The servers were down last night European time for the weekly update. Most notable are the locked cl_yawspeed and cl_pitchspeed for disabling "ninja scripts", the step code changes and the new speedometer command. The full changelog can be found below:
- Fixes for exploit which allows players to fake their player names.
- Fixed a bug that prevented you from shooting players standing directly on your head when using a hitscan weapon (machinegun, shotgun, lightninggun, railgun, chaingun).
- Fixes for flag capture sounds not playing in when reaching the capturelimit in warmup.
- Step code changes made to correct issues when jumping up stairs or across slightly varied terrain that would cause some jumps to not register.
- Step code changes made to correct or minimize the 'sinking' visual effect that would occur while running up stairs.
- Step code changes to address a legacy issue that would cause players to get stuck on staircases when approaching them for certain angles.
- Max cvar limit has been increased to prevent MAX_CVAR errors from occurring when issuing cvar_restart
- sv_fps max limit increased to 125. (default remains 30)
- cl_yawspeed and cl_pitchspeed have been cheat protected to their default values.
- Added cg_speedometer <0-3> (default: 0) to monitor your horizontal velocity:
0 = disabled
1 = lag-o-meter style graph
2 = value and graph under crosshair
3 = value under crosshair
NOTE: Added CG_SPEEDOMETER UI component accessible by custom HUDs.
Source:
Quake Live Developer Blog
The QUAKE Live Updated Update from September 30th
"We have applied a small update to correct an issue discovered with last night's update. This new update should further address the name change exploit.
In addition to this important fix is included a small client-side option, for those who really like to customize their personal game environment, that allows you to set the length of time weapon impact marks are drawn in the environment. Players who currently have marks enabled (cg_marks 1), can now shorten the length of time impact marks are drawn using cg_impactMarkTime. This value currently defaults to '10000', or 10 secs."
SyncError in the
Quake Live Forum
How exactly can you cheat with that?