
* We now offer one, three, six, and 12 month subscription options.
* We now sell one, three, six, and 12 month tokens.
* Added support to show information for multiple subscriptions applied to one account.
* Long names are now ellipsized on the match browser 'Live Game Info' hover info.
* Resolved an issue where the Premium pie chart on the Arenas tab would sometimes disappear.
* Resolved an issue where players who have played more than 100 unique arenas would be missing certain arenas on their Arenas tab.
* Game Summary now notes when a match was using PQL.
* Game Summary & Game Details now properly handle score in forfeit conditions.
* Allow Eliminated Players to Freecam Spectate option added to Start-a-Match for CA and A&D.
* Match servers now properly save and restore duel queue across arena loads.
* Don't show the same arena multiple time if more than one arena doesn't exist (Start a Match, Samplers).
* Better notification between arena voting ending and the next match.
* Server will attempt to choose arenas appropriate for the match team sizes, or eight players in Free For All.
* Server will no longer force a reload of the current arena if it is voted for again.
* On Start a Match matches, the first arena choice will always be the current arena.
* Resolved an issue where players would get dropped for server command overflow while on the voting screen.
* Fixed ready up status out of sync / outdated - ready up statuses were only updated when both teams were present and balanced.
* Allow players to unready themselves if their opponent joins and then leaves before readying up.
* Ensure that players do not have a left over PMF_NO_FIRING flag set or an outdated ready flag, such as when a match is aborted during the countdown.
* Fixed a shader issue on Premium Duel Scoreboard when no players are in the match.
Concrete Palace
* Swapped lower GA and YA's positions to their original placements.
Limbus
* Un-weapon clipped RA Pillar.
* Added another jump-on light detail to RA.
* Tweaked arch construction (ex: RG arch) to try and improve lighting.
* Player-clipped upper-RG doorway to JP.
* Made GL JP hole larger (easier to drop back down).
* Tweaked Broken RG/Quad window for easier passage.
* Rebuilt RA ad-frame.
* Converted blue lights below RA ad frame to .ase model to prevent deforming.
* Rebuilt deformed MH Tele frame.
* Angled off corner between GL & RG for smoother passage.
* Tweaked jump-up ledge details at lower SG room.
* Added missing clip to the left of RA stairs from SG.
* Improved clipping on Quad ad-frame.
* Removed weapon-clip from Quad tele-exit ledge and high quad ledge floor grills.
* Slightly raisd YA+RL floor trims for easier jump to YA.
* Clipped RA 4x5hp bubble pillar for better flow.
* Switch RA 2x5hp bubbles with 1x25hp bubble.
* Use correct default ad images (w/ nopicmip).
Purgatory
* Expand all doorway clips. (RA doorframe bug)
* Player-clip quad sky areas.
* Un-player-clip Quad lights to broken area. (can jump up now)
* Player-clip basement ceiling lights (above shards).
* Recessed low-YA ad frame to prevent head-bumping.
* Re-space RA pillars and align to grid.
* Continue RA-stairs trim.
* Raise quad-broken clip slightly.
* Clip RA ad-supports flush with wall.
* Replaced mini-ledge to RG-ammo with pipes.
* Fixed misplaced clip brushes at High-YA ledge.
* Fixed overdraw bug at RA pillars/Water corridor.
Reflux
* Fixed clipping at mid jumppads.
* Removed rain, raindrops, rain sfx.
* Replaced broken ceiling pane in base with fresh new pane of glass
* Removed vegetation where broken pane was.
* Removed the hidden back half of all decorative pipes
* Replaced the volumetric lighting from light fixtures with lower poly versions.
* Additional miscellaneous performance optimizations.
Silence
* Added two teleporter destination decals.
* Use correct default ad images (w/ nopicmip).
* Fixed missing clip above staircase hall near RL. (ceiling exploit fix)
* Added pipe jump from GA/25hp to center pillar.
* Fixed misaligned crate texture.
Terminus
* Updated author names.
* Fixed various texture alignment issues.
* Moved intermission slightly.
* Removed hole at BS floor-grate (by MH door).
* Player-clipped the foot of each BS pillar.
* Raised high-YA door and fixed in place.
* Re-player-clipped LG-broken. (much smoother now)
* Fixed visible caulk at LG-broken.
* Applied phong-shading to all broken area sub-surfaces.
* Merged pre-RA windows into a single unit.
* Shifted pre-RA pipe-window back 32units.
* Player-clipped pre-RA pipe-window pillar feet.
* Removed a portion of the pillar by RAJP.
* Converted wire detail at RAJP to .ase to prevent deforming.
* Player-clipped RA chain-pillar feet.
* Widened access to BS/Pre-RA JP at base.
* Replaced Quad pillar jump-edge with easier broken pillar.
* Fixed BS ceiling light being deformed.
* Player-clipped BS pillars to prevent player hang-ups.
* Raised ceiling light+wire in MH-BS tunnel.
* Raised BS ceiling.
* Adjusted BS rockwall slightly.
* Fixed pipes not touching the wall, near high-YA.
* Applied lightmapping to various models.
* Converted lift room wire-window to .ase, to prevent deforming.
* Converted 45degree lights at Quad/Yard to .ase to prevent deforming.
* Removed unnecessary cluster portals.
* Moved RG drop slightly and rebuilt doors to create more room when open.
* Fixed weapon-clip at RAJP glass.
* Removed some ambient fluorescent light buzz.
Source: quakelive.com
Edited by xou at 14:50 CDT, 11 September 2012 - 19176 Hits