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18 Jun 2007 Topic: Quake4 1.4.2 Point Release Patch Now Available
The QUAKE 4 1.4.2 Point Release Patch is now available for download. This update includes a host of features added during the
1.4 beta program, such as: refined hitboxes, optimized sound and network code, configurable fps caps, weapon balancing, server
direct autodownloading, addonpak fixes and Q4TV to name only a few. FPSGameServers.com Staff will be responsible for updating
all customers to the 1.4.2 patch. The complete change log for 1.4.2 as well as previous 1.4.x releases is included below.
Quake4 1.4.2 Change Log:
player lean, player models lean in the direction of movement
use g_playerLean to scale or disable the effect (client side)
fix wallhugging on ramps fix also makes ramps slightly faster
horizontal speed fully maintained when crouch sliding and hitting a ramp
previous version had a little dip 1.4.1 had a bug that caused a sharp speed drop (this is also fixed)
RG ammo box 10->7 change was initiallly advertised in 1.4.1 but didn't make it in
si_fps limited to 90fps for q4mp/, now declared in gamecode so mods can change their max
predict weapon changes for the local client. more responsive on high ping
(can be turned off with net_clientPredictWeaponSwitch 0)
revert the projectile code to 1.4.0, not trying to predict projectiles anymore
the prediction code of 1.4.1 can be enabled with g_predictProjectiles 1 (client side)
(was causing too many bad artifacts)
reworked the hit sounds / hit feedback propagation. fixed skipping problems
change network demo extension to include the protocol number
for Quake 4 1.4.2, the extension is .ndmo85
fix network demos not setting the si_fps value properly
fix client prediction being irregular when connected to a TV repeater
added r_skipSky for a cheap black sky
fix a crash in single player (sound related)
fix several SMP-related crashes
fix a crash in autodownload server
hud_showSpeed cvar (shows current horizontal speed)
hud_showInput cvar (shows the input state to learn how to make particular moves)
s_useOcclusion no longer cheat protected (can be changed by network clients now)
no gauntlet spinup time, damage is immediate now
bse_rateLimit defaults to 3, showing all shotgun pellet impacts
added g_nailTrail, g_grenadeTrail, g_rocketTrail, g_railTrail, g_napalmTrail to disable weapon trails
updated reference netdemo included for performance tests: id_perftest.ndmo85
Quake4 1.4.1 Change Log:
new movemement code on angled surfaces (pm_slidevelocity and pm_powerslide)
LG knockback 6->11, fire rate 0.05->0.04, damage 8->7, max cells 400->300, range 768->736
LG & GL crosshair .dds files updated (with correct versions)
fixed player corpses warping to spawn locations
net_clientRepeaterDelay added for Q4TV
RG starting ammo 5->7, ammo box 10->7, max ammo 25->35
fixed pixelization of all crosshairs, added 2 new ones
allow backslash in say text, \o/
spectators can now use teleporters
unprotected r_displayRefresh
removed health/armor adjustments from g_handicap; now affects players damage output only
model specfic sound code to allow unique sound sets be defined for each model
several OpenAL sound fixes
assume private networks are LAN servers; net_forceInternet can be used if they aren't
allow mods to alter engine level cvar flags
added si_fps 'Tickrate' to server browser hover info
new lagometer code, increased performance and works with r_useSMP
force pro skins option added to Game Options GUI
unlocked g_gunX, g_gunY, g_gunZ cvars
added g_weaponFovEffect
gun position option added to Game Options GUI
fixed some item pickups not being viewable by Q4TV
new size for megahealth simpleItem
pure check for Q4TV added
fixed NextWeap/PrevWeap when scrolling through several weapons at once
fixed broken firing animation for viewers
projectile explosions/impacts are always predicted correctly now; gives much better feedback to the player when lagged
fixed the need to toggle console before entering a password
shaderParm support added for model renders in GUIs (allows for mods to display brightskins dynamically in GUIs)
net_challengeLimit increased from 15 to 30 seconds to minimize timeouts during loading of an addonpak
free gameclient/bot slots for bots removed
net_clientPrediction archives
jump / crouch animation added for players crouched in midair
prevented DeadZone triggers from being called in other gameTypes, which caused memory corruption
added snaps to GUI sliders
added chat support for Q4TV
made use of smaller data types to decrease network traffic
increased limit of possible viewers for Q4TV
fixed missing respawn sound with g_simpleItems
recordNetDemo now works for Q4TV
fixed stuck hums
fixed issues with switching to addonpaks via the Admin GUI
s_useDeferredSettings default changed to 0
clear new dict and save/restore serverInfo cvars when doing a reloadEngine for spawnServer
Quake4 1.4.0 Change Log:
Q4TV: games can be broadcasted live to clients connected as spectators. See README_Q4TV_broadcasting.txt for
documentation
the multiplayer game now resides in q4mp/. The game will automatically
reload to fs_game q4mp when starting a multiplayer server or connecting to one.
si_fps server setting allows server administrators to customize the
game tick rate. Default is set to 60 fps, which is consistent with
previous releases. If set higher, server and clients will tick faster,
allowing for tighter input control and higher FPS.
You have to make sure however that server and clients connected to the
game have enough CPU power to keep up. We recommend leaving this to LAN
and competition games only.
builtin HTTP server for autodownload. You have the option to serve the
files directly to the clients connecting to your server (in addition to
the seperate download server option from previous releases)
See README_builting_downloads.txt for documentation
improved shotgun spread, more regular pattern
railgun damage lowered to 90, start railgun ammo to 5
update napalm weapons code, tweak damage value and range of napalm ambers
updated sounds for napalm
added filtering by mod to the server browser
pak names are listed in the console when missing paks are required
to connect to a server
improve mapDef handling for addons
addons should only have a mapDef entry in addon.conf, but multiple declarations
(in def and addon declaration) are merged together
added r_ignoreHWGamma cvar
addition of net_clientUsercmdPacking. client->server traffic is sent
once every net_clientUsercmdPacking frames. This reduces the
client->server traffic, and increases the predict ahead slightly.
Setting is ignored for LAN games.
Pre 1.4 behaviour is net_clientUsercmdPacking 1
improved client->server user commands traffic
better predict ahead adjustment, and slightly smaller usercommand packet size
new ear seperation algorithm for stereo software sound, used by default in multiplayer only
see s_earSeperationAlgo, s_mp_minVolume, s_mp_maxWindow
made value overflows in idBitMsg::WriteBits into errors
improved bandwidth usage for ammo counts, and various other bandwidth improvements
callvote and admin menu map lists show the server's maps. clients
and admins can load server maps that are not on the client yet.
com_allowConsole -1 disables the console completely until the game
exits (or value changed via gamecode)
access to ingame browser from game code:
custom filters and access to serverinfo data
fixes to dropped sounds and stuck hum sounds
added player handicap (reduces max health, and reduces damage dealt)
warning don't get printed to the console anymore, unless you
enable developer 1
multiplayer uses 8-sided collision boxes by default
simple items drawn closer to the ground
GUIs for r_forceAmbient and g_simpleItems settings
fix networking of bound entities
add key and button state query API from the core for mods
extensions to the server<->master protocol allow better
cross-platform multiplayer compatibility
Linux: fix console key on non-US keyboard layouts
add a game API for mods that want to implement bots
fix performance issues when switching between windowed mode when using OpenAL
fix local 'serverInfo' command when net_ip is used
add a 'listMaps' command to list maps for dedicated servers
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Current Date & Time: Tue, 6 Jan 2009 01:39:34 -0600
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