Go Back QUAKE LIVE Forums > QUAKE LIVE: Info Center > Developer Blog > September 22nd Changelist
Reply
 
Thread Tools Search this Thread Display Modes
  #1  
Old 09-22-2009, 03:33 PM
Bargle's Avatar
Bargle Bargle is offline
Administrator
 
Join Date: Dec 2008
Posts: 55
Default September 22nd Changelist

Here's the change list breakdown for September 22nd, 2009.

Gameplay Changes:
  • Fixed an issue that would cause one flag to go missing during a CTF match.
  • Fixed issues with s_musicvolume and s_volume getting reset to pre-defined values rather than user settings.
  • Fix for on-screen damage indicator. The effect was incorrect. Three new cvars have been added as well to modify the effect. (cg_screenDamage, cg_screenDamage_Self, cg_screenDamage_Team)
  • Fix for spectator overhead name text popping during scaling.
  • Console timestamps fixed when using the "echo" command.
  • Changes to shotgun pellet spread. Inner ring now does more damage than outer ring, for a total of 110 damage.
  • cg_hudfiles will now default back to ui/hud.txt when incorrectly set.
Platform Specific Changes:
  • OSX: (10.6 specific) Sound issues resulting in extremely loud audio should be fixed.
  • OSX: Sound mixing speed fixed.
  • OSX: Right mouse button fixes.
  • OSX: Game window now always on top.
  • Linux: Mouse now properly returns to the middle of screen when leaving a menu under in_dgamouse 1. Should help with mouse focus issues.
New console variables:
  • Added cg_HitBeep <0/1/2/3> (default: 1) to play different tones based on the amount of damage done to an opponent. 0 = off, 1 = single tone (old style), 2 = new multi-tone option, 3 = reverse multi-tone option.
  • Added cg_crosshairHitStyle <0-8> (default: 0) to allow the same information given by cg_HitBeep to be displayed via the crosshair.
Styles breakdown as follows:
0 = Off (the default)
1 = Colorize the crosshair based on damage dealt.
2 = Colorize the crosshair to color designated by cg_crosshairHitColor.
3 = Pulse the crosshair. (This is an exaggerated/scaled pulse)
4 = Colorize by damage and Pulse the crosshair.
5 = Colorize by cg_crosshairHitColor and Pulse the crosshair.
6 = Pulse the crosshair with a smaller pulse. (same size as the cg_crosshairPulse uses when picking items up)
7 = Colorize by damage and pulse with smaller pulse.
8 = Colorize by cg_crosshairHitColor and pulse with smaller pulse.
NOTE: If using the exaggerated pulse, you may want to set your cg_crosshairSize to 16, as the default 32 can be a bit overboard.
  • Added cg_crosshairHitColor <1-7> (default: 1) for hit styles that have a fixed color. For example, some players simply want the crosshair to turn red when a hit is made, rather than change color based on damage applied.
  • Added cg_crosshairHitTime (default: 200) to allow players to modify the amount of time the crosshair hit effect is displayed.
  • Added cg_screenDamage <0xRRGGBBAA> (default: 0x700000C8) to colorize the on screen damage indicator; use "cg_screenDamage 0" to disable.
  • Added cg_screenDamage_Self <0xRRGGBBAA> (default: 0x00000000) to toggle the on screen damage indicator for self damage. (for example, damage from rocket jumping)
  • Added cg_screenDamage_Team <0xRRGGBBAA> (default: 0x700000C8) to colorize the on screen damage indicator for team damage; use "cg_screenDamage_Team 0" to disable. (Friendly Fire in Team Deathmatch)
  • Added cg_zoomOutOnDeath <0/1> (default: 1) to reset player FOVs back to normal on death. This is useful if you use the cg_zoomToggle cvar.
NOTE: The new cg_hitBeep and cg_crosshairStyle additions give you an idea of how well placed your shot was. They do not indicate how much health/armor your opponent has.
Web changes:
  • Players accounts that have been banned for violating the Terms of Use are now noted as being 'suspended' on their account profile.
  • Added the build number to the plugin download filename
  • You can now hover over the various "Time Played" fields on your profile to see the exact amount of time that you've played in the given context.
  • Players who haven't played a game in over a month will now have their profile properly display that rather than saying they have never played a game.
  • Fixed a problem where valance background graphics weren't being served from the CDN
  • Fixed a problem where players could get onto the site when they were unable to connect to the XMPP network. Now the site will block you at the loading screen until it is able to successfully establish the XMPP connection.
  • Fixed problems where the sharing buttons on match details and news articles weren't working under certain circumstances.
Reply With Quote
  #2  
Old 09-22-2009, 04:51 PM
ToiletBomber ToiletBomber is offline
Member
 
Join Date: Aug 2009
Posts: 71
Default

FIRST!!! too! woo
Reply With Quote
  #3  
Old 09-22-2009, 04:52 PM
Chaos Chaos is offline
Member
 
Join Date: Feb 2009
Posts: 60
Default

Awesome
Reply With Quote
  #4  
Old 09-22-2009, 04:52 PM
Dynamix Dynamix is offline
Member
 
Join Date: Jan 2009
Posts: 266
Default

Damage dependant hit sound <3
Reply With Quote
  #5  
Old 09-22-2009, 04:55 PM
DCR DCR is offline
Member
 
Join Date: Nov 2008
Posts: 2,264
Default

Lovely! I really like the idea of having option to see if i take dmg from enemy yet not myself. Will be fun to test this one! And quick delivery too!

GJ!
Reply With Quote
  #6  
Old 09-22-2009, 04:56 PM
raythenoob raythenoob is online now
Member
 
Join Date: Mar 2009
Location: Waziristan
Posts: 4,401
Default

5th, but i actually read it all just now.
Reply With Quote
  #7  
Old 09-22-2009, 04:57 PM
SonicFlare SonicFlare is offline
Member
 
Join Date: Mar 2009
Posts: 33
Default

Have you fixed the PunkBuster issue?

http://www.quakelive.com/forum/showt...=21842&page=35
Reply With Quote
  #8  
Old 09-22-2009, 05:00 PM
bright bright is online now
Member
 
Join Date: Nov 2008
Location: Budapest
Posts: 257
Default

well done, this looks awesome
Reply With Quote
  #9  
Old 09-22-2009, 05:00 PM
parrradize parrradize is offline
Member
 
Join Date: Feb 2009
Posts: 217
Default

good changes!!!
thx id!
Reply With Quote
  #10  
Old 09-22-2009, 05:02 PM
Cannadoux Cannadoux is offline
Member
 
Join Date: Feb 2009
Posts: 2
Thumbs up Yes!

Sounds really great!

I always had troubles realizing I was about to be destroyed :-)
I like the multitone-damage-bip idea as well.

Thanks to the team!
Reply With Quote
Reply


Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes

Forum Jump

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off


All times are GMT -6. The time now is 06:01 AM.


QUAKE LIVE™ © 2007-2010, Id Software LLC, a ZeniMax Media company. All Rights Reserved.
Privacy Policy | Terms of Use | Legal Notices