Version 1.2 of Stealth Quake has been released, this is more than likely the final release and is a major upgrade from previous versions which are no longer available; the changelog is below.
If you currently have v1.0/v1.1 of Stealth Quake installed you can get the PATCH here -
Darkplaces:
http://renegadec.digitalfunk.org/Qua...tealthDP12.rar
1.6 Megabytes
WinQuake:
http://renegadec.digitalfunk.org/Qua...tealthWQ12.rar
455 Kilobytes
Otherwise simply grab the full download here which has been patched already:
Darkplaces:
http://renegadec.digitalfunk.org/Qua.../StealthDP.rar
32 Megabytes
WinQuake:
http://renegadec.digitalfunk.org/Qua.../StealthWQ.rar
5 Megabytes
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VERSION 1.2 CHANGES
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- Image flashes no longer occur on non-lovecraftian creatures
- Updated findradius(); to searchradius(); in several instances
allowing the WinQuake and Darkplaces version to behave more alike
- Jump button no longer respawns player, only fire as told in death description
- Self-talk only occurs during idle time
- Proper death animation is now played when rock is selected
- Additional sound ques properly cleared on death
- More frags now indicate who died the most, or betrayed the team most (team kills)
- Sneaking speed is less framerate dependant
- Fixed restarting of a level even if a player is still alive
- Players entering a game with 0 lives left are now made observers instead of players
- Rare instance of player allowed to throw rocks / shoot the pistol while in camera mode fixed
- Camera is improved
- Players who are targetted by an enemy can no longer stealth kill that monster,
yet another player still can (thus allowing another player to save a friend)
this also mean you're not able to perform a running stealth kill (considered a
minor exploit)
- Stealth kill 'vision' widened, you must hit their back a bit more accurately now
- Brand new roaming AI, based on some of The Ascension of Vigil code as well as general AI improvements
- More sounds added to help the atmosphere
- Balance tweaks that help prevent speed running, as well as making more logical gameplay sense
- Fixed FOV not being reset when falling out of a Shamblers vision in certain circumstances
- The death music track now plays for observers
- Observers can now restart the round by pressing fire when everyone is dead and out of lives
- Wall tucking properly narrows a monsters vision cone making it even more effective than sneaking
- Fixed a bug where if a monster killed a player, they'd always move towards the player unless
distracted
- Kill command works, doesn't take away from the lives pool
- Crosshair turns off when walltucking and renables when not
- Upgraded models for the pistol and bullets
- If the player is killed by certain attacks they're now gibbed
- DP Only: Client side prediction is turned on when not sneaking, helps running away / lag