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New console varables for Quake Live

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New console varables for Quake Live

Post  muckyman on Wed Dec 16, 2009 3:11 am

They keep adding new variables quite often and it`s hard to keep track of them
so i`ll make a list here and update as needed


•Added cg_deadBodyDarken <0|1> (default = 0) Toggling this cvar on will darken 'bright' players as soon as they become corpses.

•Added cg_deadBodyColor <0xRRGGBBFF> (default = 0x101010FF) Altering this cvar allows you to customize the color applied to dead bright bodies when cg_deadBodyDarken is enabled.

•Changed shotgun pattern to use 20 pellets in a diffused 3 ring pattern, each dealing 5 damage for a total of 100 damage.

•Added cg_smokeRadius_NG <0-16> (default = 16) Lowering the value of this cvar will scale the radius of the smoke puffs drawn in the nailgun trails. A value of 0 will entirely disable the smoke trails.

•Added cg_bubbleTrail <0|1> (default = 1) Toggling this cvar off disables the underwater bubble trails drawn behind many bullets and projectiles while underwater.

•Removed cg_noProjectileTrails due to the addition of the cg_smokeRadius_NG and cg_bubbleTrails
.
•Added cg_waterWarp <0|1> (default = 1) Toggling this cvar off disables the minor under-water warping effected that exists when submerged underwater. The effect has little impact on gameplay but can be induce disorientation in some players.

•Added cg_zoomScaling <0|1> (default = 1) Toggling this cvar off disables the zooming in / zooming out scaling effect that is used as a transition between your cg_fov and cg_zoomfov; causing the +zoom to act as a quick snap to and from the zoomed fov.

•Added cg_zoomToggle <0|1> (default = 0) Toggling this cvar on alters the behavior of +zoom such that a single key press will enable zooming and a repeated keystroke disables zooming, no longer requiring players to hold the key down while zooming.

•Added cg_zoomSensitivity (default = 1) The value of this cvar is multiplied to our current zoom sensitivity, allowing the user to increase or decrease their sensitivity while zoomed. A value of 0 will revert the zoomSensitivity code to the Q3 legacy code that was previously available in QuakeLive.

•Added cg_drawFragMessages <0|1> (default = 1) Toggling this cvar off disables the 'You Fragged So-and-So' centerprint message from drawing on your screen. The shorthand obituary will still print to the HUD to make note of any kills.

•Added cg_buzzerSound <0|1> (default = 1) Toggling this cvar off disables the end-game buzzer sound in all gametypes.

•Changed cg_allowTaunt <0|1> (default = 1) to now also disable gesture events clientside in addition to disabling Team Arena style VO taunts when this cvar is disabled.

•Added cg_lightningStyle <1|2|3|4> (default = 1) Altering this cvar will cycle through various lightning stream effects: Default Q3/QL, QuakeWorld inspired, Team Arena shaft, and thin shaft options.

•Renamed cg_oldRail <0|1> (default = 1) to cg_railStyle <1|2> (default = 1). The new naming structure fits in line with the cg_lightningStyle and the old convention made little sense, as the reference 'old' is lost between iterations of the game.

•Renamed cg_oldRocket <0|1> (default = 1) to cg_rocketStyle <1|2> (default = 1). The new naming structure fits in line with the cg_lightningStyle and the old convention made little sense, as the reference 'old' is lost between iterations of the game.

•Renamed cg_oldPlasma <0|1> (default = 1) to cg_plasmaStyle <1|2> (default = 1). The new naming structure fits in line with the cg_lightningStyle and the old convention made little sense, as the reference 'old' is lost between iterations of the game.

•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

•Added cg_HitBeep <0/1/2/3> (default: 1) to play different tones based on the amount of damage done to an opponent. 0 = off, 1 = single tone (old style), 2 = new multi-tone option, 3 = reverse multi-tone option.

•Added cg_crosshairHitStyle <0-8> (default: 0) to allow the same information given by cg_HitBeep to be displayed via the crosshair.

Styles breakdown as follows:
0 = Off (the default)
1 = Colorize the crosshair based on damage dealt.
2 = Colorize the crosshair to color designated by cg_crosshairHitColor.
3 = Pulse the crosshair. (This is an exaggerated/scaled pulse)
4 = Colorize by damage and Pulse the crosshair.
5 = Colorize by cg_crosshairHitColor and Pulse the crosshair.
6 = Pulse the crosshair with a smaller pulse. (same size as the cg_crosshairPulse uses when picking items up)
7 = Colorize by damage and pulse with smaller pulse.
8 = Colorize by cg_crosshairHitColor and pulse with smaller pulse.

NOTE: If using the exaggerated pulse, you may want to set your cg_crosshairSize to 16, as the default 32 can be a bit overboard.

•Added cg_crosshairHitColor <1-7> (default: 1) for hit styles that have a fixed color. For example, some players simply want the crosshair to turn red when a hit is made, rather than change color based on damage applied.

•Added cg_crosshairHitTime (default: 200) to allow players to modify the amount of time the crosshair hit effect is displayed.

•Added cg_screenDamage <0xRRGGBBAA> (default: 0x700000C8) to colorize the on screen damage indicator; use "cg_screenDamage 0" to disable.

•Added cg_screenDamage_Self <0xRRGGBBAA> (default: 0x00000000) to toggle the on screen damage indicator for self damage. (for example, damage from rocket jumping)

•Added cg_screenDamage_Team <0xRRGGBBAA> (default: 0x700000C8) to colorize the on screen damage indicator for team damage; use "cg_screenDamage_Team 0" to disable. (Friendly Fire in Team Deathmatch)

•Added cg_zoomOutOnDeath <0/1> (default: 1) to reset player FOVs back to normal on death. This is useful if you use the cg_zoomToggle cvar.

NOTE: The new cg_hitBeep and cg_crosshairStyle additions give you an idea of how well placed your shot was.

They do not indicate how much health/armor your opponent has

Added the ability to colorize the ‘bright’ skins for Keel, Visor, Tankjr, and Crash. Colors can be easily set by two new cmds: setteamcolor and setenemycolor

These commands accept one to three parameters to colorize the upper body, lower body and head of the bright skin. These parameters are entered in the form of letters, with a to x representing the rainbow, and two additional arguments of y (white) and z (gray). You may use a single color parameter to colorize the entire model one color, or up to three arguments to customize the players chest, legs and head.
Examples:

'setenemycolor h' will set the entire model green
'setenemycolor hy' will set the models chest green, legs & head white
'setenemycolor hyz' will set the models chest green, legs white, and head gray

If you wish to have a greater control over their color options, you can configure the individual cvars that the setenemycolor and setteamcolor commands assign values to. These cvars accept only RGBA hexadecimal parameters, such as 0x00FF00FF for bright green (0xRRBBGGAA format).

Setting these cvars are not required if you use the simple setenemycolor and setteamcolor cmds:
cg_enemyUpperColor
cg_enemyLowerColor
cg_enemyHeadColor
cg_teamUpperColor
cg_teamLowerColor
cg_teamHeadColor

* Added end-game buzzer sound.

* Added g_overtime to enable overtime periods. Overtime will be on by default in Duel and Team Deathmatch, with each overtime period lasting 2 minutes.

* Added Sudden Death Respawn Delays in sudden death games (CTF). Upon entering sudden death, the player respawn time will go to 3 seconds (from the default 2.1s during normal gameplay), and increment by one second every minute, up to a maximum of 10 seconds after 7 minutes of sudden death (listcvars g_suddenDeathRespawn*).

* Added cg_enableRespawnTimer to draw the respawn timings of certain items (armor, megahealth, powerups) for spectators -- on private servers only. This feature is dependent upon server-side shoutcaster privileges being enabled. Items are sorted by height according to their placement in the level for non-ctf games, and are sorted by team according to proximity from flag in CTF.

* Added cg_respawnTimerX and cg_respawnTimerY to control the position of where spectator respawn timers are drawn.

* Added ‘Large’ hud option as a comp-friendly alternative hud, selectable within the in-game Game Settings.

* Added cg_compHud (defaults to 0, saved). cg_compHud 1 will enable the stream friendly hud on private servers.

* Added cg_drawSpecMessages and cg_drawPregameMessages to hide messages from the pregame / spec hud.

* Added cg_redTeam, cg_redTeamShort, cg_blueTeam and cg_blueTeamShort; clientside cvars to override the team name displayed in the hud scorebox and follow info message for use in stream broadcasts.

* Added cg_playernames to draw players names above their heads while you spectate (both freecam and 1st person spec)

* Added cg_lightningImpact to toggle the impact fx created when the lightning stream impacts a surface.

* Added cg_muzzleFlash to toggle the the muzzle flashes.

* Added cg_smoke_SG to toggle shotgun smoke puffs on/off.

* Added cg_smokeRadius_GL to scale the size of the grenade/proxy smoke trails.

* Added cg_smokeRadius_RL to scale the size of the rocket smoke trails.

* Added cg_switchToEmpty to toggle the ability to switch to weapons that have no ammo

•Added +acc bindable command for displaying an in-game weapon accuracy panel. Usage "bind ] +acc" for example.

•Changed cg_WeaponColorStyle for consistency. Style 3 should now use cg_weaponColor for both grenades and rails. Style 1 will use cg_weaponColor_grenade for grenades, and your color1/color2 choices for rail.

•Changed r_ambientScale to no longer be cheat protected, controls the amount of ambient light that is cast upon players

•Added cg_impactSparks <0|1> (Default: 0)
◦0 - Disabled
◦1 - Causes the enemy to spark when they are hit by any non-explosive weapons

•Added cg_impactSparksLifetime <0/1000> (Default: 250)
◦Time in milliseconds before impactSparks fade out.

•Added cg_impactSparksSize <2/16> (Default: Cool
◦Adjust the size of the impactSparks.

•Added cg_impactSparksVelocity <-128/128> (Default: 128)
◦Speed in which impactSparks gravitate up or down

•Added cg_clanOnTeamOverlay <0|1> (Default: 0)
◦0 - Do not display clan tag information in Team Overlay
◦1 - Display clan tag information in Team Overlay

•Changed cg_drawTeamOverlay <0|1|2> (Default: 1)
◦0 - Disabled
◦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_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.

•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
◦1 - Draw all weapons available in the map on the weaponBar

•Added cg_drawItemPickups <0|1|2|3|4|5|6|7> (Default: 0)
◦0 - Disabled
◦3 - Draw Icon + Item Name on Pickup
◦7 - Draw Timestamp + Icon + Item Name on Pickup

•Changed cg_lowAmmoWarningSound <0|1|2> (Default: 1)
◦0 - Disabled
◦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*

•Added cg_lowAmmoWeaponBarWarning <0|1|2> (Default: 0)
◦0 - Disabled
◦1 - Draw weaponBar ammo value in red when empty
◦2 - Draw weaponBar ammo value in yellow when low and red when empty

•Added cg_weaponColor <0xRRGGBBAA> (default: 0x007000FF). Used to colorize grenades according to cg_weaponColorStyle.

•Added cg_weaponColorStyle <1|2|3> (default: 1)
◦1 = In All Game Modes: All grenades colorized according to cg_weaponColor.
◦2 = In Team Games: Enemy grenades colorized according to cg_enemyUpperColor, all friendly grenades (including your own) colorized according to cg_teamUpperColor. In Non-Team Games: All grenades colorized according to cg_weaponColor.
◦3 = In Team Games: Enemy grenades colorized according to cg_enemyUpperColor, all friendly grenades (excluding your own) colorized according to cg_teamUpperColor, and your own grenades colorized according to cg_weaponColor.In Non-Team Games: All grenades colorized according to cg_weaponColor.

•Added per weapon Low Ammo Warnings that display when a weapon is below 20% max ammo (Less than 5 for weapons with 25 max, less than 30 for weapons with 150 max). Enabled using the pre-existing option:
cg_drawAmmoWarning 1

•Added cg_lowAmmoWarningPercentile <0.01 - 1.00> (Default: 0.20) to customize when you are warned of being low on ammo.

•Added Low Ammo Warning sound to inform players of when their ammo becomes low, or when they are switching to a weapon with low ammo.

•Added cg_lowAmmoWarningSound <0|1> (Default: 1) Allows a client to toggle the low ammo warning sound on or off.

•Added cg_drawAmmoWarning <2> Allows a client to use a smaller text display for their 'Low Ammo Warning' and 'Out of Ammo' warning messages.

•Added Annoucer Voice-Overs to Team Deathmatch, such as "red team takes the lead".

•Added cg_playTeamVO <0|1> (Deafult: 1) Allows a client to disable some of the team related VO, to option out of the new Team Deathmatch VO behavior.

•Added cg_weaponBar <0|1|2|3|4> (Default: 1) Replaces cg_newWeaponBar.
◦0 - Disabled
◦1 - Left docked icons
◦2 - Right docked icons
◦3 - Center docked icons
◦4 - Large floating icons (Legacy Q3 Style)
•Added cl_allowConsoleChat <0|1> (Default: 0) Allows a client to use the console area as a chat box, text entries that do not begin with a '' will be transmitted as chat text.

feb 23rd 2020



•Added r_enableColorCorrect <0|1> (default: 1). Toggle the Color Correction post processing effect (Requires r_enablePostProcess 1).
•Added r_enableBloom <0|1|2> (default: 0). Toggle the Bloom post processing effect (Requires r_enablePostProcess 1).
◦Added r_bloomBrightThreshold <0-1> (Requires Bloom Enabled) The lower the threshold, the more will be bloomed.
◦Added r_bloomSaturation <0-10> (Requires Bloom Enabled) The higher the bloom saturation, the more colorful the bloom.
◦Added r_bloomIntensity <0-10> (Requires Bloom Enabled) The higher bloom intensity, the brighter the bloom.
◦Added r_bloomSceneSaturation <0-10> (Requires Bloom Enabled) The higher the scene saturation, the more colorful the non-bloomed world is.
◦Added r_bloomSceneIntensity <0-10> (Requires Bloom Enabled) The higher the scene intensity, the brighter the non-bloomed world is.
•Added 'postprocess_restart' command
•Added cg_forceEnemyWeaponColor <0|1> (default: 0). Force enemies' grenades and rails to use 'Enemy Upper Color' (cg_enemyUpperColor).
•Added cg_forceTeamWeaponColor <0|1> (default: 0). Force teammates' grenades and rails to use 'Team Upper Color' (cg_teamUpperColor).
•Added Wide Beam lightning style (cg_lightningStyle 5), a nostalgic request from Q3 players.
Fix:
•Fixed the 'play ' exploit that would allow you to play unpure .wav files that were named with .txt or .cfg file extensions.
•Fixed the machinegun accuracy calcuation when firing at the Invulnerability Sphere, it was generating impossibly large accuracy values.
•Removed artifact in large in-game font's '0' character.
•Fixed keel/sport head shader, removed stage with no image.
•Fixed Hossman, Slammer, Stroggo skin shaders to prevent them being affected by picmip.
Chg:
•Expanded our in-game Game Settings menu. New options can be found throughout Game Settings Basic and Game Settings Advanced menus, including 'presets' that allow you to quickly choose between global configs or feature sets.
•Expanded color range for railgun (color1 & color2) from 7 colors to 26 color choices.
•Expanded color range for the crosshair (cg_crosshairColor, cg_crosshairHitColor) from 7 colors to 26 color choices.
•Removed cg_weaponColor (replaced by new Force Weapon Color system).
•Removed cg_weaponColorStyle (replaced by new Force Weapon Color system).
•Changed the default value of com_hunkMegs from 56 to 96.
•Changed the default value of cg_autoswitch from 1 to 0. If you wish to use the old default, set 'Switch on Pickup' to 'Yes' in the new in-game Advanced Game Options Menu.
•Changed the default value of cg_lowAmmoWeaponBarWarning from 0 to 2.
•Changed the default value of cg_drawItemPickups from 0 to 3. If you wish to use the old default, set 'Item Pickups' to 'No' in the new in-game Advanced HUD Options Menu.
•Changed the default value of cg_hitBeep from 1 to 2. If you wish to use the old default, set 'Hit Beep Style' to 'Single Pitch' in the new in-game Advanced Sound Options Menu.
•Changed the default value of cg_impactSparks from 0 to 1. If you wish to use the old default, set 'Impact Sparks' to 'No' in the new in-game Advanced Game Options Menu.
•Changed the default value of cg_trueLightning from 0.75 to 1. If you wish to use the old default, set 'Lightning Sway' to 'Low' in the new in-game Advanced Weapons Menu.
•Changed the default value of cg_deadBodyDarken from 0 to 1. If you wish to use the old default, set 'Darken Dead Bodies' to 'No' in the new in-game Advanced Game Options Menu.
•The award 'The Freshman' has been renamed to 'The Face!!!'

New Commands:

alias
Usage: alias [command]
Description: Sets an alias function for a given command.

block
Usage: block [playername]
Description: Blocks the specified player’s in-game and website chat.

blocklist
Usage: blocklist
Description: Lists currently blocked players.

print
Usage: print [message]
Description: Displays a local message in the console and on the heads-up display.

unblock
Usage: unblock [playername]
Description: Unblocks a blocked player.

unaliasall
Usage: unaliasall
Description: Clears all aliases.

unalias
Usage: unalias
Description: Clears a specific alias.

•Added 'teamsize' options in team gametypes. Players can now 'callvote teamsize #' to adjust the size of teams in team gametypes (TDM, CA, CTF, FT). Issuing 'callvote teamsize 4' will result in a 4 available player slots per team, team sizes are now shown on the scoreboard.
•Added cg_drawCrosshairTeamHealth (Default 1, min 0, max 1) Displays a teammates health and armor below their name when you hover your crosshair over them.
•Added cg_drawCrosshairNames 2 (Default 1, min 0, max 2) The new '2' option allows you to draw crosshairnames only for your teammates, enemy names will not pop-up. This option is available in the in-game menu under HUD Options->Target Names.
•Added cg_drawCrosshairNamesOpacity (Default 0.75, min 0, max 1) Controls the opacity of the player names displayed when using cg_drawCrosshairNames 1 or 2.
•Added cg_playerLean (Default 1, min 0, max 1) Scales or disables the player lean effect caused by high velocities.
•Added 'gamepad' configuration control section & basic Microsoft XBOX 360 Controller support.
•In the console set 'in_joystick 1' to enable gamepad support.
•If you experience that you are unable to move, set 'in_joyballscale 1'


Last edited by muckyman on Sat May 14, 2011 10:23 pm; edited 2 times in total

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August 6th changelog

Post  muckyman on Sun Aug 29, 2010 2:23 am

August 6th Changelog
New Premium Content:
• New gametype - Freeze Tag
• 20 Maps, including:
o 5 Brand New Arenas
o 4 Challenge ProMode Arena Classics
o 3 Threewave CTF Classics
o 3 Q3 Community Contest Maps
o 2 Rocket Arena 3 Classics
o 2 Orange Smoothie Production Map Pak Classics
o 1 Quake Live Community Map
Premium Map Additions:
• Aerowalk (Duel)
• Battleforged (Duel)
• Black Cathedral (CA)
• Cold War (CA)
• Deep Inside (TDM)
• Dismemberment (Duel)
• Dreadful Place (TDM)
• Focal Point (Duel)
• Hektik (Duel)
• Industrial Accident (CTF)
• Intervention (TDM)
• Japanese Castles (CTF)
• Leviathan (TDM)
• Overkill (CA)
• Phrantic (Duel)
• Purgatory (TDM)
• Realm of Steel Rats (TDM)
• Shining Forces (CTF)
• Stonekeep (CTF)
• Theatre of Pain (CA)
Code Updates:
• New clan system support
• Added /block, /unblock, and /blocklist console commands.
o /block name - blocks the player from in-game and website chat (do not include clan in the name)
o /unblock name - blocks the player from in-game and website chat (do not include clan in the name)
o /blocklist - lists currently blocked players
• Abandoned sequentially numbered filenames for maps in favor of actual map names, ie 'qzdm6' is now simply 'campgrounds'
• New console auto-complete code, including the ability to autocomplete map names during console callvotes.
• Auto-complete: demo names if "demo" is the first token.
• Team locator icons are now visible regardless of the PVS, they are now visible throughout the map.
• Team overlay: Background and drop shadow changes.
• Added /print command. Prints a local message on screen. (useful for binds)
• Alias system (example usage below)
o alias +jumpup "say I'm jumping;+moveup"
o alias -jumpup "say I'm landing;-moveup"
o bind ] +jumpup
• Spectating players in duel will now utilize that players model & sound set rather than enemy model & sound.
• Added 'spec pu' cmd to cycle your spectating view between players holding power-ups.
• Added aspect ratio correct crosshairs - crosshairs are no longer squished on widescreen.
• Minimum respawn delay lowered from 2100ms to 2000ms.
• New in-game Ad support
• Battlesuit balance adjustment, no longer prevents splash damage (all damage including splash is still reduced by 75%; you still take no damage from lava; still take no damage from acid/slime; still cannot drown...).
• Map 'author' support added to display level design credit for jointly owned community map additions.
Website Changes:
• Added Standard/Premium/Pro user site functionality, including the ability to purchase account subscriptions or redeem tokens for subscription.
• Most of the site has been revamped or retouched.
• Upgraded to the latest release of our forum package. Revisions to the default forum style will come in a future update.
• Added new pre-login splash page design.
• Added a "Register" button to the top of the pages again, when not logged in.
• Added detection for web client/server getting out of sync with regard to whether they are logged in.
• Added a pre-game interstitial advertisement to 'standard' users that will show when they first launch into game.
Map Changes:
All existing maps have received visual improvements, including ambient occlusion dirt map lighting and true vertexlighting.
All Capture the Flag arenas now have team-colored team overlay location information to easily identify whether your teammates are located in base, center or enemy base.

• Asylum -
o Added teleporter destination floor decal
• Base Siege -
o Replaced proxylaunchers with grenade launchers
o Swapped shotgun and nailgun positions
o Replaced lower yellow armor in base with a green armor jacket
o Staircases in center have been altered
• Bloodlust –
o Renamed from ‘Bloodlust CTF’ to ‘Bloodlust’
o Fixed asymmetrical bridge structures in base
• Bloodrun –
o Added teleporter destination decals
o Removed gl spawn
• Courtyard –
o Renamed from ‘Courtyard Conundrum’ to ‘Courtyard’
o Added a hallway and door between Pillar Hall and Teleporter room
o Replaced red armor in teleporter room with a medkit
o Moved Pillar Hall yellow armor to the Power-up Room
o Moved plasmagun from base nook onto base floor
o Added yellow armor to base nook
o Increased the megahealth respawn delay from 35 to 60 second
• Eviscerated
o Renamed from ‘Place of Many Deaths’ to ‘Eviscerated’
• Hearth
o Renamed from ‘Arena of Death’ to ‘Hearth’
• Ironworks
o Fixed asymmetrical spawn locations
• Longest Yard
o Renamed from ‘The Longest Yard’ to ‘Longest Yard’
o Added 5 new spawn locations
• Lost World
o Added teleporter destination floor decal
o Improved wall clipping near lightninggun staircase doorway
• Retribution
o Renamed ‘Temple of Retribution’ to ‘Retribution’
o Swapped railgun and shotgun locations in Team Deathmatch
• Sacellum
o Renamed ‘Temple of Pain’ to ‘Sacellum’
• Siberia –
o Added snowpatch near nailgun jumppad to cushion falling damage that occurred while dropping down from red armor
• Space CTF –
o Removed base-side megahealths in favor of a single megahealth on the center platform
o Removed central railgun in favor of base-side railguns on the Perch
o Increased the railgun respawn delay to 20 seconds, with a 5 slug ammo payload
o Added a plasmagun along the central accelpad route
• Spillway –
o Renamed ‘House of Pain’ to ‘Spillway’
• Stronghold –
o Renamed ‘The Stronghold’ to ‘Stronghold’
o Removed megahealth spawn from center basement in favor of teamed Quad & Regen power-ups
• Terminal Heights –
o Added a new bouncepad route from Flight to BFG to support Flight as a holdable power-up

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Re: New console varables for Quake Live

Post  muckyman on Tue Feb 22, 2011 5:16 am

•Fixed the quit lag/delay: Hitching on Windows systems will no longer occur when leaving the game. Furthermore, fixes have been made to properly shutdown the games sound system prior to quitting so that looped sounds cannot occur when leaving the game.
•New Persistent Duel Play Queue:
The duel queue now persists properly across map changes. Your position in the queue is also shown on the scoreboard.
•Shotgun Pattern Calculation:
Shotgun now fires in a fixed pattern on the server, what little per-pellet spread used to exist is now purely a client-side visual effect. 'cg_trueShotgun' cvar (default 0), when enabled will show the pattern that the server uses for collision when enabled, while 0 will keep the original behavior.
•Minor Shotgun Balancing:
All pellets for the shotgun will now do 5 damage (still 20 pellets, now 100 dmg total) in most gametypes. Spread has been increased from 900 to 1000.
•Team Deathmatch Weapon Balancing:
Machineguns and Shotguns both now do 4 damage per bullet in Team Deathmatch to reduce their dominance.
•New Draw Item Pickup Multiplier:
When a series of items are picked up, such as shards or 5hp bubbles, the Draw Item Pickup notification will now include a multiplier. (Works on all items, except power-ups.)
•Fixed Player Head Bug:
The correct head skin will be displayed for players whose personal model was set to a non-default player skin.
•Fixed Team Balance Bug:
Matches won't start if teams are unbalanced by 2 players, instead of 3.
•Fixed UnnamedPlayer Exploit:
Addressed various conditions that could result in a player losing his name and becoming UnnamedPlayer. Players will also now be kicked if their name gets changed to UnnamedPlayer.
•Fixed Admin 'put' Command in Duel:
No longer allow admin cmds to 'put' players onto the red or blue team in Duel, allow the choice of free or spec in non-team gametypes.
•Fixed 'dropflag' Command During a Pause:
Players may no longer issue the 'dropflag' command while a match is paused or in a timeout.
•Added 'cg_itemFx' cvar:
Change how items are rendered in the world. Default 7. 1 = bounce, 2 = rotate, 4 = scale when spawning
•Added 'cg_simpleItemsRadius' cvar:
Scale size of the icons when Simple Items is enabled.
•Added 'cg_lightningImpactCap' cvar:
Change the size of the lightning impact effect when impact is closer than x units, default 96 units.
•Fixed Janet's Mipped Hair, the player model's hair will no longer improperly mip when picmip is used.
•Game no longer crashes when attempting to 'give' an invalid item.
•Slightly better flag positioning and image quality despite ignoring its proper aspect ratio.
•Improved flag images, no longer get scaled on scoreboard. (only a slight improvement)
•Fixed lightning stream bug that existed in third person while truelightning was enabled.
•Fixed Premium scoreboard display when a player goes into spectator, forfeiting the match.
•Reduced 'flag bounce' by half for dropped CTF flags.
•Various maps and other graphical assets have had textures optimized for filesize/bandwidth usage, resulting in a smaller download.


We've also added a few quick cvars that may be more of interest to movie makers:

•Added 'r_fastSkyColor' cvar:
Change the color of the sky when using fastsky (default 0x000000) This can be used in order to create a green screen to film against.
•Added 'cg_smokeRadius_dust' cvar:
Scale size of smoke plume in ground dust
•Added 'cg_smokeRadius_flight' cvar:
Scale size of smoke plume in flight trail
•Added 'cg_smokeRadius_haste' cvar:
Scale size of smoke plume in haste trail



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muckyman
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