know if further changes are needed.
February 22, 1997
FEZZIK: We've been informed of a slight but
serious bug in our initial release of the server. One of the models was
missing from the progs directory, which would cause the server to fail.
It was also missing from the client package, but that is not as serious
as you would download it when you connected. The model has been added to
the archive and the correct one is available on the DOWNLOADS
page. We apologize for any problems.
February 20, 1997
FEZZIK: Well, we took yesterday off to celebrate
getting the code out, go see Empire, and have a beer. We're back and at
'em now. Currently, we are starting to collect and organize ideas for version
2.0 of the code. I am also going to put the web site under a major reorginazation
to make things less cluttered.
FEZZIK: We will be setting up a new server
soon. Its name will be "ThunderWalker-2.0alpha-CTF". This is the server
we will be using to test new mods. If you wish, jump in, but expect it
to be a bit unstable.
FEZZIK: Scoring was revamped a little to put
a larger emphasis on flag capturing and flag defense. A full table is on
the OVERVIEW page.
February 19, 1997
SOURCE CODE IS OUT!!!! You can get it from the DOWNLOADS
February 18, 1997
FEZZIK: There is a new version of QuakeWorld
coming out real soon. Initial indications seem to say that it will be incompatible
with the current incarnation of the TW server's Quake-C. Thus, the source
code coming out tomorrow will be for the QW server released on 12/13/96.
We will release version 1.1 of the server for the new release of QW as
soon as possible. Until the rewite is completed, I expect that the server
at 220.127.116.11 will continue to run the 12/13 version of the server.
PANDA: Two annoying "features" have been removed
or changed. Let us know if there are any problems.
You no longer switch to the weapon in the backpack you just picked up.
You will still get the weapon, but not switch to it. Too many times times
people kill themselves by charging a rocket-toting fool with a nailgun,
kill them, switch to the rocket launcher, and promply frag themselves by
shooting the wall behind where the enemy was.
The sniper rifle was removed from the "best weapon" sequence. So when you
get the rifle while chasing down that flag-carrying bugger, you won't switch
to it and have to deal with the reload time.
February 17, 1997
FEZZIK: Ok, we are currently right on schedule
for a release of the server source code. We are aiming for Friday morning
sometime, or maybe even Thursday evening after Babylon 5. The source itself
is cleaned and commented, I am just working up the documentation for everything
February 16, 1997
FEZZIK: I have removed the ejecting shell
casings from the nailgun. While the concept was sound and it made things
very interesting, it had problems with making the server lag badly when
3 or more people started using the guns, as the server had to send the
geometry on each individual shell. However, I have left ejecting shells
in for the shotgun and double-barrel shotgun, as these two weapons have
a much slower firing rate and aren't used nearly as often as the nailgun
FEZZIK: We are now beginning work on the final
code modifications and clean-up in preparation for releasing the entire
source for the server. Initial server release will be for QuakeWorld, and
then we will begin work on non-QW code. We hope to have the source code
out by the end of the week (February 21).
February 15, 1997
PANDA: The sniper rifle was"re-painted"to
give it a more gunmetal color.
February 14, 1997
FEZZIK: I have completed entity customizations
of two more maps to make them more compatible with the TW modifications
(adding sniper and laser rifles, as well as a little more health). I hope
to have them in the sequence in the next day or so. You can get them from
the DOWNLOADS page.
FEZZIK: I have added an archive file to the
DOWNLOADS page that contains all of the maps
for the server. If this is your first time connecting, you can download
all of our maps in one file. Otherwise, download the ones you need.
FEZZIK: OK, the CRITTERS
CTF map appears to be done. It's 3:30 AM and Panda's asleep, so I'll
make him add it to the sequence in the morning. You can download the CRITCTF1.ZIP
file from the DOWNLOADS page to speed up the
February 13, 1997
February 12, 1997
PANDA: Looks like Critters is just about to
be done. It should, if everything goes right, be up and ready for play
and download by 1:00am Central time on the 14th.
PANDA: Several changes were made to CTF6 to
make it more compatible with the ThunderWalker mods and it's been re-added
to the shuffle sequence.
FEZZIK: I am in the process of making minor
modifications to two more CTF levels I found ftp.cdrom.com.
The should be added on Sunday the perhaps. I also have two deathmatch levels
I'm looking into converting to CTF.
February 11, 1997
FEZZIK: After several attempts in WorldCraft
and no less than eight 90-minute BSP compiles (gotta get me a P200 :-),
I think I have the CRITTERS map working
again and hopefully the bug in the old map will be worked around. We'll
be placing entities in the next couple of days. When that's done, we'll
put the map back into the sequence.
FEZZIK: As of today, we are "freezing" development
on the server. That is, there will be no major changes or additions. This
is so we can clean up the code, get everything organized, and release the
source to the public. Expect a few small changes in the coming days as
part of this cleanup (most notably, new models for the sniper rifle, and
possibly a new sound for ejecting shell casings).
FEZZIK: As part of the source code release,
we'll be making available as standalone patches the following components.
You will be able to download and use these individual items in your own
servers or for your own single-player play. :-)
February 10, 1997
FEZZIK: Looks like we got the laser cannon
balanced out. Blast away.
PANDA: Major overhaul of the sniper fire resolution
was done. Overall damage was lessoned a tad, however it is now a little
February 9, 1997
FEZZIK: Small sound change for the firing
of the sniper rifle.
PANDA: We've got the laser cannon in and working.
We are still adjusting the damage, firing rate, etc, but it is working.
FEZZIK: I've re-added ejecting shells from
the nailgun. Enjoy.
FEZZIK: *pout* CRITTERS-CTF has some kind
of a bug in it. We thought we had it nailed, but apparently not. For the
time being, we're gonna take it back out of the sequence and see what we
can do. Whatever the bug is, it appears to be a very rare occurance. However,
it is by the red base, and thus a high-traffic area. It's occuring too
often to be happy. Sorry :(
February 8, 1997
PANDA: Continued adjustments to the firing
time and damage of the new sniper rifle are being made until the weapon
is balanced out. Currently, it has a reload time of six seconds.
FEZZIK: The conversion of the CRITTERS
map to CTF is about 90% finished, and the map has been put into the server
as BETA. We still have a couple problems, most notably a few respawn points
that are inside walls (oops) and more work to do on the proper location
of the various weapons, ammo, and powerups. We'll watch play during the
week, field suggestions, and hopefully have the entire map done by the
weekend of the 14th. In the meantime, you can download the map from the
downloads page. Comments
FEZZIK: The new harpoon
cannon is turning out to be a HUGE hit. Thus, we will be releasing
it as a standalone patch as soon as we can get everything in order. Watch
the downloads page or ftp.cdrom.com
for the patch.
February 7, 1997
PANDA: The sniper rifle has been completed
and implemented. Watch your back :-) We'll make a few changes to the maps
to make it more sniper-happy.
FEZZIK: The new CTF map is now done, we got
the lighting working correctly. All we gotta put in is the item entities
and we'll drop it in. Watch the downloads section above. Hopefully by the
end of the weekend.
PANDA: Because of the broken nail guns yesterday,
we restored the files to their previous condition. Thus, ejecting shells
on the nail gun(s) has been lost. We'll put it in as quick as we can.
February 6, 1997
FEZZIK: The new harpoon gun is in, and I must
say I really like the model, sound, and overall more-usefullness of it.
PANDA: We attempted to implement a laser cannon
last night/this morning. Unfortunately, it didn't work like we wanted it
to, having an incredibly fast firing rate. In further unfortunness, it
didn't quite get returned to pristine condition when we gave up at 5AM.
Both the nailgun and supernailgun are FUBAR.
FEZZIK: Implemented ejecting shells from the
nail guns. They seem to work ok, but the sound seems different than what
I sampled and they are too small to see. My sampling rate might have been
off. And I'll scale the models upwards.
FEZZIK: Finished the models for the sniper
rifle. They are currently being loaded and precached. The rifle itself
will be implemented as soon as we can finish the quake-c for it.
February 5, 1997
PANDA: The new model for the harpoon
is in. May increase its size a tad.
FEZZIK: Another attempt to compile the new
map didn't work. Lighting in the blue base is still way off. We'll try
again tonight during Babylon 5.
FEZZIK: Models for the nailgun casing eject
have been drawn. Will fiddle with the quake-c later tonight or tomorrow.
Need to find a sound, however, a more metallic "clink" of a steel shell
casing hitting the ground.
FEZZIK: I'll be sampling sounds tonight for
the laser cannon. Since Star Wars is the movie of the moment (and hey,
for all time :-), I'll see if I can get a couple from the trilogy. If it
works right, we'll have two to four sounds, and firing the laser cannon
will randomize the sound fired each time.
PANDA: Our current project has been to convert
that distracting grappling hook in CTF to a harpoon/spear/arrow gun with
the chain attatched to a spear-like model from a gun. In preliminary tests
it has a really good effect (you can aim exceedingly accurately), but we
are looking for a good model for it. Plus some changes need to be made
to the shotgun model to show the pointed head at the end of the barrel.
PANDA: Still to be done: Implementing the
sniper gun and the laser gun.