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qlupdates.txt
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qlupdates.txt
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notes:
* 2015-10-26 http://esreality.com/post/2778933/custom-hud-fix-for-ql-beta/
<< Comment #12 @ 06:59 CDT, 26 October 2015 >>
(Link, Reply)
By ql SyncError - Reply to #7
align is for ownerdraws, textalign is for "text"
* 2015-09-15 https://www.reddit.com/r/QuakeLive/comments/3fqt71/hud_programming_question_about_cg_red_clan_plyrs/
"[-] SyncError 2 points 1 month ago
Only six functions have the ability to return a float numerical value to the GetValue() function required by addColorRange: CG_PLAYER_ARMOR_VALUE, CG_PLAYER_AMMO_VALUE, CG_PLAYER_SCORE, CG_PLAYER_HEALTH, CG_RED_SCORE, and CG_BLUE_SCORE. All remaining OwnerDraws, which normally output string values, will return a -1 value within GetValue(), and hence do not support addColorRange.
There is no current way for you to get CG_RED_CLAN_PLYRS / CG_BLUE_CLAN_PLYRS to work in the example HUD script, and probably no way to get the end result you want without code work on our end.
"
* 2015-04-27 SyncError:
New Elder Key Items for Mappers
I have added the following three new items that mappers can utilize:
New Entities:
"Silver Key"
item_key_silver
Add 'spawnflags 16' to func_doors and func_buttons to lock them.
"Gold Key"
item_key_gold
Add 'spawnflags 32' to func_doors and func_buttons to lock them.
"Master Key"
item_key_master
Example Content:
Test Map: Key_Test w/ updated entities.def
The models for the silver and master key have not yet shipped (will be made available with the release of a map in the future), but are present in the key_test.pk3 for developing maps in the time being. Once again, model credits for the keys go to Jochum 'Hipshot' Skoglund (he did a beautiful job)!
Custom Hud Element:
Code:
itemDef {
name "Key"
rect 70 0 24 24
visible 1
decoration
style WINDOW_STYLE_FILLED
ownerdraw CG_PLAYER_HASKEY
}
Key Item Behavior:
Keys spawn on match start.
Keys do not automatically respawn, unless a wait parameter is set.
Keys do not drop when the key holder dies.
Keys respawn immediately when the key holder dies.
Maps are not meant to have more than one of each key type.
Silver unlocks only Silver. Gold unlocks only gold. Master unlocks all.
If you all have any questions, just let me know!
------------------------------------------------------------------
changes:
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
-----------------------------------
Site Update - August 24, 2010
Today's update includes fixes and improvements to our Matchmaking, "Start a Match" feature, Invite System, and player sizes on servers.
Included in this update:
Fixed a tier bug in FFA which led to players reaching tiers much higher than they should have. Existing skill ratings have been recalculated based on recent match history, but it may still take a few more matches for the tiers to be fully adjusted.
Fixed another (more subtle) bug that made CA skill ratings drift downward.
Changed the "Start a Match" form such that it will now re-populate with your previously used settings.
Fixed a problem preventing match invitations sent through the "Start a Match" interface from actually being delivered.
Fixed an issue that caused standard players to see a "Go Pro" indicator when joining a match they were invited to.
Fixed a bug in detecting when guests leave a server, so if you invited three guests in, and one left, getting a new guest in would sometimes be troublesome.
Added a basic "Format Clan Tag" control option to the Clan Center control panel for Clan Leaders to change the capitalization and colors of their clan tag.
Changed the clan tag id system. The uniqueness of a clan tag is now defined to include any special characters in it. So [id] is no longer considered the same clan as /id/.
Added a "Match Size" option in the "Start a Match" interface that lets you control the number of players you want to allow on your server, from 2 to 16 players.
Fixed a problem where people who changed their email address to include capitalized letters were having problems logging back in.
Fixed a variety of issues preventing users from logging in due to problems with their forum account.
We've changed CTF and CA default team sizes to 5v5, and FFA player limit to 12. In the near future we intend to offer better tools for players to control team sizes in the matches they play.
Fixed missing stats & discrepancies for players who previously had their player nicks renamed.
Fixed the missing thaw icon in Freeze Tag.
More coming next week! We have been paying close attention to a lot of the suggestions and reported bugs from the past two weeks. We have several changes currently in progress that were not quite ready for today's release, but we hope to finalize and make available to you next Tuesday.
------------------------
Site Update - September 14, 2010
Yesterday we performed a small update. Most of these changes were to our backend system and transparent to site users and players. However, you will now be able to make use of new per-gametype Instagib server browser filters.
-----------------------------
August 11th changes 2010
Hi guys! We just deployed a hotfix to resolve some issues that have cropped up since launch, and we thought you'd like to know about them.
One issue that we've been very concerned about is server capacities. Since we added so much content at launch, our locations with low hardware capacity have been struggling to run games with all public configurations, let alone user-started matches. To resolve this, we've decided to start up different sets of configurations at different locations, to make sure that our dynamic match startup system has room to start more matches as player population increases. Locations with very few hardware resources will only maintain a small number of public servers without tier restrictions (these matches have "Unrestricted Match" where there would otherwise be a skill indicator). Locations with an intermediate level of resources will run some unrestricted matches and some matches at a few skill tiers. Locations with a large amount of resources will run the full suite of configurations at all skill tiers and will probably have more added in the future.
We will be closely monitoring our resource usage to make sure that we're not hitting capacity limits. We want to make sure there are always public servers available, and also to allow our Pro members to start a match at any location.
We've also heard the community's feedback on our recent tier changes, and we've done two things in response to this. First, there will now be unrestricted Instagib servers running at all locations. We know that many people use Instagib servers as common meeting grounds for their friends, and would like to allow that to continue. Our locations with larger capacity will still have skill-tier-restricted Instagib configurations for a more matched experience. Second, we've increased the maximum skill tier that players can join by one: now players can join one tier down and three up, instead of the previous one down and two up. This should make it easier for you to play in public games with your friends.
Lastly, we have deployed a fix for some input problems that our standard Linux users were having when joining a game. If this doesn't resolve your problems, please let us know!
See you in game!
-----------------------------
Site Update - September 28, 2010
Today's update introduces 4 new arenas to QUAKE LIVE, improvements to our Skill Ranking system, and an extension of our existing Invite-to-Match system. Our Premium content Map Pak includes Devilish, a wonderfully Gothic themed map suited for Duel or small teamplay, and three small Clan Arenas including two highly requested Rocket Arena 3 fan-favorites: Somewhat Damaged and Thunderstruck. We hope everyone enjoys the new maps and we look forward to hearing your feedback and continuing to deliver additional content in the near future.
Premium Maps added:
Devilish
Fatal Instinct
Somewhat Damaged
Thunderstruck
Small CA Public Servers: We are now running public Premium servers with smaller default teamsizes, running a mappool of small CA maps to help facilitate 1v1, 2v2 and 3v3 Clan Arena play.
Skill Ranking & Matchmaking Enhancements: More details in our latest DevBlog!
Extended Invite System: We now allow every Pro user on a server to invite 3 standard users, instead of limiting 3 Standard users per Premium server.
Existing Maps updated:
Asylum
* Fixed Quad/MH dual spawn in FreezeTag, now only spawns Quad.
Battleforged
* Closed the window above the MH to reduce sounds on the map.
* Removed the bars from the RA overlook and added pedestals to make the jump to the RA Bridge.
* Moved the RA to the middle of the bridge to make it more dangerous to snag.
- Deleted some redundant spawns and marked some as initial. Moved a couple of the initial spawns for balance.
+ Added Quad/Invisibility combo to replace GL in all non-Duel gametypes.
* Switched the PG with a second RL.
* Moved the Plasma Gun to the RA room.
* Replaced the mid YA with a GA.
* Moved the Mid TP exit to between the original RL and the RA.
* Moved the MG ammo around into the hall between RA and LG.
+ Added another 25 health in the LG room.
Black Cathedral
* Fixed the patches in the Undercroft that warped out of shape when using r_subdivisions 80.
* Aligned the Shotgun on its marker.
+ Added a bit of light to the the curve in the Undercroft Lower.
Cold War
* Fixed floating jumppad.
Dreadful Place
- 50hp removed from middle corridor
* 50hp in quad room swaped with 25 hp in upper SG room
* 25hp moved from RG room to GA room
* minor structural changes
- Quad room spawn removed
* RG room spaw moved a little
* spawn near YA moved a little
Dredwerkz
+ Added missing teleporter destination near the high YA.
Furious Heights
+ Teleporter destination decals added.
Hektik
* Minor changes to health and shard positions
* SG switched with PG
+ 2 additional spawns
- Several spawns removed from initial spawn selection
* Added weapclip to fix peculiar collision map issue.
+ Added teleporter destination decals.
Intervention
* Fixed 5 texture misalignements near lava & fogpit.
Japanese Castles
* Fixed vanishing walls in mid on CA.
Lost World
* Fixed quad/health spawn in FT
Phrantic
* Changed to a "no railgun" layout
* Changed the pipework to make the pipe climb easier.
Purgatory
* Fixed light in column that wasn't properly sized.
* adjusted clipping at broken for easier access.
* adjusted clipping beside Quad for access to broken area.
* fixed RA JP back beam texture being mis-aligned.
* fixed RA JP detail trim protruding into MH room through roof.
* fixed SG+YA area pillar not touching ground.
* fixed all light flare texture alignments.
* fixed back face being drawn on metal pillar near upper Quad/RG JP.
* fixed clip brush incorrectly positioned at YA-SG floor curve.
* fixed clipping issue at light above MH stairs.
* fixed mis-aligned patch textue beside QUad SG.
* fixed mis-aligned texture on skylight trim at RA-window area.
* fixed mis-aligned texture on skylight trim at basement->RG-JP area.
* fixed mis-scaled texture on patch at exit of RA water corridoor.
* fixed poorly positioned brush at curve beside Quad.
* fixed various mis-aligned textures.
* fixed z-fighting beside RA pillars in water corridoor.
* lowered RA-window ceiling area so it's less visible from RA ceiling area.
* moved end vertical beam at RA to allow players through gap.
* raised RA roof area slightly.
* raised RG roof area slightly.
* raised roof in ** back corner room slightly.
* re-rotated Q bridge wooden planks & MH fallen plank to round rotation values to hopefully fix texture alignment loss.
* reclipped every concave patch to match lowest detail patches.
* tweaked Hints at Portal area.
+ added 2 x 5hp at RA window.
+ added 25HP at Quad Broken.
+ added another hint at upper RL.
+ added clipping to some convex patches that had none.
+ added grate below 50hp at **.
+ added hint at MH->Q JP.
+ added hint at RJ-JP.
+ added top trims to skylights at **/Q/RJ-JP/YA-SG.
+ clipped all banners/flags, except those at **.
+ clipped around RA+RG windows for easier RJing into them.
- removed 1 spawn at RA.
----------------------------
Site Update - October 12, 2010
The QUAKE LIVE team has just completed a web service update to address a few minor outstanding issues as well as introduce a new feature to Pro users' 'Start-a-Match' functionality.
Since the initial launch in August we have heard numerous requests to allow Pro users to launch 'standard servers' so that they may easily play with any given number of non-subscribers friends. As of tonight, all Pro users can do just that. To further improve accessibility, all public servers launched via Start-a-Match (unpassworded servers with match visibility set to 'all players') will now appear in the default public match browser. Only servers launched with a password or friend/invite requirements will be filtered to the private match browser. We hope this makes it easier for everyone to get a game underway, and we hope you enjoy the changes.
Web changes:
Start a Match configuration option added – ‘Membership Level’. You may now alter the required membership level, allowing you to launch ‘Standard Servers’ that non-subscribers may join.
Start a Match launched public servers will now appear in the default 'public' match browser..
Fix: The missing time-remaining timer on the match browser server hovers has been restored.
Fix: IE javascript issue resolved.
Fix: Improved error handling on account registration page.
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Site Update - August 31, 2010
Today's update is most notably to address the request and concerns of players who have expressed interest in playing with specific team sizes in team gametypes, such as the ability to play 2v2 Clan Arena, 2v2 Team Deathmatch or 4v4 CTF. Now, up to 16 players may join any game server and the active teamsize will determine how many of those players may participate in the match. This allows you, the players, to decide what you like to play (and more room for spectators to fill in the gaps when players drop)!
While everyone is having fun trying out the new teamsize options, you'll notice that we now display a teammate's health and armor status when you hover your crosshair over them so that you may easily identify which teammates need additional health, armor, or assistance. So no more excuses! Be sure to leave that armor for your team's flag carrier who so badly needs it!
This week's changelog includes:
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'.
Added Discover card support for every region that uses USD. (We know, we know, PayPal support work is underway!)
Fixed a problem causing standard Linux users to sometimes crash on startup.
Fixed missing weapon icon on teamoverlay.
Players removed from clans will no longer still bear the clan tag previously associated with them.
Fixes for clantags from not getting properly cleared when a player leaves the server.
Fixed some problems that would occasionally cause the browser-side error detection to cause client performance problems.
Fixed reported switch/quit match stat errors. Changes have been made to the backend to better handle team switches and quits; additionally players that rejoin after having dropped from the server should now show up on the scoreboard instead of on the quit list. Oddities may persist in Freeze Tag and will be addressed in the near future.
Fixed missing Vertical Vengeance & Industrial Accident reports. Changes have been made to the backend to ensure that matches occurring on these two maps will now report match stats.
Updated IEM5 Map tags to reflect the recent Intel Extreme Masters 5 map pool changes.
If you select the "All populated" option in the match browser under "Game State", it will now include full matches.
PRO: Fixed 'Start a Match' map cycles. A bug was preventing user spawned servers from cycling past the first map; map cycles now work as expected.
PRO: Freeze Tag matches started with Instagib mode will now run without spawn armor, and with thaw time set to 1 second.
PRO: An arena will be selected by default for each gametype in the Start a Match interface.
PRO: You can now choose the number of players allowed per team when starting a team game.
Next week we plan on having another small update with additional fixes and features, followed soon after by our first major Premium content update in mid-September.
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Site Update - November 2, 2010
Tonight's update is a transparent update that should have no visible impact on gameplay as two exploits recently brought to our attention have been resolved. Thanks to all users who discretely reported the issues and participated in the testing process.
We appreciate everyone's patience during this important downtime.
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Site Update - November 9, 2010
We have applied two fixes this evening to addressing some outstanding website issues.
The 'Play' join button has been fixed so that you may once again join passworded servers without an invite.
Upon leaving a match, you will once again properly return to the server match browser.
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Site Update - November 23, 2010
Today's update covers a handful of website issues that have cropped up since the last update and beyond. It has already been applied; you may need to reload the site to load the latest web files. If issues persist, try clearing your cache, and forcing the browser to reload by using CTRL+F5 on Windows/Linux, or CMD+SHIFT+R on Mac OS.
Web Updates:
Join URL shows up properly in the address bar and in the header when running the game in windowed mode.
Fixed wrong clan showing up in profiles.
Fixed players disappearing when promoting/demoting.
Site News sidebar does not try and open in new window.
Changed allowed characters when creating clans.
Fixed Live Match tooltip close button disappearing under certain conditions.
Fixed site checking for browser compatibility after wrong password attempt.
Fixed callvote options disappearing when choosing standard servers.
Fixed timestamps in chat showing up incorrectly after switching or closing conversations.
Fixed database error handling reporting.
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Site Update - November 16, 2010
Today's update, QUAKE LIVE Premium Pak 4, introduces 2 new arenas to QUAKE LIVE, 20 new premium awards, and our first of many advanced server options. While many changes are still planned for our new advanced server options, we hope that everyone enjoys the new level of freedom that we are now offering to Pro subscribers, the Premium players, and the Standard users whom we hope you invite to Premium servers to check out the content before upgrading!
Premium Maps Added:
Evolution (Small CA):
This small Rocket Arena 3 level crafted by Till Merker, author of Thunderstruck and Theatre of Pain, is an instant classic. Two open platforms at the top level provide light cover from direct fire, while a teleporter at the bottom of the map allows quick access to high ground. If you get caught at the bottom, you can attempt to make an escape toward the tunnels in the back of the map, but be careful that your opponent does not get the drop on you through the jumppad shaft in the back. Evolution is best played in Small Clan Arena, with up to 4 players.
Three Story (Small CA):
This small Rocket Arena 3 level crafted by Mike Burbidge, author of Japanese Castles, has received a fresh coat of paint, and looks better than ever. A large building houses two jump pads to bring you up to the synonymous third story of the level. Here you are connected to perilous catwalks, which are especially dangerous with our new Premium Damage Through Floors match setting enabled. If the enemy has taken the high-ground, don't give up yet, as a tunnel wraps around the outer edge of the arena, leading into a building and up a level giving you position to mount an attack on any fortified position. Like Evolution, Three Story is best played in small Clan Arena matches.
Web Updates:
New advanced server launch features: Customize your premium match in more ways than before. Toggle power-ups, runes, damage through floors, ramp jumping, change gravity, weapon switch speed, and quad damage factor. More server settings will be available in future updates.
20 New Premium Awards: Premium and Pro users now have 20 new awards to set their sights on.
Added Awards to Recognize Past Events: QuakeCon 2008, 2009, 2010; DreamHack Summer 2010; IEM5 NA, IEM5 Gamescom
New employee awards for playing alongside the Quake Live staff.
Fixed Default Values: Found and resolved the issue that was causing some default values to be improperly set. New users or existing users who use the 'Reset Settings Defaults' will now have the correct default values for: autoswitch, color1, color2, forceEnemyModel, fov, hitbeep, sensitivity, and rate.
Changed training process: The once-mandatory match against Crash has been completely removed. New players are now placed in an assessment period before skill matching begins to take place.
Various back-end changes to improve search-engine visibility and optimizations. This will eventually allow Google and other search engines to index the whole site, including player profiles.
Notable Map Updates:
Inner Sanctums - Added ceiling supports to lower red entrance hall, that existed only on blue side.
Overkill - Fixed clipping in teleporter side hall that could cause players to get stuck.
Purgatory - Restored missing 50hp at **, Fixed columns at RA
Retribution - Fixed a clip in the 'back hallway' that could cause players to get stuck.
Sacellum - Fixed & relaxed clipping near building rooftops.
Solid - Fixed misaligned and misplaced textures.
Window Pain - Fixed issue that was causing RL to not spawn
Infrastructure Changes:
We have migrated our database over to an entirely new back-end system. This should not affect site functionality, and everything should work as it did before.
Various back-end daemons have been brought out of the database into their own subsystems for scalability.
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Site Update - December 2, 2010
Tonight's update is due to a change in our in-game ad provider. In-game ads will now (once again) be supplied by IGA Worldwide. This transition is mostly transparent to the end-user. The vast majority of today's changes were minor code changes made for development purposes. We currently have the next content update scheduled for Tuesday, December 14th, which includes the majority of our new content and bug fixes that has been in development.
Backend Changes
Saving of Settings & Binds across sessions has been re-enabled.
Configuration changes to our primary DB to improve performance and better handle loads which have recently resulted in site outages.
Code Changes
Integrated IGA Worldwide in-game ads.
Chat lines are now limited to 72 characters per message to prevent chat from overflowing/becoming unreadable.
Formatting fixes made to say_team chat.
Added 'cg_chatHistoryLength' (Default 6, <0-24>) to adjust how many lines of chat history are displayed while chatting or viewing the chat history.
Added 'con_background' (Default 1, <0|1>) to toggle the background image present on the console.
Added 'con_height' (Default 0.5, <0.1-1.0>) to toggle the height of the console dropdown.
Added 'con_opacity' (Default 0.75, <0.1-1.0>) to adjust the opacity of the console when the console background is disabled.
Added 'con_speed' (Default 3, <0.1-1000>) to adjust the speed in which the console lowers and raises.
Increased max allowed aliases from 64 to 128
Small formatting fixes made to the weaponBar when displayed on the right-hand side (cg_weaponBar 2).
Map Changes
Minor fixes and improvements to Base Seige, Beyond Reality, Courtyard, Dueling Keeps, Intervention, Shining Forces, Space CTF, Stronghold, and Troubled Waters.
Dec. 1st Web Changes
Resolved the main cause of Linux crashes upon launching into a server that have cropped up in the most recent patch.
Fixed award percentages showing up incorrectly.
Fixed friends showing up as online 1 minute ago.
Fixed formatting issue with Freezetag stats.
Fixed formatting issue in Game Manual.
Fixed RSS link on Site News.
Resolved potential issue where navigating away from a match detail scoreboard, and then clicking back would show an error page. If this is still seen, please report it so we can look into it further.
Optimized front page slideshow images for file size.
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Site Update - October 26, 2010
Today's update, QUAKE LIVE Premium Pak 3, introduces 4 new arenas to QUAKE LIVE, chat tokens, FreezeTag adjustments and minor physics and weapon changes:
Premium Maps Added:
Finnegan’s (CTF):
Another classic CTF arena from the earliest days of Threewave and our friends "Casey" and "Zoid." Like ‘Bloodlust’ and ‘Courtyard’, Finnegan’s was originally created and released in late 1999 as part of a 3-pack of CTF maps for the original QUAKE III Arena. Finnegan’s is the smallest of the three maps, designed for 8-10 players. This level provides fast paced action through well crafted tight hallway routes that run both high and low between two fog-pit protected flag rooms. This arena has been a long-time highly requested favorite, and welcome its addition to the QUAKE LIVE CTF arena rotation with open glowing arms.
Gothic Rage (DUEL):
This dreary three story gothic abode encourages close range combat as players spiral about its three atriums and narrow corridors. Great for Duel, Free for All, and small team-play, Gothic Rage is reminiscent of original old-school Quake deathmatch arenas.
Solid (2v2 TDM):
Originally designed for fast and fun 2v2 matches, this Challenge ProMode Arena classic by “swelt” also offers some great opportunities for cat-and-mouse style Duels. Highly adaptive to varying gameplay styles, we expect this ‘solid’ piece of work to shine in 2v2 Team Deathmatch, Duel, Freeze Tag and Clan Arena.
Window Pain (Small CA):
This small Rocket Arena 3 level crafted by Adam Bellefeuille is a sibling to the recently released map, ‘Somewhat Damaged’. In Window Pain, 2-6 players fight for map control as they are partially separated by two retractable panes of glass in this simple but elegant two-room design. A favorite amongst many RA3 Duel Arena fans, we look forward to bringing this classic back to life.
Web Updates:
Fixed password prompt for privately launched servers preventing users from easily joining passworded matches. (Play Button Fix)
Added a new pre-roll video ad player for standard user's match joins.
Code Updates:
Added Chat Tokens for Subscribers. Works on online servers when used in 'Team Say' messages:
#h - Current health value
#a - Current armor value
#w - Current weapon & ammo count
## - To print the character '#'
Added Chain Jumping (Small acceleration boosts gained by performing closely timed sequences of jumps).
Added 'Thaws' to the in-game and end-game scoreboard in FreezeTag
Added AutoThaw in FreezeTag, frozen players now auto-thaw after 120 seconds.
Added thaw tick sound in FreezeTag.
Added cg_drawCrosshairTeamHealthSize upon request, to allow you to set the font size (between 0.10f and 0.26f) of the teammate health/armor read-out on teammate crosshair hovers.
Added 'find' command to substring (case-sensitive) search the console history
Changed FreezeTag such that Quad & Battle Suit power-ups do not persist across FT rounds.
Changed the nailgun to now fire 10 nails @ 12 damage each (instead of 15nails x 8dmg).
Changed the nailgun spread from 500 to 400.
Changed the nail speed from 900 to 1000.
Changed Flight power-up into a holdable jetpack, hold the 'use' key to boost.
Changed Quad factor from 4x to 3x.
Changed Spectator CompHud Scoreboard highlight color, it (yellow) proved illegible on most streams and projections for Duel. I've kept the use of cg_team_colorized in team gametypes, but now use a higher contrast gray in non-team gametypes.
Changed Stepheight from 18 to 22.
Changed the default 'rate' value from 8000 to 16000, now restrict its range from 8000 to 25000.
Fixed hitching that would occur when connection was lost to the XMPP network.
Fix for telefrags not killing spawn protected players in instagib (which resulted in them becoming invulnerable, instead of telefragged).
Fix for double countdown in FreezeTag.
Fixed alias command string limit getting truncated to 64 instead of the full 256 characters.
Fixed cg_forceEnemyModel defaults to now properly load "keel/bright".
Fixed old qzdm3 demos to now properly redirect to 'hearth' instead of 'arenaofdeath'
Fixed bot item knowledge, bots should better time items.
Notable Map Updates:
Almost Lost (Team location information added)
Base Siege (Replaced Invincibility with Regen)
Hidden Fortress (Team location information added)
Purgatory (Swapped RG w/ SG near **, Moved ** RL closer to **)
Somewhat Damaged (Removed missing ambient sound)
Thunderstruck (Now cloudy with a 40% chance of precipitation)
Trinity (Fixed mh/quad spawn in FT)
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Site Update - December 1, 2010
Today's update covers another batch of small web bugs, and has already been applied. Some changes may not appear until you reload the page and clear the browser cache. Force the browser to reload by using CTRL+F5 on Windows/Linux, or CMD+SHIFT+R on Mac OS. The specific game launch Linux crash (XGrabPointer) should be resolved, so we hope our Linux users will be able to play again. The full list of changes for those who are interested is reproduced underneath.
Also of note, is the long-awaited returning of stats from the earlier downtime. Yesterday, we started to insert the stats back into the database at a rate of around 8 games per second. We encountered a problem with telefrags, and have had to temporarily pause reuploading. That issue has since been resolved, and the replay process should be continuing over the course of the day.
Web Changes
Resolved the main cause of Linux crashes upon launching into a server that have cropped up in the most recent patch.
Fixed award percentages showing up incorrectly.
Fixed friends showing up as online 1 minute ago.
Fixed formatting issue with Freezetag stats.
Fixed formatting issue in Game Manual.
Fixed RSS link on Site News.
Resolved potential issue where navigating away from a match detail scoreboard, and then clicking back would show an error page. If this is still seen, please report it so we can look into it further.
Optimized front page slideshow images for file size.
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Web Only Update - January 13, 2011
Today's update is a web only update. No changes have been made to the game client at this time, and will still occur at a later date. The update has already been applied and requires no action on your part.
The primary purpose of this update is to attempt to resolve the CAPTCHA issues that some of our new players have been seeing, preventing them from registering. In addition to this, we've also made a few changes in our clan system, namely unifying clan viewing (which was introduced last update) with clan management. Now, all clan related operations can be done from your clan's summary page. If you are able to modify a setting, you will see a link appear by the appropriate item.
Web Changes:
Replaced CAPTCHAs across the site. This should decrease the issues new players have had with registering.
Fixed issue that would cause URL rewriting to not work on IE with certain old bookmarks (b.activeModule error)
Retired "Control Panel" inside the clan page. All clans are now managed from the clan's roster, which is linked to in your clan list.
Changed format of URL for clan profile pages to work around clans using special characters (/ and ?) If you are using a bookmark to reach a clan, you will need to recreate it.
Award Fixes:
Premium award "Punch Out" was only being earned on the second to last kill instead of the last.
Premium award "Nade Spam" was only being earned on the second to last kill instead of the last.
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Site Update - December 14, 2010
Today's update, QUAKE LIVE Premium Pak 5, introduces 3 new Premium Arenas to QUAKE LIVE, 2 Holiday Arenas, and new Premium Duel Scoreboards.
Premium Maps Added:
Double Impact (CTF):
"Double Impact" comes to us from Pawel "ShadoW" Chrapka, who originally made a variant of the map for the Quake 2 engine based project Quake2World. This is his third map in QUAKE LIVE, previously releasing "Leviathan" and "Dreadful Place." Double Impact features two large winding bases with many routes in and out. It's most distinctive features are a disconnected room in the middle only accessible via teleporter that holds a Red Armor, and a set of spikes near the top flag room entrance that trap anyone inside, forcing them out into the flag room.
Overlord (Terra CTF):
Based on Team Arena's most popular terrain map, "Overlord" brings us back the battle between two feuding castles. Newly renovated and reinforced, two gothic castles lie at either end of a mountain pass surrounded by the walls of a green valley. Players can speed through the valley, picking up a multitude of items, powerups, and holdables. When you grow tired of enemies stealing your flag and speeding out, use the mountainsides to make sure none shall pass, or grab our new jetpack-style Flight holdable and rain down sweet flaming revenge from the 3rd dimension.
Tornado (TDM/CA/FT):
Another beautiful arena from the designer of "Hektik", comes the new level "Tornado", forecast to become a modern day classic. Tornado features three main areas. The main room consists of two large curved walkways with a Megahealth at the bottom. The Battle Suit room is reminiscent of "The Bad Place" from QuakeWorld, with a walkway built over a lava pool, causing searing pain to those who suffer a little too much knockback. Finally, the Quad Damage room is flanked by a small pool of water, punishing players trying to take a shortcut to the Quad. In a whirlwind of swooping passageways themed in warm and cool, Tornado brings fast paced action that is bound to lift you out of your seat.
Holiday Maps Added:
Ho, ho, ho! The holidays are upon us, and Santa has brought each of you a special present! For the next three weeks enjoy our Holiday Arenas, including free Freeze Tag on Winter's Edge, and earn this season's holiday award - "Winter Nights". During this time, Santa himself will be a playable character model on all servers (selectable within the in-game player model menus).
Silent Night (Terra CTF):
Back by popular demand is "Silent Night", a holiday-themed remake of the popular arena "Distant Screams" from Team Arena. A vast mountainous winter wonderland, explore Silent Night's tundra landscape alongside eleven teammates for some chilling 12v12 Capture the Flag combat.
Winter's Edge (FFA/FT):
Hailed by many as the greatest deathmatch map in Quake 2, "The Edge" makes a holiday appearance in Quake Live as "Winter's Edge". All players now have a chance to enjoy this timeless classic in both Free for All and Freeze Tag.
Web Updates:
Clan Profiles - Click on a person's clan tag from their profile page to view the clan's basic information and roster. This section will be further expanded in future updates, and will eventually also handle clan management.
New awards added for DreamHack Winter 2010, MSI Fnatic Beat-IT, and the Winter Holiday 2010.
Spawn Protection is currently being forced off from all pro-user launched servers. The option has been removed until we address the outstanding issue/exploit.
Code Updates:
New Premium Duel Scoreboards - Available to Premium users online, and all players in offline bot matches, the first of our new Premium Scoreboards brings a wide range of match stat data to the in-game experience including per-weapon accuracy, damage, and frags, item pick-up tallies, average item pick-up times.
Added Santa model for use during the holidays, selectable within the in-game player model menus.
IGA ad system fixes and improvements.
Lightning styles now use lightmapped quality effects, regardless of r_vertexlight value.
Added r_mapOverbrightCap (Default 255, <0-255>): Allows you to cap the brightness of surfaces brightened by r_mapOverbrightBits (Most useful when using high values of r_mapOverBrightBits; vid_restart required after a value change).
Map Updates:
Asylum, Japanese Castles, House of Decay, Siberia, Trinity, and Quarantine: These maps have had lighting adjusted while in Vertex Lighting mode.
Battleforged: Removed grenade ammo in TDM
Japanese Castles: Fixed ad-wallhack-bug
Purgatory: Swapped RG/SG placements
Retribution: Added anti-camping measures for the portal room in CA, and fixed nonsolid metal supports
Solid: Replaced CG with LG in non-FFA gametypes
Space CTF: Fixed upper ledges so that you no longer step over them.
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12-14-2010 06:08 PM #2
SyncError
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Servers in United Kingdom, Poland, Argentina, and Korea were unresponsive during our update process and were unable to receive the new update assets. We will bring these servers back online once they have been properly updated.
UPDATE: 12/15 (sponge): Argentina and Chile should now be coming back online. We will be checking periodically on the other servers to see if assets can be successfully synced up.
UPDATE: 12/17 (sponge): Poland is now online. UK is currently down due to hardware failure, and will be up as soon as we can manage to restore the server.
UPDATE: 12/21 (sponge): Korea is now back online.
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Site Update - February 2, 2011
Today's update, QUAKE LIVE Premium Pak 6, introduces 3 new Premium Arenas to QUAKE LIVE, a resolution to the recent hitching that has occurred when leaving the game, improvements to the Duel experience (including persistent duel queues and scoreboard fixes), and adjustments to weapon balance within Team Deathmatch.
Premium Maps Added:
Concrete Palace (Duel):
From the Pawel Chrapka, author of "Leviathan" and "Dreadful Place", comes a new creation inspired by one of his earlier works. Concrete Palace is a masterful midsized duel arena with one primary atrium connected to itself by a slew of teleporters and small halls.
Dies Irae (TDM):
Aptly named for the thirteenth century Latin hymn (Day of Wrath) and also from Pawel Chrapka, Dies Irae is a superb Team Deathmatch, Clan Arena, and FreezeTag arena. The level encompasses a large central hub room that is home to Quad, a floating platform, and a teleporter exit that has been caged off prior to opening. Great fun, recommended for 8-10 players.
Skyward (CTF):
Based on an original open-sourced design by the Q3 Community mapper 'ButterB', Skyward is a clean and stylish 'space map' set high up in the sky. There three elaborate floating platforms set the stage for a well-balanced mix of cover and open-air combat. With plenty of armor, rockets, and plasma at your disposal, the railgun plays a much smaller role in Skyward combat than typical for a space map, leading to more close range fighting while still having to worry about long range enemy sniper fire. Recommended for 4-8 players.
Game Updates:
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
Web Updates:
Premium spawns will spawn and will only cycle through premium maps. Standard maps can still be callvoted as normal.
Changed sorting of server list, non-player launched premium servers should appear at the top.
Added timeout length and timeout amount to Start a Match controls. These are available under the Advanced Configuration.
Added frag limit, time limit, capture limit, and round limit to Start a Match controls. These are available under the Advanced Configuration.
Added damage dealt and damage received to match stats on website.
Map Updates:
Double Impact: Additional clipping added to walls in RA room.
Intervention: Teleporter trigger extended.
Ironworks: Fixed clipping on curved wall between pg and medkit.
Focal Point: Fixed unclipped ceiling, Fixed t-junction-like sparkles.
Overlord: Fixed 3 50HP bubbles that were stuck in the ground.
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Site Update - Social Features 2011-02-17
We've added a few minor features to the site, something that some of users will surely... like!
Facebook "Like" and Twitter "Tweet" buttons have been added to all player profiles and clan pages, allowing some integration with the Facebook and Twitter social networks. Tweet your clan, like your friends, or let your whole social network know that you indeed do like yourself!
The Like buttons were turned on last evening, and as far as we can tell Cooller is currently in the lead with 18 likes, while fellow professional player rapha has 10 to his name. Yours truly has 8 likes, while Associate Producer SyncError somehow has 9. This developer suspects shenanigans are afoot with that last result.
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August 8th Changes
In an effort to improve the communication between the QUAKE LIVE development team and community, we will be providing more regular posts to the DevBlog section of the QUAKE LIVE forums. These posts will be used to discuss recent changes, upcoming plans, and other relevant development topics.
Latest changes since launch:
European Payment Processing LIVE!
We've enabled payment processing support for our players in Europe. This will support all players in the Eurozone and the United Kingdom. Players in these areas can now purchase QUAKE LIVE subscriptions in many different ways, from standard credit cards to Direct Debit (Germany only).
Note: We had to disable support for Maestro cards temporarily, but hope to have support for them again within a week.
"Service Communication Failure" issues
We're working through the "Service Communication Failure" errors that people will occasionally get at login. This is a general message for an array of problems that can occur when trying to log into the site. We've already deployed one hotfix to reduce these issues, and will be deploying another within the next 24 hours to further reduce the situations where this can occur.
Clan Tags
It has become clear to the development team since launch that our limitations on the uniqueness of a clan tag are too restrictive, so we plan to address this in a future patch. Our intention here is to make it so that the uniqueness of a clan tag is defined by all the characters used in it (except for color codes). Once we deploy this change then the clan [id] will no longer be the same as the clan {id}}>, for example.
The whole QUAKE LIVE team is thrilled to have the new site launched and out there for the world to play. We're looking forward to continually improving QUAKE LIVE to truly make it the best online shooter!
Additional Changes:
Fixed a problem where certain browsers would complain about "Scripts running too slow" when browsing QUAKE LIVE. This was in large part due to the quantity of game servers that were being displayed to the client in the Match Browser, so we've reduced the maximum number of matches that can be visible at a time in the Match Browser to 50.
Fixed an issue where select players who had been part of the private server beta testing group were unable to log in reliably.
Fixed problems where orders would be rejected by the payment system due to data that was too long being entered into payment fields. Each field should now have length limitations in order to prevent this class of error.
Fixed a problem where matches weren't starting up for Pro players who chose to start their match in the 'In My Vicinity' location.
Fixed a problem where users with less than 3 characters in their name were unable to login.
Fixed a problem where polls were being rendered improperly on the forums.
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Site Update - March 15, 2011
Today's update, QUAKE LIVE Premium Pak 7, introduces 2 new Premium Arenas to QUAKE LIVE, adjustments to our hit detection, expansions to our social networking features, the ability to assign your own country flag (for use on profile and in-game), tier info displays on player profiles, and due to popular request - a fun killBeep option for premium & pro users.
Premium Maps Added:
Toxicity (Duel):
Created by Alexander Mader, Toxicity is an enclosed Duel map with a distinctive look. Twisting halls and teleporters provide ample escape, as long as you watch out for the namesake pools of toxic acid in the main rooms of this arena. Own the world, or at least your opponent, and spread disorder by knocking them around with some rockets. Bounce them well, and you can treat yourself to a Red Armor, while they suffer some unfortunate burns.
Distant Screams (CTF):
Formerly known as the perennial favorite Silent Night, we've torn down the Christmas decorations as to not look like that weird house down the street lit up well into March. Thankfully, it hasn't warmed up enough to melt the ice that covers vast swathes of the level, allowing massive acceleration throughout the frozen tundra terrain. Everything else is still mostly as you remember it, from the grenade traps to the secret button that dispenses health. Wait, that's supposed to be a secret...
Game Changes:
Kill Beep for Premium players:
Enabling cg_killBeep will play a distinct sound when you score a kill in any mode. Options are available in the in-game Game Options->Advanced->Sound Options menu.
Increased size of hit cylinders:
Increased hittable region of players by 10% to more closely mimic the area of the old cuboid region.
Increased damage of Shotgun in Team Deathmatch:
Increased damage of Shotgun back to 100 to match the Shotgun in other modes.
Improved arena download system:
Download size for Standard players reduced by about 50% by not downloading premium content until the player joins a server running the arena. This also means these maps will be unavailable in Practice mode for Standard users. Premium and Pro users will still download all content as they did before.
Removed some extra dependencies from the Quake 3 master server. ("Please start TA directly")
Fixed issues where plug-in was downloading certain content twice.
Added the ability to bind a key to Accuracy (+acc), ScreenshotJPEG to the in-game Contols->Actions menu.
Fixed issue where scoreboard would show none in the lead with -9999 frags.
Fixed display issue that would cause items on loading screen to overflow off the screen.
Fixed Force Weapon Color when using cg_railStyle 2 trails.
Web Changes:
Facebook Screenshot uploading:
Visit Social Settings under the Settings menu to link your Facebook account with QUAKE LIVE. After binding a key from Social Settings, using the new default F11 bind, or manually binding a key to /socialScreenshot, you will be able to take and upload a screenshot directly to Facebook.
Added tier display to player profiles:
All players can now view what tiers they are in by clicking the Statistics tab on their profile.
Added Change Country Flag to Account Settings:
All players can change what country appears on their profile and in the in-game Premium scoreboards.
Fix 7th day of matches not showing up under the Matches tab.
Removed extraneous options from web Advanced Game Options.
Don't show invites as a friend on the inviting player's friends page
Added ESL Intel Extreme Masters Season 5 World Championship awards.
Map Changes:
Battleforged: Fixed sound issues by removing see-through teleporters.
Concrete Palace: Swapped Yellow Armor and lower Green Armor, fixed missing lightning ammo.
Devilish: Fixed patch & LoD issues on curved RA staircase.
Dies Irae: Fixed floating clip in Mega Health room.
Double Impact: Clipped structures in Red Armor room, fixed entity not spawning due to being stuck in ground.
Focal Point: Fixed map appearing all black in vertex lighting mode.
Skyward: Fixed z-fighting, some additional detail and trim added, updated author credit.
Tornado: Removed Chaingun, unlocked water trap in TDM, fixed z-fighting, improved several trims, added some clipping.
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Site Maintenance April 29, 11:00pm Central Time
Since our data-center migration on Monday, we've identified some site performance issues related to hardware allocation. In order to improve performance of the main QUAKE LIVE site and forums, we'll be taking the site down at 11:00 PM Central US time to move some services to different hardware and configure some services to take better advantage of the hardware they have. The downtime is expected to last less than two hours.
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Web Update - June 9, 2011
An update to the QUAKE LIVE web frontend is now online. While the changes are mostly bugfixes, one notable feature is a Premium server filter within the Customize dropdown in the browser. If you haven't yet refreshed your browser, the changes will not be visible, however a simple CTRL+F5, or clicking Refresh while holding down shift will take care of that in a jiffy!
Web Changes:
Added a Premium filter under Customize.
Modified QuickStats to load asynchronously once the browser page loads. This should greatly speed up loading the browser while the site is under heavier load.
Changed behavior of invalid options in Start a Match. Options that are disabled by the game mode are hidden completely. Options that are disabled by adjusting advanced/unranked settings are grayed out. This will provide a better experience as the page will no longer jump around as you enable/disable options.
Changed some Start a Match defaults to correctly match what we launch our public servers with.
Fixed FreezeTag Remove Powerups On Spawn unranked option in Start a Match.
Enabled system for site administrators to send global messages to all users logged into the site. These will generally be small updates on service status, and to announce impending downtime. These messages are not optional and can not be turned off.
Prevented cases where the pending invite notice from popping up multiple times upon login.
Resolved a case on Windows where download indicator would be stuck at 99% despite the download finishing without error.
Changed server browser phrasing when no matches are shown to be more descriptive.
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