SyncError@Posted: Tue Apr 03, 2007 4:29 am :
The Quake 4 1.4.1 Beta patch is now available for download. Thank you for your continued feedback during the 1.4 beta program.

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

The 1.4.1 beta update affects pure server and protocol consistency. Therefore, players who update to 1.4.1 beta from ANY previous version will only be able to connect and play against other 1.4.1 beta users. Save games and demos created on any previous version of the game will not be compatible with the 1.4.1 beta update.

Q4 Win32 Mirrors:
escapedturkey.net
own3d.at
boldt.us
squirting4dummies.co.uk
quakeunity.com
esfans
q4.jolt.co.uk
exp.de

Q4 Linux Mirrors:
escapedturkey.net
own3d.at
boldt.us
squirting4dummies.co.uk
quakeunity.com
esfans
q4.jolt.co.uk
exp.de

Q4MAX Mirrors:
elitegamingclan
own3d.at
squirting4dummies.co.uk
esfans
q4.jolt.co.uk

Quake4 1.4 changes
==================

Quake4 1.4.1:
-------------

* new movemement code on angled surfaces (pm_slidevelocity and pm_powerslide)
* LG knockback 6->11, fire rate 0.05->0.04, damage 8->7, max cells 400->300, range 768->736
* LG & GL crosshair .dds files updated (with correct versions)
* fixed player corpses warping to spawn locations
* net_clientRepeaterDelay added for Q4TV
* RG starting ammo 5->7, ammo box 10->7, max ammo 25->35
* fixed pixelization of all crosshairs, added 2 new ones
* allow backslash in say text, \\o/
* spectators can now use teleporters
* unprotected r_displayRefresh
* removed health/armor adjustments from g_handicap; now affects players damage output only
* model specfic sound code to allow unique sound sets be defined for each model
* several OpenAL sound fixes
* assume private networks are LAN servers; net_forceInternet can be used if they aren't
* allow mods to alter engine level cvar flags
* added si_fps 'Tickrate' to server browser hover info
* new lagometer code, increased performance and works with r_useSMP
* force pro skins option added to Game Options GUI
* unlocked g_gunX, g_gunY, g_gunZ cvars
* added g_weaponFovEffect
* gun position option added to Game Options GUI
* fixed some item pickups not being viewable by Q4TV
* new size for megahealth simpleItem
* pure check for Q4TV added
* fixed NextWeap/PrevWeap when scrolling through several weapons at once
* fixed broken firing animation for viewers
* projectile explosions/impacts are always predicted correctly now; gives much better feedback to the player when lagged
* fixed the need to toggle console before entering a password
* shaderParm support added for model renders in GUIs (allows for mods to display brightskins dynamically in GUIs)
* net_challengeLimit increased from 15 to 30 seconds to minimize timeouts during loading of an addonpak
* free gameclient/bot slots for bots removed
* net_clientPrediction archives
* jump / crouch animation added for players crouched in midair
* prevented DeadZone triggers from being called in other gameTypes, which caused memory corruption
* added snaps to GUI sliders
* added chat support for Q4TV
* made use of smaller data types to decrease network traffic
* increased limit of possible viewers for Q4TV
* fixed missing respawn sound with g_simpleItems
* recordNetDemo now works for Q4TV
* fixed stuck hums
* fixed issues with switching to addonpaks via the Admin GUI
* s_useDeferredSettings default changed to 0
* clear new dict and save/restore serverInfo cvars when doing a reloadEngine for spawnServer


Quake4 1.4.0:
-------------

* Q4TV: games can be broadcasted live to clients connected as spectators. See README_Q4TV_broadcasting.txt for documentation

* the multiplayer game now resides in q4mp/. The game will automatically
reload to fs_game q4mp when starting a multiplayer server or connecting to one.

* si_fps server setting allows server administrators to customize the
game tick rate. Default is set to 60 fps, which is consistent with
previous releases. If set higher, server and clients will tick faster,
allowing for tighter input control and higher FPS.

You have to make sure however that server and clients connected to the
game have enough CPU power to keep up. We recommend leaving this to LAN
and competition games only.

* builtin HTTP server for autodownload. You have the option to serve the
files directly to the clients connecting to your server (in addition to
the seperate download server option from previous releases)
See README_builting_downloads.txt for documentation

* improved shotgun spread, more regular pattern

* railgun damage lowered to 90, start railgun ammo to 5

* update napalm weapons code, tweak damage value and range of napalm ambers
updated sounds for napalm

* added filtering by mod to the server browser

* pak names are listed in the console when missing paks are required
to connect to a server

* improve mapDef handling for addons
addons should only have a mapDef entry in addon.conf, but multiple declarations
(in def and addon declaration) are merged together

* added r_ignoreHWGamma cvar

* addition of net_clientUsercmdPacking. client->server traffic is sent
once every net_clientUsercmdPacking frames. This reduces the
client->server traffic, and increases the predict ahead slightly.
Setting is ignored for LAN games.
Pre 1.4 behaviour is net_clientUsercmdPacking 1

* improved client->server user commands traffic
better predict ahead adjustment, and slightly smaller usercommand packet size

* new ear seperation algorithm for stereo software sound, used by default in multiplayer only
see s_earSeperationAlgo, s_mp_minVolume, s_mp_maxWindow

* made value overflows in idBitMsg::WriteBits into errors
improved bandwidth usage for ammo counts, and various other bandwidth improvements

* callvote and admin menu map lists show the server's maps. clients
and admins can load server maps that are not on the client yet.

* com_allowConsole -1 disables the console completely until the game
exits (or value changed via gamecode)

* access to ingame browser from game code:
custom filters and access to serverinfo data

* fixes to dropped sounds and stuck hum sounds

* added player handicap (reduces max health, and reduces damage dealt)

* warning don't get printed to the console anymore, unless you
enable developer 1

* multiplayer uses 8-sided collision boxes by default

* simple items drawn closer to the ground

* GUIs for r_forceAmbient and g_simpleItems settings

* fix networking of bound entities

* add key and button state query API from the core for mods

* extensions to the server<->master protocol allow better
cross-platform multiplayer compatibility

* Linux: fix console key on non-US keyboard layouts

* add a game API for mods that want to implement bots

* fix performance issues when switching between windowed mode when using OpenAL

* fix local 'serverInfo' command when net_ip is used

* add a 'listMaps' command to list maps for dedicated servers



kat@Posted: Tue Apr 03, 2007 12:18 pm :
Wow, that's a lot of stuff!



rich_is_bored@Posted: Tue Apr 03, 2007 1:29 pm :
That was my first thought too. :)



Mordenkainen@Posted: Tue Apr 03, 2007 3:48 pm :
Do ladders work in MP again?



The Happy Friar@Posted: Tue Apr 03, 2007 5:09 pm :
Mordenkainen wrote:
Do ladders work in MP again?


do you mean tourney ladders or climbing ladders?



BloodRayne@Posted: Tue Apr 03, 2007 5:56 pm :
Wow. Got to love that support! :D



Mordenkainen@Posted: Tue Apr 03, 2007 6:20 pm :
The Happy Friar wrote:
Mordenkainen wrote:
Do ladders work in MP again?


do you mean tourney ladders or climbing ladders?


The later. I have two custom maps ready to go that make use of ladders as they were started before patch 1.3 and I'd really prefer NOT having to put in jumps because they'll stick out like a sore thumb with the map themes.



Phobos@Posted: Tue Apr 03, 2007 7:59 pm :
What about the corpses warping to spawn locations? Cuz at first I thought this was just me/my computer, I guess not? I got used to seeing corpses fly through the walls and the air to a spawnpoint where the player would respawn.

Well, whatever. I guess they fixed it :P