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Quake 4 News ButtonQuake 4 Articles buttonQuake 4 Forums buttonAugust 28 2008 22:21:10
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Quake 4 News - Quake 4 1.4.1 Changelog
Quake 4 NewsIn support of the soon to be released Quake 4 1.4.1 Patch here is the changelog listing what was changed:

Changelog 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



I have a highlighted a few of the more important changes and fixes. It really looks like id is finally narrowing down on the things that will make Quake 4 the game we were all looking for on release. Of course, much of life is about timing...id may very well be set to make Quake 4 the ultimate FPS DM and CTF game, there is no doubt of their capability to do so. Whether or not the time has passed for a game of this type is a matter of some small debate. Regardless, you have to give id massive props for the level of support they have provided for a game that was mangled by another developer so long after release. Frankly, I can't remember another company that stepped up to the plate with this amount of community support.

Personally, my belief is that this is the ONLY game that can help take esports mainstream. There are very few games that have the level of spectator excitement that Quake does. The speed of the movement and the high levels of skill required to compete make the game an easy fit for commentator coverage and mainstream media coverage.

Whether or not the world is ready for esports...who knows? If the world is ready, Quake is the only game that can make it happen.
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