Quake Live Update 9.12

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Today id released a major update for Quake Live, feat. the biggest changelog ever.

New hitboxes, weapon balancing, map changes. The latest Quake Live Update brings alot of changes.
Finally you can also kick and ban players from private servers.

You can find the full detailed changelog and a statement from developer SyncError about the hitbox changes below:


* Hitbox Changes – We fully expect there to be a required adjustment period for most players. Some players may find the change subtle and adjust quickly while others may need 3-7 days to adjust. Once adjusted you should find that the new hitbox provides a more consistent game play experience, it will be slightly easier to dodge and hitting other players can feel more rewarding.
* Increased Server Framerate – In addition to providing a smoother gameplay experience, the increased server framerate also addresses an issue that was occurring with the lightninggun. The lightinggun will now fire at a consistent rate, something that was not possible (with great precision) under the previous server settings. You may notice that the LG will sound ‘better’ when hitting consecutive shots, rather than the hitbeeps sounding staggered.
* True Vertexlighting – The new style of vertexlighting present in the maps updated this evening more closely resemble the Quake III Arena style of vertexlight. No lightmap data is referenced, so all shadowing is removed from the level. The end result will be a fairly brighter look and if your visuals have been configured for the other maps you may need to adjust your r_gamma and/or r_mapoverbrightbits to find acceptable settings. While currently only present on these maps, the plan moving forward is that all maps will have true vertexlighting when in vertex light mode.



Web Changes
* New Home Welcome Page – The site now has a new Welcome Page on the home, and the ability to specify which ‘Home’ section you default to upon logging in.
* New Registration Process – The account registration process has been overhauled and is now much more streamlined than the previous process.

Game Changes
* Added HitCylinders – A cylindrical collision box is now used for weapon hit detection. The previous axis aligned cuboid hitbox is still used for player movement collision.
* Fixed Extrapolation Issues – Improvements to client prediction of enemy models to more accurately draw the location of your enemies’ models.
* Changed Server Framerate – Servers now run at an increased framerate (sv_fps 40) for a smoother play experience. No adjustments need to be made by the player to take advantage of the new server framerate.
* Fixed Post Processing Issue – Fragment program optimizations, may result in slightly improved framerates.
* Changed Rocket Splash near Edges – We have altered how splash damage is calculated when rockets explode on steps, stairs and ledges.
* Changed Lightninggun Damage – The lightninggun now deals 7 damage per cell (no damage falloff).
* Fixed Projectiles through Angled Walls – Fixed projectiles going through walls in certain instances (popular examples: angled walls on t4 & t9)
* Fixed Scoreboard Ping Calculation – Addressed an issue that caused the players ping on the scoreboard to be incorrectly inflated.
* Added cg_impactSparks <0|1> (Default: 0)
o 0 – Disabled
o 1 – Causes the enemy to spark when they are hit by any non-explosive weapons
* Added cg_impactSparksLifetime <0/1000> (Default: 250)
o Time in milliseconds before impactSparks fade out.
* Added cg_impactSparksSize <2/16> (Default: 8)
o Adjust the size of the impactSparks.
* Added cg_impactSparksVelocity <-128/128> (Default: 128)
o Speed in which impactSparks gravitate up or down.
* Changed TeamOverlay Information – The TeamOverlay information is now arranged to display a players health and armor information closer to their name, and will by default no longer include their clan tag on the TeamOverlay.
* Added cg_clanOnTeamOverlay <0|1> (Default: 0)
o 0 – Do not display clan tag information in Team Overlay
o 1 – Display clan tag information in Team Overlay
* Changed cg_drawTeamOverlay <0|1|2|3> (Default: 1)
o 0 – Disabled
o 1 – Draw TeamOverlay in Upper Right Corner. The TeamOverlay will expand down as the team size grows.
o 2 – Draw TeamOverlay in Lower Right Corner. The TeamOverlay will expand up as the team size grows. *NEW*
* Added cg_drawTeamOverlayX <-640/640> (Default: 0)
o Offset the TeamOverlay right or left from its current position by the specified number of pixels along the x-axis.
* Added cg_drawTeamOverlayY <-480/480> (Default: 0)
o Offset the TeamOverlay up or down from its current position by the specified number of pixels along the y-axis.
* Added cg_drawTeamOverlayOpacity <0.00-1.00> (Default: 0.33)
o Alter the opacity of the TeamOverlay background.
* Added cg_drawFullWeaponBar <0|1> (Default: 1)
o 0 – Draw only currently held weapons on the weaponBar
o 1 – Draw all weapons available in the map on the weaponBar
* Added cg_drawItemPickups <0|1|2|3|4|5|6|7> (Default: 0)
o 0 – Disabled
o 3 – Draw Icon + Item Name on Pickup
o 7 – Draw Timestamp + Icon + Item Name on Pickup
* Changed cg_lowAmmoWarningSound <0|1|2> (Default: 1)
o 0 – Disabled
o 1 – Low Ammo Clip Reload Sound played for Low Ammo, No Ammo Click Sound played for No Ammo
o 2 – No Ammo Click Sound played for both Low and No Ammo *NEW*
* Added cg_lowAmmoWeaponBarWarning <0|1|2> (Default: 0)
o 0 – Disabled
o 1 – Draw weaponBar ammo value in red when empty
o 2 – Draw weaponBar ammo value in yellow when low and red when empty
* Fixed cl_mouseAccel issue – Setting cl_mouseAccelOffset 0 was causing a divide by zero error that would cause you to lose your mouselook.
* Fixed Lightninggun Impact Errors – The lightninggun impacts for other players were often not drawn, or when drawn, positioned incorrectly.
* Fixed sv_floodprotect – Floodprotect code utilized by drop cmds was flawed, making it possible for ‘next command time’ to be prolonged.
* Changed the default cg_crosshairHitStyle from 0 to 2 – By default, the crosshair will now blink red when you hit an enemy. The blink color is controlled by the cg_crosshairHitColor cvar.
* Added Sorlag Player models Shader Definition – Added the missing Sorlag shader definition to address picmipping issues.
* Removed snaps cmd – As noted above, the clientside setting of a snaps cvar is no longer necessary. Clients automatically run at the appropriate rate regardless of the server’s framerate settings.

New Private Server Features
* Added kickban – command is now available to server owners and server ops
* Added banlist – command is now available to server owners and server ops
* Added unban – command is now available to server owners and server ops
* Added stopserver – command is now available to server owners
* Added opsay – command is now available to server owners and server ops
* Added Admin PassVote – Server owners and server ops may vote on their own callvote to instantly pass the vote. This allows owners and ops to force map switches.

Map Changes
* QZDM6 – Campgrounds
o Clipping fixes, more maneuverability around the center ad.
o Z-fighting fixed on center ad scaffolding and lower staircase.
o Dirtmap lighting in lightmap mode.
o True Vertexlighting in vertex mode.
* QZDM8 – Brimstone Abbey
o Clipping fixes.
o Z-fighting fixes.
o Texture realignments.
o Dirtmap lighting in lightmap mode.
o True Vertexlighting in vertex mode.
* QZDM13 – Lost World
o Clipping fix near Quad scaffolding.
o Clipping fix lightninggun staircase.
o Z-fighting fixed in 8 locations.
o Bridge slats fixed, were misaligned.
o Megahealth and Lightninggun doorway arches slightly enlarged.
o One 25 health bubble removed near lightninggun in Duel gametype.
o Dirtmap lighting in lightmap mode.
o True Vertexlighting in vertex mode.
* QZTOURNEY7 – Furious Heights
o TDM Item location changes, quad more centralized
o Dirtmap lighting in lightmap mode.
o True Vertexlighting in vertex mode.
* QZTOURNEY9 – House of Decay
o Fixed camping/hiding exploit in GL YA’s ad
o Fixed lighting fixture placement.
o Slightly moved spawn points to reduce spawn fragging.
o Dirtmap lighting in lightmap mode.
o True Vertexlighting in vertex mode.
* ZTNTOURNEY1 – Blood Run by ZTN
o Fixed camping on clip exploit between RG and teleporter.
o True Vertexlighting in vertex mode.


Related:
quakelive.com
Comments
20
lol noor xD
just read the journal about a new patch and thought "hey, some news would be cool", and there it is! Seriously, I'm sure you don't wear your sunglasses at the moment!
Parent
no i am at the office, my boss would think i am mad if i would wear them here :D
Parent
yerr boii bored at work
<3
WOOHOOO shaft laming on its best is back, they nerved it to 7/7/7...
n1!!!
... actually rocket launcher got more powerful since the hitbox is much smaller
Parent
True Vertexlighting

finally
i think the wolfenstein release is far more important than that
First wolfenstein, now this, what's next ET? :o
Excelent. but weapon balance need some fix still..
I'm still in need of rematch !
was wondering why my rail wasnt hitting anything today :'(
same here
Parent
its nice on shaft and mg though :p
Parent
nice changes!
ace changelog
prepare to get raped now lettu
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