Why beta? Normally we're not big fans of releasing betas, but this time we have several reasons to do so. First off, all of our development is based on the 1.1 beta patch, so we can't be too sure that everything will work with final the 1.1 patch. We had this problem last time with the si_teamDamage cvar in 1.0 in which when it came to the 1.0.5 beta or so it became a boolean cvar implemented engine-side, so we had to adapt the team damage / armor-only damage behaviour of XBM. More importantly, we expect the final 1.1 patch to be released soon so we wish to present you with the opportunity of playing the latest XBM with the latest Q4. Last but not least, as you may have noticed we received the SDK 1.1 beta about three weeks ago, which also means the time for beta-testing was pretty short. In our opinion the phase was actually too short to call it a 'non-beta' release.
What have we actually changed? One of our biggest tasks was to rewrite nearly all of our code for quality assurance. We had already discussed this goal before the XBM 0.20 release, but we did not have enough time for a rework. So what does this rewrite mean to you? This results in a much safer, better and maybe faster code. We chose not to just merge the update like many others did. We had the chance to review all of our code and in turn were able to eliminate bugs that didn't yet occur in beta-testing.
Furthermore we implemented a few new features, such as the new vote control based on cvars prefixed with 'vote_allow_'. This makes it far easier for server admins to deal with what votes are allowed and not allowed. There is now support for custom huds. We currently provide two huds you're able to select with the new client cvar 'cl_hud': quake4 (for the default q4base hud) and xbm (for the enhanced xbm hud). We spent a lot of time accustomed to this task in particular. For those interested, we will be proving information on building your own hud, at our wiki ( http://wiki.xbattle.de ) soon.
There are no comments yet. Be the first!