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December 19, 2001
Fiend Hunter v0.64 is up. Finally. And I thought I kept it too long between releases before. Head over to the files page to grab it, if anyone is still around. Bear in mind that more than ever this is beta stuff - I *know* there are some serious problems with this release. I do think that by and large most people can have fun with this - there is a good gaming experience to be had. At least you can see what I've been up to for all of this time.
July 2nd, 2001
It goes without saying any plans for release I've mentioned in the past are total hearsay. I'm not going to have an interim release before QExpo, but will have something out for QExpo, finished or not. Well, it certainly won't be a finished Fiend Hunter 1.0. I won't be around too much for QExpo - in fact my release will have to predate it by a few days just because of the timing of my vacation schedule. But I will hang out and see what goes on as much as I can.
I've updated the screenshots page, and for once I think I have some decent things to show. I'm getting the engine to where I want it to be in terms of features - now if I could just make it 10% faster and lose the stray pixels. The next release will just have the gameplay and new weapons working well, with bots thrown in. By gameplay I mean all of the game modes and the new system for controlling them - you can set how each component of the game appears and acts - monsters, items, players, game modes, victory conditions, realism settings, and so forth.
May 22nd, 2001
The broken download links have been fixed. Just for the curious, I am planning an interim release before the QExpo and with any luck a major release either during or after the exposition. I know that is a pretty general statement, but I don't care to make promises I've never kept in the past again. Things are progressing - the engine is looking good, if a tad slow, the inventory code has been replaced, and a lot of under the hood sorts of things are coming together nicely. I especially like the mod switching and browsing from within the engine, although it is buggy as yet.
February 1th, 2001
New screenshot on the shots page - third one down. I've just finished a real-life related episode of non-productivity (from a Fiend Hunter point of view) but I anticipate being able to get back to work for the near future. Still working on v0.64. Still. With any luck it'll be done soon, but by that I mean weeks, not days.
December 31th, 2000
Still working on v0.64. Don't worry if I don't provide regular updates on the news page here - if the mod ever dies I'll be sure to announce it, but until then assume I'm still making progress. Just to convince you, I've posted new screenshots.
October 16th, 2000
New screenshots in the shots page from the in-progress v0.64. Enjoy, and let me know what you think.
September 16th, 2000
New version 0.62 available for download, only two weeks late. No new maps have been released, but they are in the works. I am very interested in convincing someone who is actually good at creating maps to try their hand at a Fiend Hunter map. As always, if you have any feedback, comments, requests, or observations, please share them with me. I am still planning future updates, so check back...but not very often.
The new version of GLHunter, my modified GLQuake, works quite well for AirQuake and Quake Rally, and the Goldcup beta. When using it in AirQuake, be sure to turn of dynamic lighting and transparent water ("r_dynamic 0" and "r_wateralpha 1" at the console).
September 2nd, 2000
I'm still closing in on releasing a new version. There is a new screenshot in the shots section. I'm not going to be releasing any new maps with this update - hopefully they will be done in the next few weeks.
August 30th, 2000
Even more new screenshots have been posted in the shots section. I'm hoping to release version 0.62 this upcoming weekend.
August 6th, 2000
I've posted new screenshots in the screenshots section. I don't usually update unless I actually have news about Fiend Hunter, but I wanted to reassure everyone that things are being done. Have a look, and please let me know what you think.
June 5th, 2000
Apparently my telefragged e-mail address has changed without my knowledge. Instead of trying to reach me at xoltan@fh1.telefragged.com, try xoltan@telefragged.com instead. If you have sent me any mail in the past few days, try resending it, as chances are I haven't received it.
May 26th, 2000
Version 0.60 is now available for download in the Files section. Feedback and comments are appreciated.
May 19th, 2000
I am a terrible webmaster. I am also have very poor habits as a developer when it comes to releasing staggered revisions of an ongoing project. I have done a tremendous amount of work on Fiend Hunter since the last update. While this web site has been inactive, I have been working on Fiend Hunter more or less continously in my spare time.
Much has been added, and then removed. At one point Fiend Hunter had bots for deathmatch and teamplay. In single player mode, the player controlled an entire squad of bots. I also tried to make an entire episode's worth of maps and link all the existing Fiend Hunter and Quake levels into a single world a la Half Life. All of this has been scrapped, dropped in favor of making a new release rather then continue to be bogged down in adding new features.
Version 0.60 is very close to release. I have to put the finishing touches on a few more levels and do a bit of debugging on Fiend Hunter's special versions of GlQuake and WinQuake. Check this space soon for the release of Fiend Hunter 0.60 soon.
September 26th, 1999
Version 0.52 is now availible for download. See the revision history in the readme section for everything that has been changed. In short, a lot of bugs have been fixed, there are 2 new deathmatch maps, new effects, more weaponry, and some nice underlying changes. This website should be happy as well. The screenshots section has been updated, so give that a look.
September 20th, 1999
I am slowly but surely learning not to make predictions on a web page - they never seem to be accurate. As you can see I have redone the web site to be more friendly to everyone. Version 0.52 is still near release. What really holds me up is the mapping. I've been teaching myself everything I needed to know. The coding is easy (and downright fun), and 3D modeling is something I've had a lot of experience with. Making textures and images is fairly easy too, but mapping just isn't coming along well. Right now I've settled on Quark, after a bad relationship with Qed. If anyone cares to have a crack at a FH1 map, let me know, and I'll point out the special entities and so forth.
August 18th, 1999
My, I hadn't realized how long its been since I've really updated. Fiend Hunter is still making progress. I am preparing for the next release, version 0.60. I have made scores of fixes and additions, map modifications, and added two new deathmatch maps. I am polishing off a few issues still, but am planning for a weekend release somehow. I will be moving over the weekend, so if another update isn't made by friday the 20th, I probably won't be able to post anything until the following monday or tuesday.
Off the top of my head, the upcoming version has the following changes and additions: replaced the shock stick; replaced the armor and backpack models; modified existing maps; added two new deathmatch maps; added a system to handle grenades two new grenade types, smoke and trip mines; added billowing smoke that reacts to explosions and obscures vision; replaced the burning animations, making them more attractive and less demanding, and also emitting smoke; splash rings in water; made skill settings more pronounced, especially the easy setting; fixed numerous bugs in the multiplayer code; um, replaced help screens; replaced detonator explosion method - it now expands and follows contours of a level; players can now be hit by their own flechette cannon rounds; added packet overflow protection; I would guess that there is more, but I can't recall anything else for now.
I need to apologize to Netscape users. I'm not totally certain, but it appears my page is fairly screwy when not using IE. Sorry. As long as it isn't incoherent I don't plan on fixing it - I'm not an enthusiastic web monkey, and my copy of Netscape was destroyed long ago. IE ate it, actually.
July 4th, 1999
I just wanted to forestall any suprise anyone might have about Fiend Hunter having only two maps. The single largest task left to do is to provide more maps. Right now we are only sitting at v0.51, but the mod is in a state I feel can be enjoyable. By the time we get up to 1.0, we will have several maps, but until then, sorry; I've only come up with two.
July 3rd, 1999
Fiend Hunter v0.51 is now availible. Up till now I haven't made any announements about it, but since the web site seems to be running fine and the actual Quake mod is downloadable, I suppose all that is in order. So, uh, come download stuff.
June 30th, 1999
Fiend Hunter v0.51 is now finished. This is an interim release that fixes several annoying bugs in multiplayer games. None of them were show stoppers, but they were annoying visually. Hopefully we will be up on Telefragged by now. As I write this Fiend Hunter v0.51 is not availible as I don't have FTP space for it. This will change soon.
June 13th, 1999
Fiend Hunter v0.5 released on my own web site. With any luck we will be up on a hosting service soon as my poor account will not withstand any sort of serious attention. So I'm hoping for very few hits right now; that'll probably forestall much of any disappointment I may be in for.
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