| List of changes
through this file to see what's changed and what hasn't.
BE SURE to read the "Known Issues" section
BEFORE submitting any bug reports. This is still a beta
build and we always want to hear about any bugs that we
might have missed, but we don't need to hear about the
ones we already know of.
If you DO happen to run
across a bug then please check out the bug reporing
Provide as much detail
as possible. If you're having trouble installing .99e or
getting it to work online please read the
"troubleshooting.txt" file for assistance.
New Features for v0.99e
This is a list of new
additions and dramatic changes for 99e.
Version 0.99e has had many changes over 0.99d, and many
of those are internal to the programming. You won't see
them, but the game is even more solid than 0.99d was.
We've fixed a lot of bugs and added a few new features
and commands. Here is a list of some the newer features:
We've added many new item models, including powerups for
every class, new armor models, and some new weapon models
for our Slipgaters. There is still some work to be done
in this department, and animations are still forthcoming
for a future release, but in the mean time enjoy the
Each Generation now has its own customized HUD display,
and customized HUDs for teamplay.
Map rotation has been improved upon. There are now four
files that control rotation:
Any time the g_gametype variable changes the appropriate
rotation will execute at the next map load. In this way
if a player wishes to change the game type the server
will not lose map rotation after the gametype changes.
Later, toward our 1.0 version we intend to incorporate a
list-style map rotation without the need of vstr
arguments, as well as a rotation randomizer so servers
can have a bit more variety in what order the maps cycle.
We may even release a patch sometime following .99e's
release just for this purpose.
The Arena Gladiators' BFG has been completely
re-engineered with a brand new effect. Why? We've done
our best to not tinker with the normal Quake 3 player
mode as this is a part of the entire Generations Arena
gameplay theme, however we've had numerous complaints
about the original Q3 BFG. None of the regular players
liked it, and it had too much of a "no-skill
spamcannon" feel to it as opposed to feeling like a
real BFG when stacked next to the Doom Warriors' BFG9000
and Strogg Troopers' BFG10K. The old version is still
available via dmflags, but we think most players will
appreciate the new version. As for what it does, shoot it
and see for yourself!
Strogg Troopers now have the ability to hold their
weapons either left-handed, right-handed, or centered,
just like in Quake 2. This is controlled by the
"hand" cvar as outlined below in the "New
Cvars" section. In addition to left, right and
center, you have three options for center handedness. You
can have your shots centered without the weapon drawn, as
in Quake 2, or you can position the weapon model left or
right handed with the shots centered. In this way you do
not have to sacrifice weapon visibility for accuracy.
Handedness affects only weapon models viewed from
first-person due to constraints in dealing with the
rendering of player models.
A new teamplay function has been added to this version -
class-based teams. In any team game (g_gametype 3 or 4)
if you include 64 in the Genflags variable, class-based
teams will be enabled. Red Team will be one player class,
Blue Team will be another. These are controlled with the
cvars g_redteam and g_blueteam. Ever get an itch to try a
Doom vs. Slipgate grudge match? How about Strogg Troopers
vs. Arena Gladiators in a heated game of Capture the
Flag? These variables, along with the genflag setting,
enable this functionality. These are also fully voteable,
so as long as the server allows voting you can callvote
dmflags, genflags, g_redteam and g_blueteam to set up any
game you want!
We've redesigned the Team scoreboards to allow more
players on larger teams to be visible at once. Have a
terrain CTF map with 16 people playing? Not a problem!
Everyone should be visible in a team game now, and the
new side-by-side format is a tremendous improvement over
our old above-and-below design. All the scoreboards now
show the specific Generation any player is using at the
time by means of a small head icon. This does not show
the player's headmodel (since headmodels can be changed)
but rather the head of the "iconic" character
for that Generation: Sarge for Earth, Doom for Doom,
Ranger for Slipgate, Grunt for Strogg, and Visor for
Arena. The scoreboard also shows your handicap if you
have it set.
Some weapons now colorize for teamplay with your team's
color. This includes railgun trails for both Strogg
Troopers and Arena Gladiators, as well as the plasma
projectiles for the Doom Warriors and the gatling gun
lasers for Earth Soldiers. In this way you can better see
whose team that death spiral belongs to, and if you
should duck for cover or assist in taking down an
escaping flag carrier.
The Doom Plasma Rifle's color can now be enhanced with
your custom player colors! This is entirely optional and,
if left alone, will display the default blue. Enabled,
you can see everyone's unique plasma, or if you prefer,
make everyone else's plasma look like yours. You can even
have yours and yours alone render customized and have
everyone else's show as the default blue. This is
controlled with the cvar cg_customplasma. It will be
forced to your teams color in any teamplay game. The
plasma color is determined by the color2 cvar (railtrail
spiral/disc/impact point color)
Earth Soldiers' Gatling Gun's laser now colorizes based
on your color2 variable, and also colorizes by team.
Tournement mode, besides being fixed, has new
functionality as well. We've added a new cvar called
"matchlimit" to handle tournement map rotation.
To win a match you still have to either hit the fraglimit
or have the most frags when the timelimit runs out.
However, once any player has won the number of matches
specified by matchlimit the level will end and cycle to
the next map. Anyone wanting to run a dedicated
Tournament server can now do so. Let the 1 vs 1 action
Our Strogg Troopers and Slipgaters have had a code
makeover on their missile weapons. Rockets and grenades
now fly, bounce, and roll 100% identically to their
respective counterparts in Quake 1 and Quake 2. All those
trickshots with grenades are now possible once again.
Handicap and botskill values no longer reduce max health
and max armor capacity. They do affect weapon damage, but
not knockback. We felt this was more useful as a way for
experienced players to even things out for less
experienced players without losing weapon feel or having
to sacrifice health alongside damage potential. You can
set handicap down to 1 and bounce people around with
combo Slipgate rockets without worrying about it reducing
you to one hit point as well. Against bots this is even
more useful as you can practice on lesser skilled bots
while having to do the exact same damage as to a real
Our Fully Loaded mode has been modified to work as an
elimination-style setup. Rocket Arena players will be
familiar with this. You play until you're dead, then you
respawn with all weapons and ammo again. There are no
items or powerups on the level, nor do players drop
weapons or backpacks when dead, so the focus is on
fragging instead of item running. Unlike Rocket Arena,
gameplay is not match-based. You respawn as in normal
deathmatch, Tournament, or Teamplay modes. One critical
change is the ammo handling of the BFG's. In order to
prevent overuseage without eliminating the guns
altogether, the BFG9000, BFG10K, and Arena Gladiators'
BFG are ammo-limited to two shots (10 for the Arena BFG
if the old Q3 BFG dmflag is enabled). These will not
share ammo with the Plasma Rifle and hyperblaster in this
mode. Basically you get two shots from the big guns every
time you respawn, so don't expect to just spam BFG shots
mindlessly and get a lot of frags.
Our Infinite Ammo mode was also changed to reflect the
fact that ammo is not needed on the map when this mode is
enabled. Weapons, health, and powerups will spawn if
infinite ammo is enabled, but ammo pickups will not. Grab
a gun - any gun - and go to town!
Players now have the ability to disable the display of
alternate headmodels by using the cvar cg_headmodels. If
set to 0, custom headmodels are disabled. If set to 1,
custom headmodels are enabled. If you think custom
headmodels are distracting, or you just hate it when some
player decides to use a rather ugly combination just to
be "cute" then feel free to turn them off.
Demo recording has again been enhanced on. If you forget
to issue a /stoprecord command at the end of a level the
game will automatically stop recording for you. It will
also automatically sense if you are recording a game
locally, as on a listen server, or if you're connected to
a remote server so that locally recorded demos don't
appear choppy. Please note that any demos recorded under
.99d or prior are NOT compatible with Generations v.99e
beta, and vice-versa.
All classes now drop machinegun and single-shotgun based
weapons, and spawn support has been added for both these
weapon types as well. Don't shun these smaller guns, they
provide much-needed ammo for your base weapons and can be
a life-saver if low on ammo. While it may look a little
funny when that Arena gladiator dies and drops a
machinegun, that means extra bullets for just about
everyone. Doom Warriors will see a chainsaw which while
it doesn't give any ammo benefit it should give a little
tug at the heart strings. ;)
Moving platforms interact much better with projectiles
and players in Generations. Grenades bounce off and ride
on top of rotating drums, ride up and down lifts, etc.
Dropped items explode harmlessly if squashed by a lift or
platform, and players (and corpses) ride around on just
about anything. Just be careful not to get squished
Everyone knows and loves the "Holy Shit"
announcer sound when someone almost caps that flag. Now
the entire server gets to hear it! If you hear that noise
you now what almost happened, and what DID happen, and
what is probably about to happen regardless. We don't
feel this gives any unfair advantage to either side since
it's fairly obvious where the other team intends to take
your flag. There's also another special case when this
can happen in any gameplay mode. We won't spoil it for
you though, you'll know it when and if it happens!
We've added a boatload of new skins for the Doom and
Grunt models, along with a new skin for the Biker model
called Swine, a rather bloated SS Nazi reminiscent of all
the worst of that movement during WWII, and DeathKnight
for the Keel model. Along with this are three new bots -
Krusade for the Earth Soldiers using the Krusade skin,
Swine, and Deathknight. Enjoy, and expect a serious
pounding from these new contenders!
Commands and Cvars
matchlimit - sets how many match wins are needed to
determine the winner in Tournament mode before advancing
the map cycle.
cg_headmodels - enables or disabled custom headmodel
assignment. Changes to this cvar will not be visible on
clients with custom heads already set until those clients
change class, model, or a vid_restart/map change is
issued. Values are:
0 - disabled
1 - enabled (default)
cg_customPlasma - controls rendering of the Doom Plasma
Rifle and accompanying plasma color. Values are:
0 - Default Doom plasma. (default)
1 - Custom plasma for all.
2 - Self custom only.
3 - Self custom for all.
g_redteam, g_blueteam - restricts a team to the assigned
class when genflags 64 and g_gametype 3 or 4 are used in
conjunction with each other. Values are:
"Earth" - Earth Soldiers
"Doom" - Doom Warriors (g_redteam default)
"Slipgate" - Slipgaters
"Strogg" - Strogg Troopers (g_blueteam default)
"Arena" - Arena Gladiators
hand - first-person weapon model positioning for Strogg
hand 0 - standard right handed (default)
hand 1 - standard left handed
hand 2 - center handed (no gun drawn)
hand 3 - center handed (gun drawn on the right)
hand 4 - center handed (gun drawn on the left)
These variables have been present, but previously did not
g_hookthrow - controls speed of grappling hook launch.
Values can vary, but here's some examples of common
650 - default speed.
700 - Doom rocket speed.
1000 - Slipgate rocket speed. (insanely fast!)
g_hookpull - controls speed in which a player is reeled
in once the hook latches. Speeds are same as above.
Changes to dmflags
dmflags 1024 - enable old Q3 BFG. ( was "no
Changes to genflags
genflags 64 - enable class-based teams. This should not
be used with any other GENFLAGS setting.
List of changes
Here is a full list of changes from 99d to 99e, including
many bug fixes.
Slipgate grenades running wrong splash calculation when
detonating from expired timer fixed.
Slipgate splash damage curve adjusted.
Quad damage overdamaging for Doom and Slipgate
rocket/grenade splash fixed.
( Note: Strogg will still do this. Q2 had this bug
inherent in the damage code )
Doom rocket projectile radius decreased.
Damage increase on Earth Knife.
Earth Knife and Slipgate Axe range errors corrected.
Shooter-based Arena railtrails no longer cause system
hang with cg_oldrail 0, but will not render spiral trail.
(This is due to the spiral railtrail code having a rather
terminal bug that is unfixable for shooters.)
Tourney mode crash bug fixed.
Demo playback not assigning the proper model while
following until a class change occurs fixed.
Demo playback changing class_model assignments fixed.
Class choice menu no longer displays during demo
Fixed grapple switch issue with Earth, Doom, Strogg.
Fixed grapple trail showing while hook-latched to a
G_HookPull now works. Class based hook speeds added.
Invulnerability respawn timer increased to 4 minutes.
Scoreboard bug fixed
Scoreboard no longer mirrors followed player's scores for
Scoreboard now shows icons for class (uses default class
Fixed nailgun /double shotgun ammo behavior.
Corrected Slipgate and Strogg movement speeds.
Client-side out of ammo switch check for nailgun fixed.
Doom BFG pickup adding ammo past 600 cells fixed.
TEAM scoreboard redesigned to show column format - more
g_hookpull and g_hookthrow defaulted to 650 now (Q2
Handicap and botskill values no longer gimp health and
armor (affects weapon damage only).
Changed railtrail colors for TEAM play.
Customizeable Doom plasma added.
Customizeable Gat lasers added.
Corrected inconsistant hookdamage behavior.
cg_customPlasma cvar added:
0 - Default Doom plasma.
1 - Custom plasma for all.
2 - Self custom only.
3 - Self custom for all.
Increased bot think range for chainsaw aggression.
Fixed bot item and ammo handling synchronicity issue.
Fixed bot BFG non useage.
Fixed bot Vengeance/Teleporter non useage.
Fixed bot medkit non useage.
Knockback now calculates before handicap damage offsets.
Fixed Time Accelerator not working for Arena Gladiators.
Fixed /kill not working properly with Disruptor Shield.
Blue team member occasionally showing red teamskin fixed.
(The "turncloak" bug)
Changed Fully Loaded mode to not spawn items.
Changed Fully Loaded mode to give 2 BFG shots for Doom,
Strogg, and Arena (10 for Arena if the old BFG is
Changed Fully Loaded ammo useage to separate plasma/hyper
and BFG ammo supplies.
Changed Fully Loaded mode to not drop weapons/backpacks
on player death.
Changed Infinite Ammo mode to not spawn ammo pickups.
Implemented class-based teams using the g_redteam and
Added cg_noheadmodel cvar for disabling headmodel
Modified demorecord to not unset g_sync if it's a local
Modified demorecord to shut down demos at level
Callvote genflags and/or dmflags not displaying the vote
string to the client fixed.
Made "Holy Shit" a global event.
Added item pickup routines for Boomstick and Machinegun
Boomstick and Machinegun items now drop upon player
Fixed spectator movement clip bug with door teleports.
Modified Drop command so that only CTF techs and flags
are droppable unless sv_cheats 1 (exploit fix).
Added new armor models.
Added Strogg Adrenaline model.
Repositioned 12 gauge model.
Hardcoded r_znear to "1" to prevent visual
tearing for first-person models.
Added new skins.
Added new bots - Krusade, Swine, Deathknight.
Lowered Slipgate ammo pickup values for shotgun and
boomstick weapon drops.
Added matchlimit cvar for tourney mode to cycle map
Added display call for matchlimit to show at level load.
Fixed scoreboard behavior for wins and losses under
Added 1 second death delay on loading deferred models.
Changed Slipgate and Strogg viewheights to match Q1 and
Added rocket jump hack for Strogg handedness.
Added new armor icons for Earth and Doom
All Q2 missiles now use Q2-style trajectory code.
Removed an extraneous piece of grenade code that was
causing double prime events.
Resized Q2 handgrenade projectile and tweaked some model
Reworked all muzzle point calculations for Q2 weapons.
Changed hyperblaster fire pattern to match Q2 and added
New grenade model for Q2 and Q1 launched grenades.
"hand" cvar added, affects STROGG TROOPERS
hand 0 - standard right handed
hand 1 - standard left handed
hand 2 - center handed (no gun drawn)
hand 3 - center handed (gun drawn on the right)
hand 4 - center handed (gun drawn on the left)
Modified all Strogg weapons for handedness compatibility.
Created view weapons for all strogg weapons for
Fixed hyperblaster and blaster missile fly sounds.
Fixed excessively long weapon switch times when running
out of ammo with hyperblaster or chaingun.
Projectiles now properly reflect off movers (visual
interpolation is a tad ugly at times with func_rotating).
Projectiles are now properly pushed by movers. (eg:
Grenades get pushed around while on the ground)
Movers will now carry grenades around on top without
Fixed wiewpane sprite offsets for Doom to work properly
with new single shotty position.
Tweaked Doom rocket knockback.
Corpse explosion bug fixed.
Items blocking movers now explode.
Fixed func_rotating movement prediction
Fixed item jitter while being pushed by mover.
Recoded Slipgate projectile functions to work identical
Slipgate items and grenades now properly interact with
Recoded Earth grenade-type projectile functions to work
properly with movers.
Recoded Arena grenade-type projectile functions to work
properly with movers.
Dropped items now interpolate smoothly when pushed by
Fixed napalm not sticking to slime surfaces.
Added Earth powerup models.
Added Slipgate powerup models.
Added Strogg powerup models.
Added Doom powerup render code.
Fixed strogg powerup shaders for left handedness.
CTF techs respawn if crushed by a mover.
"Holy Shit" noise now plays for all clients on
an "almost capture".
"Holy Shit" noise now plays if you do something
"special". (sorry, no hints on this!)
Dualgats will now fire the last round if you have only 1
Fixed ladder climb speeds and made global for all
Fixed flight speeds and made global for all classes.
Spectator speed now ignores player class.
Fixed crash bug with dedicated spectators.
You can now shoot your own corpse.
Fixed health not being copied from client to corpse
properly at respawn.
If g_redteam or g_blueteam changes then players who are
the wrong class will be put into spectator state
following a map_restart.
Partial class names are allowed for g_redteam and
Fixed BFG9000 flash knocking players the wrong direction.
Changed g_forceteambalance to only allow a 1 client
difference per team instead of 2.
Removed code that could potentially cause rifle ricochet
Fixed rifle reflecting off corpses.
Made /class command idiot proof.
Redesigned the Q3 BFG with a dmflag option for the old
Fixed mispelling of Earth soldier during class change.
Made "matchlimit" voteable.
Made g_redteam and g_blueteam voteable.
Changed medkit print message for Strogg to Adrenaline.
Maded Lost Soul of Vengeance summon sound audible to
Fixed flight sound not playing when a weapon with a hum
noise was idle (silent flight bug).
Added new class-based HUD files.
Added team-based HUD color functionality
Fixed HUD behavior with spectating clients
Fixed Strogg railgun shooter print bug.
Changed Arena BFG shooter behavior to reflect the new BFG
and added a new shooter ent for the old BFG.
Implemented Doom powerup spheres and Earth berserker
Fixed damage to spectator bug (rare).
Doom chaingun refire behavior tweaked.
Fixed backward handicap cycle bug.
Corrected System menu bug with "Sync Every
Corrected ingame system menu bug with "Compressed
Textures" not reporting correctly.
UI menu options added:
Added rconpassword to Create Server menu.
Added g_redteam and g_blueteam options to Create Server
Added cg_customPlasma cvar to Options menus.
Added cg_headmodels cvar added to Options menus.
Added nextTeamMember and prevTeamMember bind options to
Misc controls menu.
Added "Extreme" and "Enhanced" values
to Geometric Detail option under System menu.
Added auto-rotation execing for gameplay mode changes:
forced r_maxpolys 8192 in autoexec.cfg
forced r_maxpolyverts 32768 in autoexec.cfg
New Features for v0.99d
This is a list of new
additions and dramatic changes for 99d.
Version 0.99d has had many changes over 0.99c, and many
of those are internal to the programming. You won't see
them, but the game is even more solid than 0.99c was.
We've fixed a lot of bugs and added a few new features
and commands. Here is a list of some the newer features:
map" load bug has been fixed. This was due to a
pointer glitch and was corrected during the streamlining
process of the client-side program code. Maps that failed
to load under v0.99c should load under v0.99d. This has
been tested without any failures to date. Known maps
affected included Gen-q2dm1 and painfromspain.
The menu system now
supports model and skin selection for each class. The
main setup screen allows you to cycle through each
generation and select which model and skin you would like
to use whenever you become that Generation in play.
Changes will be reflected the next time you join a
server. Choosing a new model or skin while in gameplay
will be noticeable as soon as you die or bring up the
scoreboard. In Team games, only the skins for the team
you are currently with will be visible. If you have not
selected a team or you are at the main setup screen this
will default to Red but will display the proper team
color once you join the game.
We've added Crosshair
Health functionality back into Generations. This has been
missing from Quake 3 for some time now. This option is
selectable through the Game Options portion of the Setup
Dynamic light controls
have been added to the menu system under Game Options. If
you haven't been playing with dynamic lights turned on
you're missing some really sweet eye candy!
Demo recording is now
possible regardless of whether or not the server is
running g_synchronousclients 1. The new /demorecord
command is explained in detail below.
The Doom model has
received an extra skin as well as a new head! You can
select to see through his facemask or remove the helmet
entirely, or you can stay with the classic Id design with
the non-see through faceplate.
We've added in some new
obituaries for lava, slime, and drowning, and brought
back some old ones, too. The environmental hazard damage
behavior has also been modified to function as it did in
Quake 2. We felt the damage behavior for slime and lava
was far too severe in Quake 3 so this has been modified
across the board for all classes. You'll like the change.
The Arena Gladiator and
Strogg Trooper bots now have their own custom railgun
colors. Pay attention to the color on that spiral!
protection has been added. This is controlled by the
g_spawnprotect variable. Spawn protection remains until
either the timer expires, fire a weapon, or suffer an
inescapable death such as being squished or falling into
Simple items icons have
been added for all classes. If you prefer to keep it
simple then simple is how we've kept it. Weapons that
share ammo typically get the same colored icons or very
similarly colored. The ammo icon color will usually match
the appropriate weapon color, and the icons were made as
intuitive as possible. There should be no confusion about
which ammo type you're picking up with Simple Items in
Doom has a new armor
system, more in line with the armor system in the
original Doom. While the pickup quantities are half of
what they were in Doom (same thing we did with
Slipgaters) the absorption behavior is the same. This was
somewhat of a balancing issue as well as bringing things
in line with the original game. The colors are still
yellow and red instead of green and blue for the moment.
This will change later.
Picking up weapons has
become a bit more consistant as well. Our new weapons
pickup system no longer penalizes you for grabbing ammo
before you grab a gun. If you don't have a weapon you
will be given the weapon's normal ammo amount regardless
of how much ammo you have currently. Otherwise if you're
out of ammo you'll be brought back to the minimum
quantity. Camping a gun when you've got plenty of ammo
will result in getting exactly 1 unit of ammo regardless
of what you're packing. Guns dropped by other players
will always be loaded, however, so be sure to pick them
up whenever you can.
Commands and Cvars
Records a demo. If
demoname is not specified it will record to demoxxxx,
where xxxx is a number that will increment with each new
recording. This is primarily for recording demos when
playing a game on the net or a LAN where the recording
computer is not hosting the game. If playing a local bot
match or hosting a as a listen server it will result in a
choppy demo. If you are playing with bots or are hosting
a LAN on a listen server we recommend setting
g_synchronousclients 1 and using the "Record"
kill - kills you
We changed the /kill
command to just make you die now.
gib - gibs you.
If you want to suffer a
full-body explosion just type /gib and you will. (This is
the same as the normal Q3 /kill command).
g_spawnprotect - Spawn
protection. Options are:
0 - No protection
1 or higher - Time in seconds that spawn protection lasts
We recommend using a low
number between 3 and 5. That's usually enough time to get
moving and grab a weapon if you spawn in the middle of an
intense fight. This is a server-side cvar and cannot be
The dynamic lighting
variables have been available from the console, but they
are now available through the menu system Options are:
cg_dlightLevel - This
variable gives players greater value over dynamic light
levels. It has no effect if dynamic lights are disabled.
0 - basic. Shows dynamic
lights for muzzle flashes only.
1 - low. Adds dynamic lights for explosions and powerup
2 - medium. Adds primary lights for missiles, and
secondary explosion lights for BFG's.
3 - high. Adds secondary missile lights for all missiles
except the Doom plasma rifle.
4 - extreme. Adds secondary missile lights on the Doom
Another dynamic variable which dynamic light spawns on
the Slipgate lightning trail.
0 - Off.
1 - Low. Draws one light every 4 segments. Larger light
radius, slightly dimmer.
2 - High. Draws one light every 2 segments. Smaller light
radius, brighter, more energetic.
cg_dlightFlame - Another
dynamic variable which controls dynamic light spawns on
the Earth Napalm. Lights always render 1 light for every
0 - Off.
1 - Low. Dimmer light.
2 - High. Brighter light, larger radius.
Changes the crosshair color to reflect how seriously
injured you are. Options are:
0 - off
1 - on
List of changes
Here is a list of
changes from 99c to 99d, including many bug fixes.
Weapons rendering code
Crosshair Health now works and is correct for each armor
Added Doom Head model with see-through faceplate.
New MOD messages for slime, lava, and gibbing added.
Added railtrail colors for bots.
Added UI functionality for per-class player model and
Added "demorecord" command for async demo
Fixed Q3 muzzle point calculation bug.
Fixed "model load fail" messages for other
Minor Strogg physics bug fixed.
LSOV with spectator followmode fixed.
Slipgate no longer drops a second backpack if the client
disconnects while dead.
Mortar and hand-grenades restarting the invis cycle for
Earth Soldiers predicted client fixed.
Client-side version check has been incorporated.
Spectator follow mode killing off pending class changes
in spectator mode when running 3 second timer. - fixed.
Grapple pull under water fixed.
Flight speed under water fixed.
Fixed the initial model deferment when joining a team on
an empty server.
Medkit can now be activated at any time even if not
needed so LSOV can be grabbed.
Added Spawn Protection. Timer is Server configurable.
Appended team model to render team color skin in main
Fixed minor font bug.
Fixed ammo pickup bug with Doom Warriors class.
Added simple items support and new ammo icons for each
Changed gametypes under "start server" to Q3
gametypes and not TA gametypes (currently defaulting to
Fixed Armor Check bug causing trigger_hurt to instagib
Bumped version to .99d.
Fixed sky "hall of mirrors" with Stormatorium
Fixed bug with DAMAGE_NO_PROTECT not ignoring armor.
Kill command now just kills you instead of gibbing.
Added separate command, "gib", for gib suicide.
Grenade ammo now drops if you die with grenades ready if
you grenade ammo.
Doom chainsaw spin angle interaction with buttons fixed.
Falling damage sound handling fixed.
Slime/lava now gibs bodies.
Slime/lava damage sound handling fixed.
Water pain and drowning sound handling fixed.
Lava/Slime damage changed to Q2-style calculations.
Armor pickup for Slipgate modified.
Doom armor system implemented.
Corrected Doom projectile radii.
Modified drop command to be available only in Team play
or testing with /devmap.
Renamed "Uzi" to "Machinegun".
Fixed grappling hook sound and muzzle flash bugs.
Changed weapon pickup ammo additions.
Fixed Slipgate backpack to remove dropped weapon ammo
quantity from backpack ammo count.
Fixed ammo count mismatches in drop command.
Changed drop command to toss loaded weapons.
Changed drop command to disallow dropping current gun
Re-added footsteps for Doom and Slipgate.
Fixed grenade ammmo bug with Strogg.
Made secondary plasma lights an independant dlight level
Fixed strogg rocket explosion color lights.
Removed current doom invuln shader from 3rd person and
replaced with new simple shader shell.
Fixed various energy shaders to work with
Fixed doom invuln shader to work with r_overbrightbits 1
without washing out the map.
Lessened dynamic light intensity when using
Earth handgrenade explosion timing corrected.
Slipgate Eyes model positioned to not bobble around so
Particle size on BFG10K explosion bug fixed.
Muzzleflash bugs fixed.
Fixed Q3 lightning gun spamming EV_FIREWEAPON (netcode
gen-q1dm1 map load causing Gen to fail with model
register errors fixed.
Features added and bugs fixed for v0.99c and prior
The in-game server
browser is now fixed. It should report any Generations
servers it can find. Give it some time to scan, then hop
in a game. You can always add servers to your favorites
for the next time you want to play.
Custom model support has
been added on a per-class basis. Models will be
restricted to certain classes. Example: You can select
the TankJr model if you're Strogg class, but not if
you're Doom class. For which models are available for
each class, please check the Generations Arena Manual.
Please note these are currently restricted to the
existing models within Generations. Model changes will be
deferred to the scoreboard or player death, as in normal
Q3 gameplay, and will update immediately in spectator
mode unless you're following another player. Custom
models could be created for use with a specific class
later down the road. We do not encourage this at this
time as we still have new animation stances to add in.
Third party model support will be a feature in
Generations 1.0 and an SDK produced at that time.
Maps will now continue
to rotate even if a server is empty. This ensures there
will always be a good variety of maps in play at any
time, and you should almost never connect and see the
game sitting at a scoreboard anymore!
BOTS now work properly
for Tournament mode. Feel like a little 1 vs 1 practice?
Not a problem.
We've added an option to
choose either Additive dynamic lighting effects or
standard Quake 3 dynamic lights. See the "New
Commands and Cvars" section for details. Additive
dynamic lights work better to light up dark areas in a
more realistic manner, whereas Quake 3's standard
"mutiply" lighting tends to make bright areas
brighter and not light dark areas.
New ammo and health
boxes have been modeled and added in.
We've added voting
ability for dmflags and Genflags. Want a Doom vs Slipgate
game with all weapons? No problem. See the Commands and
Cvars section for details.
Map-based shooters have
been added for every conceivable weapon, from a blaster
bolt to a BFG, including Q2-style lasers and even Q1
style lavaballs. A SDK and some sample maps will be
forthcoming for this.
Commands and Cvars
A few new commands and cvars were added for 99c. Some
were also changed. Please take note.
addbot - [botname]
[skill] [team] [msec delay] [altname]
Adds a bot to the game.
"Skill" represents the bot's skill, from 1 to
5. Bots no longer need to have their class specified as
in v.99b, this is automatically assigned by the game.
Fmodel - [model/skin]
command. It works the same way as the "model"
and "team_model" commands, except it sets
teamplay, headmodels, and FFA models all at the same
time. You like "Doom/red" for FFA, teamplay,
and don't feel like messing with headmodels? Just type
"/fmodel doom/red" from either ffa or teamplay.
Please note that if you prefer to use a separate team
model or head model you will still have to set these
manually. Please note that models MUST be set from the
console for now. The UI will support model changes later.
Since Generations 99c
now features support for models in each class, we have
included "model memory" for each class.
Whenever you return to a class you will have the same
model and skin from the last time you used it. These are
set automatically when you select a model in the game.
Say you were switch to the "crash/blue" model
as a Doom Warrior. You then hop over to Slipgaters for a
while, and decide to rejoin the Doom Warriors. You'll be
right back to using "crash/blue" as a Doom
Warrior again. Teamplay models are remembered separately
from FFA and tourney. Here are the cvars for each class's
model memory. These can be set manually but it is advised
to let the game handle this.
cg_dlighttype - controls
the behavior of dynamic lights. Options are:
default. Q3 standard "multiply" dynamic lights
cg_dlighttype 1: additive. Lights work in dark places,
much brighter. Might wash out textures a bit.
cg_dlighttype 2: additive + multiply. Uses 2 dynamic
lights to light up better and not lose texture detail.
Option 2 is recommended
only for VERY fast video cards. It also limits the number
of lights that can be added to the scene. It is best used
with lower cg_dlightlevel values, such as the
"muzzle flashes only" setting. Use this cvar in
conjunction with cg_dlightlevel.
DMFLAGS have been
changed to reflect a new setup as well. If you're having
trouble please check your autoexec.cfg file.
No Health 1
No Powerups 2
No Armor 4
No Falling 8
Fully Loaded 16
Infinite Ammo 32
Powerups drop 64
Spawn Farthest 128
Force Respawn 256
Fixed FOV 512
No Spectator 1024
Enable CTF Techs 2048
Allow Grapple to Sky 4096
Allow Grapple 8192
Offhand Grapple 16384
No Footsteps 32768
has been disabled and will probably be changed to a
different function later.
/callvote dmflags # will
allow voting on the server if g_allowvote is enabled
GENflags - used to
restrict certain classes. If a player attempts to choose
a restricted class, they will be unable to. Default value
is 0. Genflags are "latched" and any changes
will not take effect until the map cycles or a warmup
completes. If genflags are changed and your class is no
longer allowed you will be put back into spectator mode
and allowed to choose a new class. If random class is
required on a server you will automatically randomize
after a map change. Setting 63 (everything banned) has a
failsafe and will force back to the default 0.
0 - standard, all
1 - No Earth
2 - No Doom
4 - No Slipgate
8 - No Strogg
16 - No Arena
32 - No Random
62/30 - Earth Only
61/29 - Doom Only
59/27 - Slipgate Only
55/23 - Strogg Only
47/15 - Arena Only
31 - Random Only
You can set up a server
to only allow one specific class, like only Doom Warriors
or only Earth Soldiers. Instead of figuring the values
all out by hand, we've done that for you. Either of the
two values listed will work as Random Class is
automatically disabled when only a single class is
permitted. While Arena-only may seem kind of pointless
(after all, why not just play Q3?) remember that you
still have access to Gen's other nifty features, like the
CTF techs and the Lost Soul of Vengeance. Setting 31
enables all 5 classes and forces randomized class, for
some REALLY chaotic action!
/callvote Genflags #
will allow voting on the server if g_allowvote is
New team mode:
There is a new team
mode: Team Dedicated. This is a dedicated spectator mode
that is primarily designed for use in tournement play
when you only want to watch and not cycle into play, but
can be set at any time from the console. Players can step
into and out of line to play through the Join menu in
List of changes
Here is a list of
changes from 99b to 99c. Some changes might not have been
completely documented, but it's here for the curious.
Full code update to 1.32
Custom model/skin support based on player class
Bots now auto-choose class based on model
Headmodel support across all classes
Implemented "fmodel" global model change
command. Works for FFA, Team, and CTF.
Added "Team Dedicated" to replace "Team
Respawn times for guns for Team Deathmatch are now set to
FFA respawn times by default
Improved dynamic lighting code
Slipgate pickup for Railgun changed to Super Nailgun.
All projectile velocities and damage calculations for
Slipgate and Strogg corrected.
All projectile velocities for Doom corrected
Tweaked Slipgate grenade launcher
Added Personal Teleporter back in. Now alternates spawns
with Lost Soul.
Playerclass information stays persistant in tourney
Bots will now work with tourney mode
Game now advances levels when no clients or only bots are
on the server. This prevents maps from hitching in the
intermission screen and keeps the mapcycle running.
Bots no longer get kicked for bad password during level
advances if password set
Lost Soul of Vengeance physics changed
Lost Soul of Vengeance switched to 15 second activation
Hitbox on Soul increased and health boosted slightly
Soul's flight speed slowed to a more reasonable pace.
"Rolling" skull fixed.
Player now see's through the skull's eyes when the soul
is chasing someone down.
Nails no longer roll in flight.
Vengeance now explodes when shot down instead of just
Added interpolation to the soul's movement on the client.
Launch vector on the soul changed to launch upwards.
Checks ceiling height and will adjust if too low to
Strogg, Earth, and Doom physics enhancements have been
Strogg strafe-jumping speed increased slightly.
Strogg jump corrected to Q2 jump physics.
Strogg jump sound playing while spectator/noclip mode
Doom jump delay removed. He can now strafe jump about the
speed of a Q3 player. Still has limited air control away
Earth jump distance increased. Strafejump speed about the
speed of a Q3 player.
Secondary muzzle flash from dualgats spawning at map
origin has been corrected
Bot information is now assigned using session data.
Added Napalm launcher, mortar, mp5 models.
New Earth invulnerability and Strogg invisibility effects
Doom invulnerability effect fixed
Visible range on BFG lasers corrected for predicted
Modified some ammo pickup quantities
Changed default class config files to not set a model
each time they're exec'd.
Modified chainsaw behavior
Enum for "CLASS_GLADIATORS" was changed to
Code now parses arena.cfg, not gladiator.cfg for class
changes. Class-change command will except either
"class arena" or "class gladiators"
Changes of class while in spectator occur instantaneously
unless you're following another client.
Added ammo boxes
Added health boxes
New Features implemented for 99b
Commands and Cvars
A few new commands and
cvars were added and a few changed. Please take note.
Dmflags 2048 now ENABLES
ctf techs instead of DISABLING ctf techs. The
autoexec.cfg file and all gameplay.cfg files have been
modified to reflect this. Server admins - you'll need to
update any custom map rotation cfg's you have. If a level
loads with techs and you don't want them then subtract
2048 from the dmflags statement for that level's config.
To add techs just add 2048, simple as that. The reason
for this change was to simplify the handling of other
DMFlags such as fully loaded, infinite ammo, no health,
cg_noPredictFlame 0 or 1
cg_noPredictLightning 0 or 1
cg_noPredictShaft 0 or 1
Setting any of these to
"1" will render the stream effect from where
you really are on the server as opposed to your predicted
muzzle point. This renders the stream along the EXACT
damage path. It does disconnect the graphic from your
predicted player so the graphic will "lag
behind" but it is a good aid for high pingers to see
where they are really shooting. Setting to 0 renders
works for shaft as well as Q3 lightning. It also has been
fixed to render properly from third person. Bear in mind
this is really PREDICTED lightning and was only intended
for LAN games where there is minimal lag if any. If
cg_truelightning is set to 1 and cg_nopredictshaft is set
then cg_nopredictshaft takes precedence. Same goes for
flipweapon 1 - toggles
flipweapon 3 - toggles Doom SSG/12 Gauge
The flipweapon command
is ONLY useable for the Doom Warriors class. Each weapon
can still be selected manually. Only 1 and 3 are valid
numbers. This command can be bound to any key. This is
bound in the doom.cfg file by default. This fixes the
weapon switch respawn bug (see bugfixes).
g_botsoff 1 or 0
This requires a
map_restart. Setting to 1 freezes bots in place on spawn.
This is primarily a development tool. Server admins
should always have this set to 0 if they are running
bots. It is defaulted to 0 in the autoexec.cfg file.
Sgt. Blaze has had a
face lift and is sporting a new look for his Barrett
M82A1 Sniper Rifle. He also has an all-new Napalm
Launcher code that is twice as devastating as the
original and a hundred times more net friendly. Earth
class is a force to be reckoned with, and now Blaze looks
every bit the true soldier he is.
The class.cfg system now
entirely client-side and should always exec properly for
the right class. There should be no more instances of
running the level as one class and having the keybinds of
One major complaint from
.99a has been the weapon switch orders. This has been
improved radically. The guns for Earth, Doom, Slipgate,
and Strogg now cycle with weaponprev and weaponnext in
the order of the numbered keys that come with the default
class.cfg files. If you're Slipgate and wielding the
Boomstick then weaponnext will send you to the SSG, but
weaponprev will try the shaft, then RL, then GL, etc, in
that order. If you have weapon grapple that is counted
last, after hand grenades if any. Hand grenades follow
the BFG for Strogg and Napalm Launcher for Earth. This
applies to the WeaponNext and WeaponPrev commands for
Earth, Doom, Slipgate, and Strogg ONLY. Arena Gladiators
are unchanged and never had any issues there. With the
exception of the Doom chainsaw weaponnext and weaponprev
will not cycle you to a melee weapon. A cvar to allow
this might be added for 1.0, as well as an optional
safety on cycling to explosive weapons. Also note these
switch orders are hardcoded to match the default
numerical sequence in the .cfg files included in the
update. A custom switch order right now is beyond the
scope of this release and might be added to v 1.0 as well
as a customizeable Unreal-Tournament style weapon weight
system on a per-class basis. Here's the current weapon
Knife, Luger, MP-40, Mortar, Gatling Gun, Dual Gatling
Guns, Sniper Rifle, Napalm Launcher, Hand Grenades,
Fist, Chainsaw, Pistol, 12 Gauge, Combat Shotgun, Heavy
Chaingun, Rocket Launcher, Plasma Rifle, BFG9000, Weapon
Axe, Boomstick, Double Shotgun, Nailgun, Super Nailgun,
Grenade Launcher, Rocket Launcher, Shaft, Weapon Grapple
Blaster, Shotgun, Super Shotgun, Machinegun, Chaingun,
Grenade Launcher, Rocket Launcher, Hyperblaster, Railgun,
BFG10K, Hand Grenades, Weapon Grapple
As you can see it's the
classic switch orders with a few minor changes. Weapon
grapple is added to the end of the switch list so that if
it's enabled on the server it shows in the weapon
rotation. Otherwise the orders match the default keyboard
number orders in the .cfg files for each class and
generally run from weaker to stronger.
forward through the list for whatever class you're in,
and weaponprev cycles backwards. The icons on the HUD now
reflect this new order as well. Out of ammo quantities
have been tweaked to show the circle-slash icon over the
ammo if you can't fire the gun, period. We'll use the
Doom list as an example here. If you have 39 cells and
switch guns the BFG9000 icon will have the little
"no ammo" icon over it, but the plasma rifle
will not. Same applies to having 1 shotgun shell and
looking at the Combat Shotgun. It will have a no-ammo
icon while the 12 Gauge will show as having ammo. Playing
with infinite ammo will never show the out of ammo icon
Running out of ammo now
switches you to the most powerful gun in your inventory!
The game takes a look at the list and counts backward. If
you have a BFG (and enough ammo) that's what you'll
switch to when you run out of ammo from another gun. If
not it will keep counting backward until it hits
something shootable. If you run out and end up with the
chainsaw in view then rush 'em and pray, you're out of
everything including luck! Running out of ammo will never
auto-switch you to hand grenades or weapon grapple
(except Arena Gladiators) and will never switch Doom to
the fist (why go to fist when you have a chainsaw?).
Those must all be selected manually.
Dynamic lights were
added to the blaster and hyperblaster bolts. Light up the
level with a golden glow.
Collision detection has
been improved for some missile weapons, namely the two
BFG's. The big green ball is a bit harder to dodge in
close quarters. Brushing a passing BFG projectile will
make you wish you hadn't.
CTF techs have improved
player feedback. They play a "denied" sound if
someone who's not on your team grabs it before you do. If
you already have a tech in your possession then the sound
will not play.
Several of the weapons
have been "delagged". This does not mean
"unlagged" in the senst that you put the
crosshair on someone and they die instantly when you have
300 ping. What this means is that they don't overload
your connection unnecessarily, making net play much more
friendly. The weapons included are:
Earth Napalm Launcher
Earth gatling gun
Doom 12 Gauge
Arena Gladiators Lightning Gun
This is a list of
various fixes and changes from .99a to .99b. As you can
see we've been busy. Scroll through the list and see
what's been changed.
delays for modem players fixed for hyper, plasmagun, and
Excessive refire delay for modem players fixed for hand
Weapons not being selectible during spindown fixed.
CG_autoswitch no longer switches to guns you don't have.
CG_autoswitch no longer switches you if you're holding
attack down when you run over a weapon.
Projectiles firing without a muzzle flash on spindown
weapons immediately following a spindown fixed.
Muzzle flashes not showing or playing sounds on
non-predicted clients (players other than you) fixed.
Quad sound on other clients not playing fixed.
New and improved code handling for patterned hitscan
Fixed issue with jumppad physics states not being
communicated to the server from the client.
Armor showing as red or yellow still when you were
completely out has been fixed.
Map-based plasma shooters spawning napalm has been fixed.
Weapon icons in the HUD
for teamplay now draw the proper class icons.
Weapon icons now display properly for each class in
Simple Items mode.
Note: Ammo icons still show Arena class ammo pickups,
same as the 3d models at present.
Misspelling of Disruptor Shield fixed.
Precached all powerups
and ammo models so that the "drop" command
Lost Soul of Vengeance can now be shot down with hitscan
Missing shader on the Lost Soul's explosion fixed.
In-game Player Generations menu showing Slipgate when
Gladiators class selected fixed.
Techs not freeing
entities on an empty server fixed. (Crashing Bug)
Tech effects not properly playing and rendering on the
Berserker health boost
"Phantom Gravity" bug for projectiles fixed.
Earth backpack pickup bug fixed.
Earth sniper rifle echo noise removed.
Earth sniper rifle hiss while online fixed.
Earth single gat spread tightened.
Earth single and Dualgats no longer cause excessive lag.
Earth luger damage lowered and accuracy increased
Earth mortar refire rate lowered slightly.
Earth mortar initial ammo pickup lowered to 5 from 10.
Massive recode to Napalm Launcher.
New stream effect on Napalm Launcher.
Napalm burning damage giving credit to the wrong client
Napalm launcher underwater effect fixed.
Added new particle effects to Earth weapons.
Added viewkick to Sniper Rifle and Mortar.
Added impressive award for consecutive sniper rifle hits,
ricochets, or combinations of either.
Doom's air control has been reduced.
Slight increase to the base movement speed.
Added a delay for Doom to jump again after landing. Doom
also can no longer strafe-jump.
Doom SSG excessive knockback fixed.
Doom Plasma rifle knockback slightly increased.
Doom 12 Gauge knockback slightly increased.
Doom now picks up a chaingun instead of plasma rifle for
any railgun that's on a level, and slugs now convert to
bullets instead of cells.
Doom chaingun and pistol damage lowered.
Doom Chaingun "double firing" added.
Added initial 2 shot accuracy to Doom chaingun.
Added initial shot accuracy to Doom pistol.
Doom fist attack not animating from first person while
Doom health counting down from over 100 fixed.
Doom chainsaw excessive lag generation fixed.
Doom chainsaw range shortened and damage cycle slowed.
Doom initial Rocket Launcher ammo pickup lowered to 5
Added puffs to Doom weapon impacts.
Improved the BFG9000 damage spread and hit detection.
Sprite graphics on the Doom plasma rifle less blinding
and better effects.
Doom weapon switching for chainsaw/fist and Combat
Shotgun/12 Gauge not selecting properly after a respawn
Doom rocket splash radius reduced and splash damage
increased. Be careful around those walls, Doom Warrior!
Slipgate axe hit sounds correctly play now.
Slipgate falling damage fixed.
Slipgate rocket speed lowered.
Slipgate armor pickup adjusted.
Slipgate nailgun spread tightened.
Slipgate Nail speeds increased.
Slipgate grenade bounce physics improved.
Slipgate shaft discharge prediction problem fixed. Was
worse with pent and infinite ammo.
Improved jumppad physics for Slipgate.
Slipgate rockets more visible.
Slipgate nails more visible.
Added new slipgate particles.
Removed "Slipjumping" and improved the physics
Improved physics for Strogg class, added Q2-style
strafe-jumping, ramp jumping, and double jumps.
All Strogg BFG damage values and ranges fixed.
Added humiliation award for blaster kills.
Strogg chaingun function converted to work like Q2.
Strogg hyper function converted to work like Q2.
Strogg grenade bounce physics improved.
Added smooth BFG laser effects.
Added improved BFG particle system.
Player firing animations with hyper and chaingun
BFG lasers not drawing to the enemy team when friendly
fire is off in a team game fixed.
Strogg rockets more visible.
Strogg chaingun excessive lag generation fixed.
Added new particle effects to Strogg weapons.
Strogg visual weapon kickup fixed.
during 99b testing
These bugs were
generated and fixed during the process of upgrading the
code from .99a to .99b.
Jumppad physics for Doom
modified to better handle his reduced air control.
Knife not sparking against walls fixed.
Knife causing smoke when stabbing players fixed.
Slipgate axe not leaving particle impacts fixed.
Stepslide issue causing Teleporters to weld Strogg's feet
to the floor fixed.
Stepslide issue causing Strogg to not be able land on the
ledge on q2dm2 after hitting the bounce pad fixed.
Strogg's water exit fixed. Strogg now exits water like
any other class.
Napalm cloud not doing self damage in teamplay with FF
Torch no longer sets fellow team mates on fire with FF
BFG10K laser drawing to predicted client from same team
member with FF off fixed.
Torch fired underwater spawning flame clouds at 0,0,0 on
the map fixed.
Doom bullet weapons not leaving marks fixed. Changed
Doom's particle effects to smoke puffs.
Cg_autoswitch attempting to switch Doom to the plasma
rifle instead of the heavy chaingun when you run over a
Strogg grenade explosion rendering a giant blast on the
Weapon grapple crashing the game to the console with a
"cvar update: handle out of range" error when
fired fixed. This was a Quake 3 compiler issue.
Denied sound playing when someone grabs a tech and you
already have one fixed.
Icons for all classes except ARENA were visible through
walls with simple items. Shader problem. Fixed.
These are things that we
know about and have not fixed at this point, so there's
no need to send us a bug report. Not everything can make
it into this beta, so if something is on this list it
will almost certainly be changed for v1.0.
Using cg_shadows 2 may
cause the raildiscs with cg_oldrail 1 to disappear from
the backside on certain graphics cards. This is a
rendering issue internal to the Quake 3 engine.
CTF techs will sometimes
leave play if you fall into Fog of Death. This is most
noticeable on maps such as Grim Dungeons.
Timeaccel can cause a
poor modem connection to lag. This has to do with the
nature of the tech's doubling of your fire rate.
Deflector shield for
client 0 on listen causes missile projectiles to receive
a shell when you're being damaged. You can only see this
if you're the client 0 and you're being damaged. So far
this does not occur over a dedicated server and is never
visible to other clients.
Changing class generates
a 2-7 second lag spike during death/respawn as well as on
initial connect for a modem player. This has to do with
the server-client "configstring" transmission.
A workaround is forthcoming for 1.0.
projectiles do not leave bubble trails underwater.
Scoreboard shows 0 frags
on death following class change.
HUD does not properly
reset team frags in every case.
Things that we plan to add in the next build
This is not a
comprehensive list, but here's a preview of what's to
come for 1.0.
Recode of the CTF spawn
functions. This will fix the issue with techs going out
of play and also allow instant adding or removing of
techs without the need for a map restart.
Optional ability to
restrict or add multiple techs. For example, you could
load a game with 7 timeaccel techs or 1 of each tech
except timeaccel. This would be great fun when combined
with new GAMEPLAY modes such as instagib.
Weapon animations and
new weapon models.
New muzzle flash and
even more new particle effects.
Additional player model
stances and animations.
New weapon frames system
to handle all weapon functions and animations.
Menu-driven bot support.
Bot models and logic
will be driven by class. Every bot class will understand
how to use each of their weapons.
Exploding barrels and
New train funcs for
New and improved sound
Custom gibs per-class
with damage direction and speed mapped to gib speed and
Proposed Gameplay Modes
Here's a list of a few
suggested gameplay modes for the future 1.0 version. This
list is not definite and is subject to change at any
SINGLE PLAYER: Standard
Quake 3 Single Player, but the bots will be spawn as
specific Generations classes.
PLAYER: Like standard Quake 3 single player, but for
Generations with our own custom maps and format.
ONE-FLAG CTF: Just like
in Team Arena.
RESURGENCE: It's you and
your comrades (or just you) against an invading horde of
monsters. Can you defeat the monster invasion or will you
just die trying? Visit the Wirehead website for more
updates and information concerning Resurgence. This
gameplay mode has been cleared with Id Software.
BLAST CHAMBER: Play
under the threat of a nuclear holocaust. Players contend
for the Blast Key which has to be taken to the Blast
Computer to activate the countdown. Then it's a fight to
get to safety before the level glows. The reward for
setting off the nuke? You get all the frags.
BLAST CHAMBER CTF: CTF
with the threat of a nuclear holocaust. This time each
team has a blast key in their base. You have to get into
their base, steal the key, and take it back to your
launch computer. The reward? Your base becomes the safe
zone. The drawback? The enemy will be coming in force, IF
they can make it in time. The team to nuke the other team
the most wins.
MELTDOWN: BLAST CHAMBER
playmode that is similar to one-flag CTF. A key spawns on
the map between two opposing bases. Your team has to get
the key into the other team's base and activate their
self-destruct. Your base becomes the safe zone. The team
to nuke the other team the most wins.
Watch the WireHead site
for more info on Generations as it happens!