QWPROGS v2.4a - Accidently discovered, and fixed, a bug that caused the Vampire Module to damage exploding barrels, ultimately leading to a locals stack overflow QWPROGS v2.4 - Made the welcome message more concise - Fixed a previous bugfix to the Apex Bombs that accidently caused them to bounce off of thin air when launched at an angle of 0 - While the Psycho Disc shouldn't have been able to get caught on anything after QWPROGS v2.3c, that didn't stop it thanks to an unexpected physics bug in the QW engine. The problem has been worked around: the Psycho Disc will now boomerang off of trigger_multiples with health, and no longer ignore damage-activated triggers - Until somebody gives me a bug report, this is the last code update to Exceed Haven(things beyond code however, like the Client Package, will continue to be updated). QWPROGS v2.3c - Major bugfixes for the Psycho Masers, finally resulting in usability. The Psycho Disc should no longer be able to get caught on monsters or the environment, and I gave up and shrunk its bounding box to work around the Quake engine bug that made it "hit" objects that were about 5 feet above it. Should no longer be possible to get stuck in a Psycho Strike. Minutely raised damage. QWPROGS v2.3b - Added better support for Quake 1 style map scripting(actions can be triggered by slaying monsters, made a special entity to replace weapon pickups that have target fields) - Implemented a system to automatically identify if a map is deathmatch, cooperative, or Team Fortress/CTF - Players can now vote for ANY map by entering 'setinfo vote ' or 'setinfo votenext ' into the console (the map name can be ANY string of text, but a safety kicks in if the input doesn't match any Quake .bsp on the server) - Completely did away with id's redundant singleplayer/co-op end of level splashscreen QWPROGS v2.3a - Fixed a bug that could result in unsolid Abyssal Spirits, Grunts, and Wizards - Zombie Dogs will no longer hang frozen in the air after being whacked by a charged up Gigas Rod after leaping - The grenades fired by Grunts now explode properly instead of occasionally hovering in the air - Any monster dislodged from a wall will now automatically solidify within 400 milliseconds of being freed instead of waiting until they notice an enemy - Increased Chthon's vitality - Added the abbility to load a Cooperative/Singleplayer map outside of the voting system. Set localinfo 'next' to 'coop' before loading a map, and Cooperative mode will be activated. (See server guide for more details) - Corrected a malfunction of the Apex Bombs that caused them to become stuck in midair after landing on the top of dynamic entities - Debugged the Supply Converter. It now refills all ammo types as intended - A small message now displays the last person connected to the server QWPROGS v2.3 - Corrected a problem that left players unable to properly use the Apex Rifle if they reconnected to the server without detonating any Apex Bombs they had deployed - Apex Bombs will now stick to lifts, doors, and moving platforms as well as QuakeC allows. They also bounce off of dynamic entities instead of becoming stuck hanging in the air - Recustomization no longer instantly destroys the Apex Bombs a player has set. Should they keep an Apex Rifle purchased, their bombs will remain intact after respawning - Added semi-vampyric properties to the Xiphoid Lemure's gladius that function to power up its new explosive kinetic attack - Ogre homing projectiles now remove themselves after coming to a halt instead of uninentionally lingering around - Fixed a bug that allowed players to cancel their velocity after being thrown by a monster QWPROGS v2.2c - Restored the function that saves large monsters from getting stuck inside walls when they use spawn points meant for smaller enemies. It was accidently broken in v2.2b - Fixed the transition to Cooperative Mode from DM/TF/CTF. It should now work properly - Monsters will now telefrag each other instead of simply becoming fused together QWPROGS v2.2b - Heavily improved animation support for the player, v_models - Added a sparking chainsaw attack to the Ogre and reduced its chances of flinching - Platforms, trains, and doors will now crush monsters - Fixed random selection logic. The proper number of enemies should now appear in any given Cooperative map - Removed the pointless weaponframe reset every time the player grabs some ammunition - No more retarded blockades built into id's singleplayer maps. e2m1 can now be played the way it was intended(more or less). QWPROGS v2.2a - First public release