Quake Live updates
In the past week 2 updates have been released by Id Software. The first update features the most updates and are updates in all areas: maps, web and gamemodes. Some issues with this update pack were resolved in the second update. I’m referring to the Clan Arena idle-time change, where anyone AFK during a round gets automatically kicked.
Some updates that caught my eye were that the premium duel scoreboard now preserves match data when someone forfeits, the teamkill complaint system has returned, a bunch of PQL fixes and you can now use +moveup and +movedown on ladders to go up or down while looking in the opposite position. Yes. Ladders.
Update 26/2/2013
Today’s update is an interim update featuring many fixes to improve the game experience, and numerous fixes and gameplay improvements to our arenas.Duel Updates
- Premium Duel Scoreboard now preserves match data, addressing issues caused by forfeited matches or disconnected players.
- Duels can no longer start with more than 2 players, who were added via the admin ‘put’ command.
- Server admins may no longer use the ‘put’ command to place more than two players into a match in progress.
- Server admins may no longer use of the ‘allready’ command if more or less than two players are in the match.
- Fixed Duel’s short name display to read “DUEL” instead of “DM” on the Premium Duel Scoreboard.
Round Based Game Mode Updates
- Players who die during a round countdown will now immediately respawn alive, rather than be excluded from the round as a dead player.
- Inactivity kicks are no longer triggered while dead or frozen.
- Players are now dropped after 25 seconds of inactivity in round based game modes.
- Fixed players in Freeze Tag from being able to prematurely fire if they respawned during a match or round countdown.
- In addition to held power-ups, we now remove dropped power-ups between rounds in Freeze Tag.
- Players may no longer use of the ‘forfeit’ command during round countdowns.
- Prevent infected from getting weapons in warmup in Infected Red Rover.
- Fixed instaInfected, zombies were spawning with the set Starting Weapons value instead of just gauntlets.
- Gametypes that do not allow item spawning will now utilize the best starting weapons order in warmup, if no weapons are present.
PQL Ruleset Updates
- Increased the consistency of the chain jump boost, also improving telejumps.
- Increased the speed gained by circle strafing.
- Increased the speed while turning with air control.
- Clamp weapon respawn time to a minimum of 10 seconds.
- Max ammo values decreased in item collection based gametypes.
– MG: 100, SG: 20, GL: 20, RL: 20, LG: 100, RG: 20, PG: 100, BFG: 10, NG: 20, PL: 5, CG: 100- Adjusted player respawn delay, now within a 0.5 and 3.5 second window.
- Vertical jump velocity gets capped, keeping the cumulative effect of chain jumps in check.
- Draw Tiered Armor Availability icons added to inform players when an armor is unavailable for pickup.
- Removed extraneous console variable spam when rulesets are changed.
Misc Game Updates
- Removed /systeminfo command, could be exploited to cause a client crash.
- Rail trails are now properly aligned with the gun barrel, taking custom values of cg_gunX/Y/Z into account.
- Re-enabled the TeamKill Complaint system.
- Fixed an issue that would occur when using a medkit with more than 125HP and firing the weapon in the same frame.
- Lightning Gun muzzle point is positioned correctly when crouching.
- Fixed clientside prediction errors when using custom values of RampJumpScale.
- Weapon Gravity options in Start-a-Match now properly take in account custom values of g_gravity.
- Freecam spectating no longer uses a third person offset, and custom values of cg_thirdPersonAngle will no longer break spec cameras.
- Smoothed out changes in height/viewheight when the spectatorCam flies into a flight of stairs.
- Smooth out viewheight change when crouching while in third person.
- Allow +moveup/+movedown on ladders to help dictate direction (ala Q2). This allows you to be looking up as you crawl down the ladder.
- Draw “-” on the scoreboard in place of the -999 forfeit score on all scoreboard feeders.
- Corrected end game scoreboard messages during a forfeit. “You finished with a score of -999”
- Corrected end game scoreboard messages in Harvester, and improved capture messages when only one capture was made.
Web Updates
- Added 5 Premium Experience PQL Awards
– Too Fast: Complete 1 online PQL match.
– Air Bender: Complete 1 online PQL match in Duel, Capture the Flag, Clan Arena, and Team Deathmatch.
– Paratrooper: Complete 100 online PQL matches.
– Dogfighter: Complete 500 online PQL matches.
– Ethereal: Complete 1,000 online PQL matches.Arena Updates
- Aerowalk
– Fixed a hall of mirrors effect on the green armor teleporter.
– Fixed the skywalk ceiling clip exploit.
– Fixed the alignment of the ceiling clips in the lightning gun room and the central atrium.
– Fixed clipping above two door archways.
– Fixed texture alignment on trim of the teleporter exit ledge.
– Made the fencing no longer cast shadows so that you can see the pipe detail work behind them.
– Fixed the mispositioned weaponclip on the fencing near yellow armor.
– Improving lighting, getting rid of the black wall section near the grenade launcher teleporter and the black stair faces in mid.
– Improved the positioning of some of the small ceiling lights.
– Fixed the position of the angled light near high RL.- Campgrounds
– Fixed texture alignments on the upper level floors, near both railgun and rocket launcher.- Foolish legacy
– Removed the no-weapon-drop from the waterfog in the megahealth pool.- Infinity
– Added a new route from mid to high base rocket launcher.
– Added a ladder connection between the water tube and the new high route.
– Moved the railgun to the new water tunnel ledge.
– Removed one of the spawns near plasmagun and one of the spawns near the mid shotgun.
– Added a wall in the perimeter to give the teleporter pool more cover.
– Added 25hp to the new doorway in mid.
– Added 25hp to the teleporter pool.
– Made water in mid deeper, added underwater route below the bridge.
– Fixed skull dispenser in Harvester.- Left Behind
– Removed no-weapon-drop from the waterfog in the railgun pool.- Overkill
– Renamed the ‘Visor courtyard’ to ‘Ranger courtyard’.
– Fixed z-fighting in hall near Ranger courtyard.
– Fixed texture misalignment on floor near fog pit.
– Removed some exploitative clips.
– Clipped some exploitative ledges.- Quarantine
– Fixed two clips on the staircase between red armor and the back teleporter.- Reflux
– Fixed texture alignment on curved brick wall by megahealth.- Realm of Steel Rats
– Texture density and alignment fixed on the curved brick walls in the lightning gun, lower rocket launcher, and quad rooms.- Space Chamber
– Fixed the inappropriately sized red armor item timer due to a stray ‘team’ key on the item.- Terminatria
– Total Health increased from 525 to 700.
– Total Armor increased from 235 to 280.
– Jump pad behind the railgun area replaced with teleporter
– Quad and Megahealth areas rebuilt.
– Numerous graphical and gameplay orientated tweaks.
– Duel mode added – item and weapons layouts changes, upper Rocket Launcher and Grenade Launcher rooms are blocked off.
– Duel mode: Two way teleporter added at the Lightning Gun.
– Made tesla sfx on teleporter nonsolid
– Replaced cables with a new dark cable version for improved alpha blend
– Fixed trim construction near quad
– Fixed trim construction near lg
– Fixed texture alignment on all volumetric lights
– Fixed wall texture scale behind GA teleporter
– Fixed stair ramps near quad
– Deleted obscured portions of the decorative pipes outside of the arena
– Cleanup, making some structural brushes into detail brushes- The Edge
– Removed the no-weapon-drop from the waterfog in the railgun pool.- Wicked
– Fixed duplicate spawn point at RL spawn, which caused an imbalance in the spawn point selection process
Update 1/3/2013
We have applied a small follow-up update to address a few issues that arose following our Feb 26th update.Code Updates:
- Fixed the ‘Air Control’ Start-a-Match option.
- Fixed the Freeze Tag ‘Round Delay 0’ Start-a-Match option.
- Fixed the ‘Teams are tied at 0’ team score message.
- Round based games once again will kick players after 180 seconds of inactivity, but the new code will now accumulate time across rounds, but does not count time dead/froze/paused against them.
- Addressed an issue that would perpetuate telefrags in some round based gametypes, when a map had too few spawn points available.
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