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Kingpin Patch Plans

Xatrix Programmer Ryan "Ridah" Feltrin updated his .plan with word on what will be included in the Kingpin version 1.1 patch. The update is quite lengthy, going on to discuss the "dm_realmode" that makes Kingpin behave more like Action Quake2, and Kung Fu's plans for a bagman map pak. Here's the part about the patch:

The patch is almost done, just chasing down the "S_Update: overflow" client disconnects, then we're done. Here's an updated list of fixes/changes for the curious:

Kingpin v1.1 Fixes/Changes:
---------------------------

+ Fixed long level loads
+ Fixed pauses during multiplay
+ Fixed erratic mouse during multiplay
+ Optimized Vertex Array support
+ Allow access to consol while in multiplayer game
+ Only play intro once
+ Optimized scoreboard, fits more players
+ Fixed invalid model causing a thug model with sewer rat skin during teamplay
+ Fixed gibbing characters in single player mode causes character to dissapear
+ Completely disallowed alt-tab, causes several video drivers to hang the system
+ Added "maxrate" setting for servers
+ Pain skins on buddies in single player
+ Player ID display
+ Disappearing View Weapons on linux servers
+ Reduced network traffic on startup, causing overflowed client drops
+ Holster weapon, select weapon without ammo, can't raise weapon
+ Added "dm_realmode", allows only pistol, shotgun & tommygun, with 4x damage
+ Fixed dial-up connection dialing unnecessarily after selecting Begin Game in Gangbang menu
+ Allow for multiple CD drives
+ disable sound quality option for 64mb systems
= Crouching shotgun, won't reload automatically
+ play animation properly after respawn
+ Color coded Player ID (green = friend, red = enemy)
+ Added use of (audible) talk keys during multiplay, accompanied by a random jesture
+ Automatically scale maxfps with rate setting, if cl_maxfps is higher than current setting can handle
+ Prevent safe blockers
+ New seperate text/chat display
+ Easier to hit switch in Bagman

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