Last night id finally rolled out a huge gameplay update to Quake Live. Major changes include new hitboxes, lightning gun damage upped to 7 on all ranges, improved hit detection of rockets on stairs and steps as well as sv_fps set to 40. Additionally we were given a lot of bugfixes on maps and new cvars to tinker with. See the full details below.
Links: Official News - QL Forum
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)
- Added cg_impactSparksSize <2/16> (Default: 8) - Adjust the size of the impactSparks.
- Added cg_impactSparksVelocity <-128/128> (Default: 128) - 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)
- Added cg_drawTeamOverlayY <-480/480> (Default: 0) - 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) - Alter the opacity of the TeamOverlay background.
- Added cg_drawFullWeaponBar <0|1> (Default: 1)
- 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
- 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)
0 - Disabled- Added cg_impactSparksLifetime <0/1000> (Default: 250) - Time in milliseconds before impactSparks fade out.
1 - Causes the enemy to spark when they are hit by any non-explosive weapons
- Added cg_impactSparksSize <2/16> (Default: 8) - Adjust the size of the impactSparks.
- Added cg_impactSparksVelocity <-128/128> (Default: 128) - 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)
0 - Do not display clan tag information in Team Overlay- Changed cg_drawTeamOverlay <0|1|2|3> (Default: 1)
1 - Display clan tag information in Team Overlay
0 - Disabled- Added cg_drawTeamOverlayX <-640/640> (Default: 0) - Offset the TeamOverlay right or left from its current position by the specified number of pixels along the x-axis.
1 - Draw TeamOverlay in Upper Right Corner. The TeamOverlay will expand down as the team size grows.
2 - Draw TeamOverlay in Lower Right Corner. The TeamOverlay will expand up as the team size grows. *NEW*
- Added cg_drawTeamOverlayY <-480/480> (Default: 0) - 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) - Alter the opacity of the TeamOverlay background.
- Added cg_drawFullWeaponBar <0|1> (Default: 1)
0 - Draw only currently held weapons on the weaponBar- Added cg_drawItemPickups <0|1|2|3|4|5|6|7> (Default: 0)
1 - Draw all weapons available in the map on the weaponBar
0 - Disabled- Changed cg_lowAmmoWarningSound <0|1|2> (Default: 1)
3 - Draw Icon + Item Name on Pickup
7 - Draw Timestamp + Icon + Item Name on Pickup
0 - Disabled- Added cg_lowAmmoWeaponBarWarning <0|1|2> (Default: 0)
1 - Low Ammo Clip Reload Sound played for Low Ammo, No Ammo Click Sound played for No Ammo
2 - No Ammo Click Sound played for both Low and No Ammo *NEW*
0 - Disabled- Fixed cl_mouseAccel issue - Setting cl_mouseAccelOffset 0 was causing a divide by zero error that would cause you to lose your mouselook.
1 - Draw weaponBar ammo value in red when empty
2 - Draw weaponBar ammo value in yellow when low and red when empty
- 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
Clipping fixes, more maneuverability around the center ad.- QZDM8 - Brimstone Abbey
Z-fighting fixed on center ad scaffolding and lower staircase.
Dirtmap lighting in lightmap mode.
True Vertexlighting in vertex mode.
Clipping fixes.- QZDM13 - Lost World
Z-fighting fixes.
Texture realignments.
Dirtmap lighting in lightmap mode.
True Vertexlighting in vertex mode.
Clipping fix near Quad scaffolding.- QZTOURNEY7 - Furious Heights
Clipping fix lightninggun staircase.
Z-fighting fixed in 8 locations.
Bridge slats fixed, were misaligned.
Megahealth and Lightninggun doorway arches slightly enlarged.
One 25 health bubble removed near lightninggun in Duel gametype.
Dirtmap lighting in lightmap mode.
True Vertexlighting in vertex mode.
TDM Item location changes, quad more centralized- QZTOURNEY9 - House of Decay
Dirtmap lighting in lightmap mode.
True Vertexlighting in vertex mode.
Fixed camping/hiding exploit in GL YA's ad- ZTNTOURNEY1 - Blood Run by ZTN
Fixed lighting fixture placement.
Slightly moved spawn points to reduce spawn fragging.
Dirtmap lighting in lightmap mode.
True Vertexlighting in vertex mode.
Fixed camping on clip exploit between RG and teleporter.
True Vertexlighting in vertex mode.
A Few Notes:
- 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.
Links: Official News - QL Forum
Edited by Paladia at 13:15 CST, 9 December 2009 - 128833 Hits