new patch + q4max
Moderators: eXg. Pheon1x, eXg. Frag///aster
new patch + q4max
i havent tryed it yet only dl it get it
http://www.esreality.com/?a=post&id=1364626
changelog looks promissing
* Quake4 1.4.1:
-------------
* 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
http://www.esreality.com/?a=post&id=1364626
changelog looks promissing
* Quake4 1.4.1:
-------------
* 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
- eXg. Pun1sher
- Number One
- Posts: 9280
- Joined: Tue Dec 27, 2005 5:11 pm
- simulation
- V.I.P.
- Posts: 432
- Joined: Wed Dec 28, 2005 4:13 pm
- eXg. sabooya
- Doom 3
- Posts: 5133
- Joined: Mon Feb 13, 2006 9:47 pm
- Location: Ithaca, NY
- eXg. Johnny
- Forum Master
- Posts: 1166
- Joined: Wed Dec 28, 2005 3:36 pm
- Location: Netherlands
- Contact:
!
well i think ill keep my server on the old patch
works fine this way! if there are to many bugs i dont want to change!
works fine this way! if there are to many bugs i dont want to change!
-
- Forum Junkie
- Posts: 407
- Joined: Mon Feb 19, 2007 10:03 pm
- eXg. Pun1sher
- Number One
- Posts: 9280
- Joined: Tue Dec 27, 2005 5:11 pm
I'm with you Johnny. You can spend countless hours, re-downloading, installing, setting up, tech. supporting patch after patch after patch. I know my utter hatred for the Quake 4 patches stems back waaaaay back near the beginning of the patch madness, or whatever you want to call it, but at some point you just have to say enough is enough, and play the damn game.
PuN
PuN
- Pumpkin*King2
- Quake 4 US
- Posts: 7
- Joined: Sat Feb 24, 2007 3:24 am
- Location: DFW, TX
- Contact:
At least im not the only one to notice this. Alot of the time ive seen rockets pass through player models without damaging them and ive seen splash damage rockets do nothing at all, aggravates the hell outta me. f*****g game needs something like steam where everyone gets the same damn update and all servers run the same thing, except maybe mods. But im tired of only being able to connect to 5 or 6 servers cuz the rest are all diff versions.JUDGE wrote:
Movement is botched.
Half the rockets you shoot don't even do s**t to the other guy (probably q4max)
And others
Took this long to fix that?eXg. SunTzu wrote:
* fixed player corpses warping to spawn locations
xfire = surgeslayer2005