SyncError@Posted: Thu Feb 08, 2007 12:36 am :
Its out btw. =)

The Quake 4 1.4 Beta patch is now available for download. This update includes a host of features such as: refined hitboxes, optimized sound and network code, configurable fps caps, weapon balancing, server direct autodownloading, and addonpak fixes, to name only a few. We are especially excited to introduce our new spectator support to Quake 4 - Q4TV. The majority of our additions have been included thanks to direct community feedback. Your continued feedback on this beta will be greatly appreciated -

We hope everyone enjoys the new content, features and fixes! For a more complete list of changes, please see the README

The 1.4 beta update affects pure server and protocol consistency. Therefore, players who update to 1.4 beta from ANY previous version will only be able to connect and play against other 1.4 beta users. Save games and demos created on any previous version of the game will not be compatible with the 1.4 beta update.


Bittoman@Posted: Thu Feb 08, 2007 1:24 am :
Also three new maps :D One Q3 remake (umm...Camping Grounds?), one ctf and one tourney. Good stuff!

The Happy Friar@Posted: Thu Feb 08, 2007 2:09 am :
any idea when the non-beta will be out?

Dinky@Posted: Thu Feb 08, 2007 2:10 am :
I'm confused. Do you mean Campground Redux or another map named Camping Grounds? I don't remember Camping Grounds :(. I know you must mean Camping Grounds since Campground Redux already came in with the last official patch.

Looks like a nice patch though.

zeh@Posted: Thu Feb 08, 2007 2:40 am :
Jesus Christ on a Claustrophobopolis. Better hitboxes, Q4TV (!), server-side fps setting (!), real auto downloads, force ambient/simple items/more on the gui, and all the other 'little' things. Really, id Software means business about this.

g0th@Posted: Thu Feb 08, 2007 5:00 am :
Yeah this is really sweet

Phobos@Posted: Thu Feb 08, 2007 5:54 am :

Wow, sounds like a must-download!!

Zenix@Posted: Thu Feb 08, 2007 6:50 am :

add a game API for mods that want to implement bots

Anymore info on what that means?

PS: And cheers to everyone who's seeding it, I don't think I've ever had speeds this fast off a torrent.

Method@Posted: Thu Feb 08, 2007 9:35 am :
Zenix: API stands for Application Program Interface. Basically id included some libraries that will help coders with programming the bots.


3j@Posted: Thu Feb 08, 2007 4:09 pm :
* add key and button state query API from the core for mods
* fix networking of bound entities
* access to ingame browser from game code:
custom filters and access to serverinfo data

wow, they decided to fix the things that we asked for like.. a year ago?

I guess late is better than never...

The Happy Friar@Posted: Thu Feb 08, 2007 4:57 pm :
i haven't gotten it yet (forgot about the torrents!), but did they FIX the mod browser? :)

AnthonyJa@Posted: Thu Feb 08, 2007 5:37 pm :
The Happy Friar wrote:
but did they FIX the mod browser? :)

Yep ;)

The Happy Friar@Posted: Thu Feb 08, 2007 5:40 pm :
woohooo! More then 6 mods can be installed at once! Just waiting on that torrent to finish. :)

EDIT: but wait... that's kinda pointless right now as no mods are 1.4 compatible. :evil:

AnthonyJa@Posted: Thu Feb 08, 2007 5:40 pm :
Zenix wrote:

add a game API for mods that want to implement bots

Anymore info on what that means?

The current Q4 bot implementations have had to hack things a bit to be able to allocate a client slot, and theres nothing to stop a real client joining on that entitynum and causing all sorts of chaos. They've made changes as requested by mod authors to allocate the clientNum for bots, which will also have the effect of making the bots visible externally.

Edit: Ignore comments on userinfo.... it was the UserCmd it was getting, so that theres a consistent way of feeding the input into the engine.

Mordenkainen@Posted: Thu Feb 08, 2007 11:41 pm :
Hopefully ladders work again in MP.

ensiform@Posted: Thu Feb 15, 2007 9:27 pm :
You have to enable them via code. :oops:

Mordenkainen@Posted: Thu Feb 22, 2007 6:44 am :
ensiform wrote:
You have to enable them via code. :oops:

I'll never again do a custom map that uses a custom game DLL. Ties the map down to a specific version, etc. Alright for a mod but definitely not for a single map. Thanks.

Phobos@Posted: Thu Feb 22, 2007 6:49 am :
I just picked up the .78 q4max for the patch, and it works like a dream.

People are coming back. EXG and H clan are going crazy. Quake is awesome and SMOOTH once again !

DaWrecka@Posted: Sun May 13, 2007 1:46 am :
Wish I could say I was having good experiences with this patch, but I'm not. I'm getting constant, consistent, reproducible crashes, all over the place.

In the opening cutscene, as the hatch in the floor of the hangar below the dropship containing Rhino Squad opens, I get a consistent crash there.

Pass through the first door just after the first autosave point, assuming I skip the opening cutscene; crash.

hit anything directly with the napalm launcher, crash.

Sometimes it'll crash as I "Click to continue" after a map load.

Anyone else getting this? Anyone else figured out a workaround?

AnthonyJa@Posted: Sun May 13, 2007 10:14 am :
I believe there is a known issue with the latest patch and singleplayer. It'll be working again in the next release, until then I dont know of a workaround. Perhaps playing with sound disabled? (although obviously thats not a good workaround)