" Tune into today’s DEV Stream for the WORLD PREMIERE of Quake Champions’ new GORE System! Plus, we’ll be introducing more members of our awesome Quake Team as they’ll be walking us through some upcoming features that we’re psyched on! #mustseetv https://www.twitch.tv/quakechampions "
Posted by Yakumo @ 17:28 CST, 9 January 2018 - iMsg
"Hey Champions, Update: We'll be deploying a hotfix for Quake Champions today that will take approximately 4 hours starting at 9AM EST & we hope to be finished by 1PM EST. It addresses the following issues:
+ Fixed an issue that caused a small percentage of players to crash to desktop when launching the game
+ Fixed mouse sensitivity only being able to be adjusted by increments of 0.25
+ Fixed issue incorrect champion showed at the profile screen. Post-match statistics are now assigned to the correct champion
"
HEY QUAKE FANS,
We'll be deploying an update for Quake Champions today that will take approximately 4 hours starting at 8AM EST – Noon EST. This is one of our biggest updates to date and adds KEEL as a new champion, the Vale of Pnath as a new Duel Map, Ranked Play, Custom Crosshairs, the Quake 4 Railgun, a ton of balance changes and much more!
If you haven’t already, check out the KEEL Story trailer here:
Also, as soon as the update is completed, it will be the start of a Double XP weekend running until 18.12.17.
WINTER CELEBRATION ITEMS
The Winter Holiday has come to Quake Champions! Players who logs in during December and January will receive free rewards! We have a ton of new holiday items, all of which drop from Backpacks, Crates, and Reliquaries. New Winter items include:
1 Winter 2017 Hat Vanity for each Champion
10 Winter Profile Icons
10 Winter Nameplates
3 Winter 2017 animated Champion Shaders
3 Winter 2017 Weapon Shaders for each weapon
Winter Hat Bundle
This limited-time bundle gives you hats for EVERY Champion. Happy Holidays!
Premium Shader Bundle
This bundle offers 3 new Premium Shaders for each weapon!
Limited time Winter Theme for the Dimension of the Doomed maps, Burial Chamber and Corrupted Keep
NEW CHAMPION
Welcome to the arena heavy weapons specialists Lance Corporal Ben Keel, or at least what’s left of him. Brought back to life thanks to cybernetics and power-armor, Keel is armed to the teeth with two shoulder mounted grenade launchers.
KEEL
RESURRECTED WAR-MACHINE
Health 175
Armor 50/125
Speed 300/480
Active Ability: Grenade Swarm Keel can store and fire up to 5 grenades at a time. Grenades will bounce off the environment, detonating a few seconds later and inflicting splash damage. Direct hits deal 75 damage per grenade. Each grenade refreshes on a 10-second cooldown.
Passive Ability: Stockpile Keel can reduce his ability cooldown by 5% by collecting any ammo box.
NEW ARENA
VALE OF PNATH
ITHAGNAL DUEL MAP Deep within the Netherworld, past the Peaks of Thok, lies this tower of metal and stone. The vault ghouls whisper that the death-maze of sharp angles could only have been hewn from the solid granite by Koth, the Never-Seen Sleeper In Stone. Prepare yourself for the Vale of Pnath.
Designed for Duel and 2v2 TDM, Vale of Pnath is a highly vertical three atrium arena where players will fight for control of both weapons and stack, using the sounds of heavy metal doors to track their enemies movements. Vale provides fun, hectic, and fast paced action for 2 players, but is also available in Custom Game for Deathmatch and Team Deathmatch.
NEW WEAPON
VIOLATOR
QUAKE 4 RAILGUN From the weapons depot of Rhino Squad comes the Quake 4 railgun. Mathew Kane brought this beast of a gun back from Stroggos just so you can assess your aim down its scope. How many can you take down in a single shot?
ADDITIONAL FEATURES
New Ranked Play and Leaderboards for Duel
Added Crosshair Customization: one of the most requested Community features
Choose from over 40 different crosshairs and use a slider to choose your color of choice
Chests & Reliquaries now offer guaranteed rarities!
Chests reward at least one item of Rare quality and above
Reliquaries reward at least one item of Epic quality and above
Rune Challenge Animated Champion Shaders
Each champion now has 5 new animated Champion Shaders which you can earn from completing one of four Elder God rune challenges, and the Master Rune challenge.
Added FPS Limiter in Options
Added Teammate X-ray Outlines Option
Enabled load on demand of geometry for further memory optimization
CHAMPION BALANCE
All Champions
+25 Starting Health Points
+25 Max Armor Points
Champions will now gain some speed by holding forward (except Visor who is too stubborn and set in his ways)
Anarki
Forward Acceleration added, increasing from the base speed of 310 to 400 ups.
Bunny Hop added, increasing from the base speed of 310 to 500 ups
Max strafe speed has been reduced from 640 to 560 ups
Injection speed duration increased from 3 to 10 seconds
Injection speed boost increased from 1.1x to 1.25x (700 ups)
B.J. Blazkowicz
Forward Acceleration added, increasing from the base speed of 310 to 400 ups
Bunny Hop added, increasing from the base speed of 310 to 500 ups
Dual-Wield rate of fire increased
Clutch
Forward Acceleration rate of gain increased, to reach its top speed of 500 ups faster
Dodge now resets after each landing, instead of a timed cooldown
Doom Slayer
Forward Acceleration added, increasing from the base speed of 310 to 400 ups
Berserk has a shorter range to lock onto target
Galena
Forward Acceleration added, increasing from the base speed of 300 to 400 ups
Bunny Hop added, increasing from the base speed from 300 to 500 ups
Nyx
Forward Acceleration added, increasing from the base speed of 320 to 400 ups
Ranger
Forward Acceleration added, increasing from the base speed of 320 to 400 ups
Scalebearer
Forward Acceleration added, increasing from the base speed of 300 to 520 ups
Scalebearer’s strafe max speed has been reduced from 500 to 480 ups
Slash
Forward Acceleration added, increasing from the base speed of 310 to 400 ups
Max Crouchslide speed has been decreased from 680 to 600 ups
Sorlag
Forward Acceleration added, increasing from the base speed of 290 to 320 ups
Bunny Hop added, increasing from the base speed of 290 to 500 ups
Visor
Increased strafe acceleration, to build speed faster while strafe jumping
Piercing Sight now highlights enemies fully in red, instead of just outlines
Champion Fixes
Fixed issue in Crouch Slide when 1st-person hands animation and audio can remain stuck after slide is interrupted
Fixed issue when some champions may play ability animation and sound effects after their first ability timer had ended
Fixed issue when BJ: Crouch walk posture appears unnatural
Fixed issue for Clutch's Mining Laser secondary ability which stayed in the air if a player died while using it
Fixed issue when Clutch’s Dodge could fail if he touched the stairs
Fixed issued when Doom Slayer could hit with active ability while strafing backwards
Fixed issue for Doom Slayer: Activating Berserk while firing slower weapons delayed bringing up the fists
Fixed issue when champions could play active ability animation twice
Fixed issue when Ranger is able to teleport after Dire Orb has exploded
Fixed issue for Scalebearer ability animation which would break if activated right before landing from a jump
Fixed issue when Some attachments for BJ may disappear from the customization screen after a match
Item Balance
Respawn times of minor items, Small Health and Light Armors, increased from 15 to 30 seconds
Weapon Balances
Improved hit detection for Lightning Gun
Decreased the range of the Gauntlet
Decreased the rate of fire of the Gauntlet
Weapon Fixes
Fixed issue when Gauntlet stopped spinning after each hit
Gauntlet hit detection improvements
Fixed some occurrences where LG bloomed heavily
Fixed issue when shooting RG near the geometry resulted in missing rail SFX
Fixed issue when using scope on RG and switching to another weapon did not cancel RG charge
Fixed issue on DOOM Shotgun for broken reload animations in first person
Nailgun hit detection improvements
Projectile prediction fixes (miss hits after knockbacks)
Tech
Fixed issue with incorrect resolution in borderless when trying to set 4k resolution
Fixed issue where Rate of Fire was impacted by FPS
Fixed issue where Voice Chat was triggered while typing in Match Chat
Network Traffic Optimization
Various Traffic Optimizations Made
Client Performance Improvements
Client outgoing bandwidth optimization
Player jitter fixes
Spectator jitter on steps fixed
Various Client Performance Improvements
Memory Optimization
Reduced frequency of player coordinate calls
Crashes
Fixed numerous crash issues
Maps
New breakables for Cthalha maps
New breakables for Ithagnal maps
Closed space around Pillar in Blood Covenant near Quad powerup allows for blind fire and Dire Orb travel to the space below.
Fixed issue when on Burial Chamber Dire Orb could fly for infinite amount of time
Fixed issue where players spawn facing wall on Lockbox
Fixed issue when portal on Lighthouse had no proper collision
Fixed issue when player was able to pierce level geometry with Dire Orb
Closed geometry holes in Church of Azathoth
Fixed issue on Corrupted Keep where a player could get on top of the statues
Fixed issue in Ruins of Sarnath where breakables were missing in DM/TDM
Improved respawn on Blood Covenant
Corrupted Keep: Player can get on top of the head statues above mega
Urns can be broken with Gauntlet
Fixed issue when spectator saw post-match podium geometry
Fixed issue Blood Covenant: Ranger can toss his Dire Orb out a window and use it to teleport later than intended
Fixed issue Blood Run: Cathedral Chamber: Players can get stuck on ledge near Heavy Armor
Fixed issue Blood Run: Railgun spawn point gives less ammo on pickup than other maps on both its first pickup and additional pickups
Fixed issue Tutorial: Heading for Heavy Armor tutorial reads "Light Armor."
Fixed issue Customization: Ranger's torso attachments disappear from the customization screen after a match
UI
Fixed issue where incorrect level showed in duels battle report
Spawn System
Fixed issue Ruins of Sarnath where Opposing Teams may spawn next to each other in Sacrifice Mode
Fixed issue in Church where Opposing Teams may spawn next to each other in Sacrifice Mode
Razer Chroma
Fixed ability fire and cooldown effect
Various Chroma effects added to gameplay events
Random drop
Added Holiday mood loot box scene
Fixed issues where Loot Box duplicated items were awarding inconsistent amount of Shards
Fixed issue when player did not see shards icon after receiving a duplicate
Misc
Fixed issue where Twitch stream didn't load when selected
Addressed multiple instances of medals not being announced on the HUD
Fixed string that did not have localization when adding player to ignore list
Fixed issue in Customization where Users were unable to sell pieces of a Champion’s Costume or sets if they had Attachments unlocked on them
Fixed issue where Enemy and Ally Outline options did not revert back to default
Fixed issue when Australia and Norway flags were unavailable
Edited by Yakumo at 21:13 CST, 13 December 2017 - 48506 Hits
Posted by Yakumo @ 09:31 CST, 9 November 2017 - iMsg
We've now finished deploying an update for Quake Champions and addressed the following issues:
‘Netcode’ / Performance
- Fix for random miss-hits for players that have a big difference in fps
- Further bandwidth optimization – reduced client upload data
- Fixed spikes on warmup that caused champions jittering (this is something we strive to improve atm)
Functionality
- Adjusted DOOM Slayer & B.J. Blazkowicz’s hitboxes so they should take damage on shots fired between their legs
- Fixed issue when correct ping was showed only to current player
- Fixed issue when B.J. Blazkowicz’s guns could misfire while in active ability
- Fixed issue when Clutch shield not blocking properly
- Fixed issue when enemy’s markers persisted on the death screen
- Fixed issue with tutorial videos not playing
- Fixed issue when the power-up effects would appear in the level away from the power-up spawn location
Art
- ‘Terror-Billy’ skin clipping issues improved
Posted by Yakumo @ 04:18 CDT, 4 November 2017 - iMsg
As a few things in here have really helped a bunch of people I threw together a little steam guide to try and spread the word, and will update if any other specific issues pop up -
Posted by Yakumo @ 03:54 CDT, 10 October 2017 - iMsg
A long time ago Predath0r and I both tried to look at how to submit cheat software to the VAC team as end users, the FAQ's directed us to PM staff on a Valve forum for which we had to link steam accounts for access and the process was completely broken, we tried to inform Valve about it and got nowhere in months.
I just checked into this again for the first time in long while and they have actually done something about it at some point since I last looked. The old forum used seems to have been finally retired and their FAQ has changed the instructions so anyone can contribute easily now, I wanted any current players to be aware:
How do I report a new cheat?
If you know of a new cheat, especially private cheats (ones that aren't on a public website), and can provide the links or the actual binaries, please send an email with pertinent information to the following email address: vacreview@valvesoftware.com
All emails are read and reviewed by the VAC development team.
I can't state enough do not install anything you come across to 'test them out', if they are in fact already in the detection system you would be caught and banned, and even if they're not now you could leave traces that get you banned later on, submitting an unopened file and deleting it would be safe though.
Helping server admins and qlstats.net deactivation will always be the quickest way to deal with bad users, but at least now maybe the VAC coverage might also be improved too.
Best wishes and happy Quaking.
Edited by Yakumo at 16:56 CDT, 10 October 2017 - 7263 Hits
Tech
Fixed a performance issue that could occur when using Clutch’s active ability
Resolved a crash that could occur when using the Tri-bolt
Fixed a synchronization issue that could occur if a player stood on the head of another player
Implemented slideMove collision physics (wallclipping) to smooth out collisions that occur when a player clips the edge of a wall or ceiling shortly after performing a jump. (Added in the 6/27 update)
UI
Minor updates for Clutch menu text
Fixed an issue where Corrupted Keep and Blood Run would be shown as the Default Map on the Scoreboard on non-Duel modes
Weapons
Tri-bolt now receives the appropriate amount of ammo from each pickup
Armor absorption rate for Railgun and Nailgun weapons is now set to 66% (former value: 75% for these weapons)
Sacrifice
Fixed an issue where a dead body could capture an Obelisk while lying in the capture zone
Spectator
Made improvements to the Free Camera by removing Space and Crouch buttons, which hindered player movement
Fixed an issue where the spectator was able to view the Intro/Outro podium in Blood Covenant
Outlines are now red and white.
Custom Game
Fixed an issue where players could unload from a match and have a different champion selected
These are the known issues that we're tracking with this update:
Rockets may sometimes penetrate Clutch’s shield.
Spectator settings differed from players and no editable keybinds are accessible.
Players can gain or lose score after the end of match victory or defeat has been declared.
Sacrifice souls can become temporarily stuck in walls for several seconds.
Bright white lights have been seen flashing on Nyx’s customization screen.
‘Rocket Launcher God’ and ‘Nailgun God’ medals do not award XP.
Players are not awarded the ‘Dominating’ medal
Posted by Yakumo @ 10:58 CST, 11 February 2016 - iMsg
I wanted to update my config on my ESR profile but instead found it's taking a lot longer for a file to be approved by an admin than comments (expected, not really a problem! )
More annoyingly though, the delete option just doesn't seem to work at all.
Posted by Yakumo @ 18:21 CST, 25 November 2015 - iMsg
I just saw Venser posted on reddit that QL is on half price sale atm, so hopefully that'll ease things a bit for anyone that missed out on the freebies.
Posted by Yakumo @ 06:58 CST, 9 November 2015 - iMsg
The main thing I've been asked about since the steam exclusive update is how to get team names back as they were, or change the defaults. So I'm posting this now as it's done instead of waiting until I've updated more of the guide.
Teammate marker settings with preview pictures right here
The dedicated server is available in both 32-bit and 64-bit versions, and should run on any modern machine that can
run the Steam client. We recommend Ubuntu Server 14.04.
To run the 32-bit version of the server on 64-bit installs, you will need to install 32-bit versions of all libraries.
See your distribution's instructions on how to perform this.
To run the 32bit server on Ubuntu x64 install requirements via: sudo apt-get -y lib32gcc1 lib32z1 lib32stdc++6
Install and update the server through SteamCMD, using a command similar to below.
./steamcmd.sh +login anonymous +force_install_dir ./steamapps/common/qlds/ +app_update 349090 +quit
Run the server using the provided run_server_x86.sh and run_server_x64.sh scripts. This will set the proper working
directory and LD_LIBRARY_PATH to the correct libsteam_api.so. You can add command line options at will.
A standard server or VPS can host many instances of Quake Live, so you may wish to run multiple servers. We recommend
managing them through a third party process control system. Below is a sample script that will take one parameter: a
number starting at 0. This will launch a server with a unique hostname, port, rcon port, and stats port. This is a
great way to quickly run a small cluster of servers on a single box.
You should change the path to reflect where you have installed the game. Never run the server under root.
#!/bin/bash
gameport=`expr $1 + 27960`
rconport=`expr $1 + 28960`
servernum=`expr $1 + 1`
This can be combined with a process control system like supervisord in order to manage and launch any number of
instances. Note that supervisord is third party software, and the below may change at any point. We will not support
issues involving third party software.
You will need to replace "user" with the user name of the dedicated server.
In conjunction with the above launch script, this will give you 10 server instances, numbered #1 to #10, starting
at port 27960, with rcon starting at port 28960. They will automatically restart if crashed. For information on using
rcon, please see later in this document.
Configure your server through server.cfg. You may wish to make a copy of this file and place it into your fs_homepath,
as updates to the default server.cfg may revert your changes to default. The default server.cfg is heavily commented,
so please see that for further information.
There is no need to specify a map on the command line or server.cfg. The server will automatically execute the variable
"serverstartup" when the server has completed initialization. By default, this will launch a random map selected
from the server's map pool. Please see the below section on configuring map pools.
Quake Live servers are designed to handle multiple gametypes, and multiple gametype variations on one server. This
means that your server can switch from Free For All to Capture the Flag to Clan Arena, to even variants of gametypes,
such as InstaGib FFA, and custom variations that provide more traditional competitive settings.
Because of this, you should generally not place gameplay settings inside server.cfg. Although the server will attempt
to restore all old settings after switching gametypes, these factory settings will override settings in server.cfg.
See the below section on creating custom factories to setup your own match rules.
Quake Live reads and stores to a persistent text file on disk information about who has access to server moderation,
server administration, and ban list. By default, this is in the file access.txt, and can be changed through the
console variable "g_accessFile"
Only edit this file on disk while all servers are stopped, as the game will write out the current access list before
each map load. In order to have access to your server, you will need to add yourself as an admin. Obtain your
64-bit Steam ID by connecting to any match, and typing /players in the console. Put it in access.txt in the
given format. Example:
76561198072786081|admin
Save the file, and start the server. You can then use /addmod, /addadmin, /demote, /ban and /unban commands to manage the
access list while the server is running.
The server's map pool accepts a map, and a factory, delimited with a |. See the default mappool.txt for an example.
A different file can be specified through "sv_mapPoolFile"
If you wish to use your own custom factories, you can specify them in here so that your custom factory will appear
in the three map voting system at the end of the game.
If you wish to lock your server to one gametype, then make sure your map pool only contains maps in that factory,
then add 8 to g_voteFlags to stop "callvote map" from accepting the optional factory argument. This is not
usually needed though; we recommend allowing your players to play and callvote whatever gametypes they wish to
play on your servers, but it is often not bad to restrict Duel servers due to the low player counts.
Setting up a custom factory is a bit more involved than the past solutions of editing config files, but it allows for
more flexibility in match rules, while ensuring that settings don't leak over into future matches. By default,
Quake Live ships with base rules for every gametype, and a few variations. Other factories may be available on Steam
Workshop.
To define your own gametype factory, create a "scripts" folder inside your baseq3 directory, and name the file with
anything that ends in ".factories"
Example: baseq3/scripts/mynewgametype.factories
This file is a JSON file that contains either a JSON array with multiple factories, or a JSON object containing a
single factory. For example, here is the built in InstaGib FFA factory:
All fields should be present and of the correct type.
"id" is how you will refer to the factory inside a map pool or a callvote, and must be a string.
"title", "author" and "description" are all strings containing info about the factory, and can be seen in Start Match
"basegt" is a string of the base gametype it should apply the settings on. Valid values for "basegt" are:
ffa, duel, race, tdm, ca, ctf, oneflag, har, ft, dom, ad, rr
"cvars" is an object containing key value pairs of the cvar names and values to set.
If a factory is invalid, the reason why will be printed in the console during startup, and the factory will not be
available for play.
Quake Live will only autodownload custom content that has been uploaded to Steam Workshop. The legacy HTTP and UDP
download functions have been removed. If you want your players to be able to play custom content on your servers,
you must use Steam Workshop.
To add a workshop item to your server, add its item ID to workshop.txt. The item ID can be obtained from the URL
when browsing the Steam Workshop in your browser.
Before the server finishes initializing, it will attempt to download all items in workshop.txt, such that custom
content can be included in your map pool. The progress of this process will be printed to the server console, and if
any download fails, it will be skipped and the server will continue to start.
To upload content, you will need to use SteamCMD's workshop_build_item command. Please refer to the Steam documentation
on how to upload Workshop content.
Occasionally, the Workshop startup process will fail, usually due to temporarily unavailable content server. Some users
have reported that switching from the 64-bit dedicated to the 32-bit dedicated binary will fix downloads. In these
cases, you can use SteamCMD to download the workshop item, and then move it to the appropriate place.
and then copy the steamapps/workshop folder into the steamapps folder where the server is installed. This will
cause the game to see the item as cached, and not attempt to download it.
tjone270:
With manually downloading steam workshop items via steamcmd, my script ( https://github.com/tjone270/QuakeLiveDS_Scrip...ownload.sh ) will read the user's workshop.txt file and download/move into place the listed steamcmd items, so definitely more convenient.
The remote console works differently than previous titles. Rcon is disabled by default, and can be configured using
"zmq_rcon_enable", "zmq_rcon_ip". "zmq_rcon_port" and "zmq_rcon_password". Unlike previous titles, rcon will bind to
the TCP port you specify, not UDP. The socket itself is a ZeroMQ socket, using CZMQ for authentication. Included with
the server is a simple rcon client, zmq_rcon.py, written for Python 2.x. You will need to install Python CZMQ, which
can most easily be done through "pip install czmq" if pip is available on your system. To run the script, use something
similar to the following:
Quake Live also exposes a ZeroMQ publish/subscribe socket that will emit a great amount of detail about the ongoing
match, live as events occur. A basic script is included, zmq_stats_verbose.py, but it will simply print the stats events
to screen as an example. All events emitted by the engine should be valid JSON. Any additional functionality and
storing of stats is left as an exercise to the reader.
-----------------------
The above is all from the official readme I've thrown it up as a Steam guide here as well, there is also now #qldedsrv on the quakenet IRC network for any extra help you may need.
Importantly your server will only show up on the LAN server browser in steam/QL if it's running on net_port 27015 - 27020, so only 6 LAN severs per IP if you want them all to show in the browser.
1) Using easy_install ensures you get the latest version:
sudo easy_install supervisor
If easy_install isn't installed, run this:
sudo apt-get -y install python3 python-dev python-setuptools
You'l need to make sure you're not following the steps, this version of supervisor uses the /etc/supervisord.conf file to configure itself. You can find an example of that by checking out https://github.com/tjone270/QuakeLiveDS_Scrip...visord.txt . (note that while that linked file ends in .txt, you'll need to change that to .conf)
2) To start the supervisor daemon, run: "supervisord"
3) put
[program:quakelive]
command=/home/user/steamcmd/steamapps/common/qlds/run_server_x64.sh %(process_num)s
user=youruser
process_name=qzeroded_%(process_num)s
numprocs=1
autorestart=true
in /etc/supervisord.conf
4) supervisorctl reread
5) supervisorctl update
This should start default server on port 27960. You can check the status with "supervisorctl status". If you create you own launch script then you have to change "command" in supervisors's config accordingly. Here is a good tutorial https://serversforhackers.com/monitoring-proc...upervisord
- Don't forget that all the +set commands needed to be on the same line, or have trailing 's
- Quit server, "rm -rf ~/.quakelive", start server. That'll make qzeroded re-create fs_homepath, create your access.txt or server.cfg there
Stats or voice not working on your server ? -
vks says - as part of some VPS imaging and deployments, the file
/etc/netowrk/interfaces
gets populated with a local private ip for support from the host, remove the line with this ip from that file, to get stats and voice working then:
Posted by Yakumo @ 11:30 CDT, 27 October 2015 - iMsg
A simple list of the commands and cvars that have been removed and added to Quake Live in the conversion to the Steam Exclusive version.
This is not a description of any of the commands or cvars, as most are self explanatory from their name to those used to scripting, just a list for information purposes :
Sponge has been kind enough to let me share this little project he's been playing with this weekend for QuakeCon if you want to follow the last days games :)
The match join links at the top of course won't work for you guys as they're LAN links.
Posted by Yakumo @ 16:39 CDT, 21 April 2015 - iMsg
The new announcer options are under advanced -> sound options
once you've selected one a preview will play as that preview sample is always loaded, you need to hit the 'apply' button to load the full set to play with it, that initiates a snd_restart.
New/changed cvars
edit: cg_allowtaunt is not new, but set it to 1 if weapon animations are doing weird things for you, should be fixed again soon though.
cg_announcer 1/2/3 1: Default, 2: Vadrigar 3: Daemia (\snd_restart after changing if putting this in the console not a cfg)
s_killbeepVolume s_announcerVolume setting this to 0 is the quickest way to disable all VO.
cg_AutoHop 0/1 is now relevant to all modes including Duel.
cg_weaponConfig_XX now works WITHOUT DELAYS! It's no longer server confirmed, so it's instant.
That means you can all drop weapon config settings from binds, and just have 'bind x weapon 4' etc, and the cg_weaponConfig cvars set up, and it will no longer leave you with the wrong settings because you slip onto a key for a weapon you don't have or whatever =)
edit: dammit, there's been a report it's not kicking in on round changes in FreezeTag, so you may want to stick with old config for a bit longer :(
For HUD editors, there's a new element:
ownerdraw CG_PLAYER_HASKEY
example usage from syncError:
itemDef {
name "Key"
rect 70 0 24 24
visible 1
decoration
style WINDOW_STYLE_FILLED
ownerdraw CG_PLAYER_HASKEY
}
For some reason order of execution of double weapon binds that a small number of players use has been reversed it seems.
bind q "weapon 2 ;weapon 14"
gives HMG by prefference when pressed, then MG if HMG has no ammo (and cg_switchToEmpty 0 ) or you don't have the MG, instead of the other way round.
Having trouble with crosshair numbers getting 1 added from cfg setting, s_doppler forced to 0 or h forced to +chat?? - remove com_configversion from your cfg - thanks to h8m3!
There's also a report of com_configversion breaking switchOnEmpty.
Posted by Yakumo @ 08:37 CST, 20 January 2015 - iMsg
Lam worked really hard on this recently, adding dm_90 support and some other fixes, it's in the news but not everyone looks outside of their favourite forums so -
Posted by Yakumo @ 05:53 CST, 31 December 2014 - iMsg
For some reason nvidia have marked a windows update driver version as 'Important' so it's getting auto installed on people's machines.
I didn't check what updates were going to be installed when I powered off, so didn't see to block it, and now have a driver that's been downgraded several versions compared to the WHQL drivers on nvidia.com and I've have had to mess about downloading another 250mb, reinstalling and I think I'll have to reconfigure screen settings, cleartype, everything as it curently looks like crap :-/
Edited by Yakumo at 05:57 CST, 31 December 2014 - 2887 Hits
Posted by Yakumo @ 16:37 CST, 28 November 2014 - iMsg
So I had an idea,
The 'play now' button can never put you on a password protected server.
So password protect your server, and put the password in the server title.
That way you can hint at the Elo level you want if you wish, and either way only people actually using the server browser and knowing to look under the private listings as well will be able to join.
It's better than running invite only or just plain passworded as it does mean you have a much larger potential player base than just your own friends.
It's not ideal, but maybe it could help if it catches on (as if good players don't pass the idea on then people won't be looking at the private server list)
I've started "10rnd, pass: 2k-elo" on .DE if anyone wants to use it.
Edited by Yakumo at 03:57 CST, 29 November 2014 - 5180 Hits
Posted by Yakumo @ 07:14 CDT, 15 October 2014 - iMsg
We are delighted to announce the opening of #ffapickup, a Quake Live classic ruleset pickup channel on QuakeNet IRC Network. Currently for EU players, we will add other locations in the future if enough interest is shown.
Thanks to the generosity of SyncError and the Quake Live team, we are extremely pleased to announce that there will be at least a few Sunday tournaments with Pro tokens up as prizes. The duration of the tokens will be up to one year for the first tournament. In total we have a pool of several years worth of Pro subscriptions to give away to our various winners and participants selected at random. Our staff are not eligible for any token prize.
In order to participate in the Sunday cups, the players are required to play at least five #ffapickup games during the proceeding fortnight. On top of this requirement all players are required to play at least 100 matches within Quake Live itself (any game mode). This limitation is in place in order to help minimize any alternative account sign-ups and to aid in making the rating method as accurate as possible.
Our bot has the following public commands for channel users. If you have any requests for future features feel free to query any OP.
Sign-ups are open at all times and the first tournament will take place on Sunday, November 9th at 3pm CET. The bot will check if you have been active in the channel or Quake Live itself within a couple of minutes prior to the tournament start. If you are not active within that period, the bot will automatically remove you from the initial player list.
There is a lucky dip to be randomly given out to a few of the entrants. As long as the players play all their games of the tournament they are eligible to win a one week Pro token. Winners will be notified automatically on our IRC channel #ffapickup their names will be announced alongside our news page and various forums.
Tournament commands
!tourn_a adds you to the tournament.
!tourn_r removes you from the tournament.
!tourn_w displays the currently signed up players.
We have limited the initial tournament to 160 players that sign up. The tournament cap may increase depending on the interest.
The bot will split the signed up players into even groups by using elo/glicko rating. For example, 64 signups would be 8 groups of 8 with the average rating of each group being close as possible. If signup count is high we will make the first round with up to 10 player servers. 158 players would be divided as 14 groups of 10 (140) and 2 groups of 9 (18)
Each round is a Best of 3 game. The scores for those games are then tallied up. The top four of each group will go to the next stage.
The players will then be reseeded as stated above until there is 8 players whom will proceed to the final. This will mean a slight delay between rounds, but this ensures that all players are given the best possible chance to win. Each round will increase in difficulty with the final showcasing the very best Quake Live ffa skills that our player base has to offer. It will truly bring an exciting climax to the end of the tournament, for players, spectators and streamers alike.
!help shows commands available. !help command shows detailed help for any command.
!iam <ql nick> link yourself to your QL account. You may find that you're already known if you're a frequent irc user and have used any pickup channel recently.
!a add yourself to the next game
!r remove yourself from the next game (leaving the channel will auto remove you as well)
!s <server> sets the server for next game (must be added to use this)
!rs removes the set server (must be added to use this)
!w shows the currently added players.
!l shows last game information
!rules displays rules
!maps displays the current map pool
!findplayer <ql nick> provides you with a player's current server, if they are playing
!player <ql nick> provides some detailed stats
!get_gamenick <ql nick> get the name of the linked QL account of a channel user
!stats <day/week/month/year/all> shows pickup stats for that time period
!ladder shows top ladder for players that have played a game in channel
If your linked Quake Live nick is wrong, query an admin (@) and it will be rectified promptly. Channel rules are simple. Don't ruin pickups. This includes, but not limited to, being abusive, cheating, rage quitting. Streamers are more than welcome. We have some tokens available to give away to your viewers. Query an admin for further information. Any suggestions/comments are more than welcome inclusive of the tournament format. See you in #ffapickup.
Posted by Yakumo @ 19:29 CDT, 27 August 2014 - iMsg
cg_itemTimers (new Sept)
0 to disable timer pies.
cg_flagPOIs (new Sept)
0 to disable flag POIs.
cg_simpleItemsBob
0 off
1 all
2 major items only.
cg_damagePlumColorStyle
1 damage colours that fade from bright white to dark red gradually from damage 1 to 100
2 damage colours (colour matches crosshairhitstyle 1 colours),
3 it matches the weapon icon colours.
cg_damagePlum
The three settings from the advanced game menu give :
all set:
cg_damagePlum "g mg sg gl rl lg rg pg bfg gh cg ng pl hmg"
or for just AoE (area of effect) it's set to
cg_damagePlum "sg gl rl pg bfg"
or off:
clearcvar cg_damagePlum
obviously you can tailor it to be for any weapons you like by editing out what you don't want from the list above
"cg_simpleItemsBob", "cg_damagePlum" may not autocomplete in the console at first until they're set but these are correct, it's 'plum' not 'plums'.
cg_autohop
0 disables hold +moveup to keep hopping
1 default.
It's pretty much unoticable if you're used to QL movement, but you may want to use this to force autohop off on your client.
cg_powerupPOIs
0 off
1 hidden when not looking through a wall
2 default, see through walls.
/bind x "weapon 14"
The Heavy Machine Gun (HMG)
/bind x "weapon toggle"
Swap between primary and secondary loadout weapon.
It always goes to primary first from any other weapon, unless you're already on primary then it swaps to secondary as you'd expect.
You can't direct bind secondary, you can only double tap the toggle key but doing this won't give two weapon changes, it will go straight to secondary.
You can hack a bind to secondary bind x "weapon toggle;weapon toggle" but this will not work if you're on your primary weapon.
/kill
It's not new, but it is now allowed on all default severs, with a 1 second spawn penalty.
seta wp "rl" seta ws "sg"
The loadout menu sets these, or you can currently script it your self to control your weapon primary, and weapon secondary, then you need to /kill to receive them.
all of these are in the in game menus, except for the autohop option
New for HUD files: widescreen 0
As far as I'm aware that's all that was added, I'll edit this post if any more come up.
Bonus - how to convert old custom maps quakelivedec old.pk3 old.pk3
respond yes when it asks about overwriting as you gave the output file the same name as the input. Done, no need to mess about with zip applications or even renaming.
Check the file is still write only though or the launcher will delete it.
The C source is ANSI C and will build and run under linux GCC fine, you don't have to mess about trying to run the included Windows exe if you're using linux.
Play Classic or Turbo in practice
\ruleset 1
\map_restart
2 is turbo
3 is the new one
I'm betting the bots are woeful in Turbo though. lol.
Edited by Yakumo at 15:31 CDT, 11 September 2014 - 23184 Hits