Quake4 1.4 changes ================== Quake4 1.4.2: ------------- * 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: ------------- * 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: ------------- * 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