Get the Quake 4 v1.4.2 Patch off WP (60/260mb)
Quake4 v1.4.2 changes
- player lean, player models lean in the direction of movement (use g_playerLean to scale or disable the effect (client side))
- fix wallhugging on ramps (fix also makes ramps slightly faster)
- horizontal speed fully maintained when crouch sliding and hitting a ramp (previous version had a little dip)
- si_fps limited to 90fps for q4mp/, now declared in gamecode so mods can change their max
- revert the projectile code to 1.4.0, not trying to predict projectiles anymore (the prediction code of 1.4.1 can be enabled with g_predictProjectiles 1 (client side))
- reworked the hit sounds / hit feedback propagation. fixed skipping problems
- change network demo extension to include the protocol number
- fix network demos not setting the si_fps value properly
- fix client prediction being irregular when connected to a TV repeater
- added r_skipSky for a cheap black sky
- fix a crash in single player (sound related)
- fix several SMP-related crashes
- fix a crash in autodownload server
- hud_showSpeed cvar (shows current horizontal speed)
- hud_showInput cvar (shows the input state to learn how to make particular moves)
- s_useOcclusion no longer cheat protected (can be changed by network clients now)
- no gauntlet spinup time, damage is immediate now
- bse_rateLimit defaults to 3, showing all shotgun pellet impacts
- added g_nailTrail, g_grenadeTrail, g_rocketTrail, g_railTrail, g_napalmTrail to disable weapon trails
- updated reference netdemo included for performance tests: id_perftest.ndmo85
Quake4 v1.4.1 changes
- 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
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