· 6 years ago · Jan 16, 2020, 07:40 AM
1This is ESR newsfeed copypasta
2NOTE: no beta changelogs bc quakelive.com and quakelive.ru is down.
3Some updates may be missed.
4QL update history
5
6https://www.esreality.com/post/1688535/quakelive-update-new-server-locations/
7There has been a minor update to how Quakelive works, mainly changing the way stats are handled.
8
9 Changelog
10
11 1. We've changed the way that we handle the reporting of people who switch teams and quit games. Couple aspects of this:
12 --We've removed the term DNF (Did Not Finish), and now refer to these as "Quits." If a player does not finish the match on a team, it is considered a Quit. If they do finish on a team (even if they've switched teams) they either get a win or loss depending on which team they finish on.
13 --Vital Stats - There are now two lines summarizing each player's position upon finishing. The first line shows their "Wins" and the second line shows their "Losses / Quits."
14 --Match Details - In the match details view, players who have switched teams or quit a match are summarized in the "Switched/Quit" row that can be expanded to view those individual players. If a player switched teams and finished the match on the opposite team, they will appear in the final roster of the team on which they finished, but also appear on their original team with a "switched" icon. Players who quit the match, will be grayed out and have the word "Quit" appear next to their name.
15
16 The goal with the above is to allow you to see as much information about players that purposefully quit matches to avoid a loss, while also making a loss and quit effectively the same thing. It should also help highlight players who switch teams (often to balance teams) and not punish them for doing so (i.e. by limiting the view of their stats).
17
18 2. Duel Detective - the number of other players using the Duel Detective will now show as part of that functionality.
19
20 3. Fixed an issue where improper parameters were being used when launching a Clan Arena practice/bot match.
21
22 4. Fixed the vertex lighting issue primarily affecting player skin visibility.
23
24 5. Added new game server locations in: Poland, Sweden, and China
25
26
27Apart from these changes, the main new addition is that there are now highly anticipated local servers in Poland Poland (Warsaw), Sweden Sweden (Stockholm) and China China (Hangzhou)! On top of that, id still has plenty of more profound changes in the works.
28
29UPDATE New Euro locations: We are testing those locations with a new provider. It may take a few days to work through network peering issues and improve the connection quality.
30
31
32https://www.esreality.com/post/1704887/quake-live-adding-new-tdm-mode/
33 QUAKE Live adding new TDM Mode (102 comments)
34( Major News: QL)
35Posted by Badb0y @ 18:36 BST, 10 June 2009 - iMsg
36Marty is posting on the QUAKE Live forums:
37
38Blood Run was built for Duel competition, but we're also enabling it for play in Free for All and Team Deathmatch.
39
40Speaking of TDM, we used the QUAKE Live down-time last night, adding duel map Blood Run, to also make a change to the Team Deathmatch server configurations for higher skilled players.
41
42We've had a number of requests to have weapon respawn times in Team Deathmatch set to 30 seconds. This creates gameplay that is difficult and frustrating for newer or lower skilled players, but we understand the value for players and teams that are higher skilled and particularly understand the nuances of TDM strategy and gameplay.
43To accomodate both types of players, we've set our higher skill matches to use the requested 30 second weapon respawn times (these matches will be labeled 'pro TDM'), but left lower skill matches unchanged (these will continue to simply be labeled TDM).
44
45This is good news ESR readers!
46
47https://www.esreality.com/post/1718299/quakelive-update-july-14/
48 QuakeLive update - July 14 (262 comments)
49( Major News: QL)
50Posted by Dird @ 06:32 BST, 11 July 2009 - iMsg
51Marty "marty" Stratton of id Software has announced that a large update to QuakeLive will take place on Tuesday 14th. It will be down for 3-4 hours from early evening European time (late morning US time). Once down for maintenance, progress updates can be found on their Twitter page.
52
53Following this update, any further modifications will be scheduled to be carried out on Tuesdays to create a sense of routine (excluding emergency updates).
54
55Source: Quake Live forum
56
57https://www.esreality.com/post/1720141/first-quakelive-tuesday-update/
58 First Quakelive Tuesday Update (275 comments)
59( Major News: QL)
60Posted by Nukm @ 22:10 BST, 14 July 2009 - iMsg
61As reported earlier this week, Quake Live was updated this Tuesday. Changes include competitive features for private servers, mouse optimizations, the comeback of old awards and much more.
62
63 Official Announcement
64
65We have been in the midst of making several substantial changes to QUAKE LIVE that have required a lot of time and testing. For a while this has prevented us from making any large code updates, but we're happy to finally begin bringing you some of the additions and updates that we have been working towards. Included in today's update is a streamlined account registration and plug-in installation process, dozens of long lost awards, competition features, and spectator / shoutcaster additions.
66
67Select organizations can now launch private servers directly from the QUAKE LIVE website for use in their online leagues and tournaments. These private servers include extensive competition features such as calling timeouts, locking teams, aborting matches and designating match referees. Players may view private servers by going to 'Customize' on their match browser and selecting 'Show Private Matches'. Private servers are passworded, so you will need to contact your league administrators for information on how to participate in their activites and join their private servers.
68
69 Changelog
70
71* Competition features (calling timeouts, locking teams, referees) available in private servers
72* Wood footsteps (present on QZCA3 - Quarantine).
73* Raw mouse mode performance optimizations.
74* Added cl_mouseSensCap (default 0/disabled) to cap the mouse speed if you are using acceleration. Pass it an equivalent sensitivity with no acceleration value, and the acceleration code will not go beyond that.
75* The game can't start right away after a map change, in order to let everyone get in and participate in votes (g_warmupDelay).
76* CTF requires 2v2 before starting.
77* cg_marks no longer disables cg_shadows.
78* handicap in instagib is now disabled.
79* r_subdivisions limited to either 4 or 80.
80* Flag capture time is reported with milliseconds.
81* Flag items are no longer predicted (fixes ghost pickup sounds).
82* pro TDM config MG start ammo at 50
83* cg_forceEnemyModel/cg_forceTeamModel now honored while spectating a player
84* cg_forceBlueTeamModel/cg_forceRedTeamModel added (For shoutcasters, cmds override cg_forceEnemyModel/cg_forceTeamModel)
85* spec command:
86spec fc - follow/cycle through flag carriers
87spec blue - follow/cycle through blue team
88spec red - follow/cycle through red team
89(more options on the way)
90* cg_followPowerup now supports a value of 2, which will not switch to a lesser power-up if already following a flag carrier
91* cg_followKiller issue in Clan Arena fixed
92* fixes for several possible flag dupe cases in CTF
93* spwin/splose/testgun cmds removed (exploit/griefing)
94* callvote VO fixed (vote now/vote passed vo played in unison)
95* Bitterman drowning sound added/fixed
96
97Web Changes:
98
99* The plugin upgrade and installation has been revamped, and you should no longer need to restart your browser during an update (some IE issues still being worked out).
100* 24 awards are making a comeback and will start being awarded again!
101* The match detail tooltips have been revamped, now allowing you to sort the list by each field. In addition it should be easier to toggle "Quitters / Switchers" now.
102* All matches in the server browser will now show the country flag and corresponding city name for the location where the server is running.
103* Dropdown menus have been added to the top-level navigation bar, allowing easy access to many parts of the site.
104* A new option to "Show Private Matches" has been added to the Server Browser "Customize" pane. This option will toggle back and forth between showing only public or only private matches.
105* While the player is in-game various features on the website will go into "sleep mode" in order to reduce the amount of resources used. This change is to help certain players who were having problems with the game stuttering while playing due to website activity.
106* Created a new prompt system is used for all fatal errors and other cases where info needs to be presented to the player.
107* Match tooltips will now show server name, allowing you to see where the server is located from your friends list.
108* You can now toggle whether to show chat timestamps in your "Edit My Profile" page
109* Added an icon that is now stamped onto matches in a player's profile when they have won a particular game.
110* Fixed a number of problems with cvars and binds not being saved or restored. Players should no longer need to use an autoexec.cfg to have their settings persist.
111* Fixed a problem that was preventing the "Link to this match" button from working in IE8.
112* Fixed a problem where clicking on a model icon on your friends list would take you to an undefined profile.
113* Fixed a problem where the player could be stuck on the "Quake Live is Loading" screen when an error occurs during the initial site load.
114* Fixed a problem where many pages were missing page titles.
115
116Links: Official Forum Post - Twitter
117
118https://www.esreality.com/post/1723449/second-quakelive-tuesday-update/
119 Second Quakelive Tuesday Update (58 comments)
120( Major News: QL)
121Posted by Badb0y @ 21:23 BST, 21 July 2009 - iMsg
122An update for qlcz Quake Live was released this tuesday, 21th. This minor update adresses mostly bugfixing.
123
124It´s the second time that an update arrives on tuesday, see details for first tuesday update on July 14th.
125
126 Changelog from today's update
127
128Code changes
129
130* Fixed a bug that broke the auto reconnect to the chat/control network when the connection got cut on the client side.
131
132* Fixed a crash for players with non-ASCII characters in their Windows profile names.
133
134* Fixed several issues with cg_forceEnemyModel and cg_forceTeamModel.
135
136* Fixed name truncation errors on color tagged player names.
137
138* Fixed cl_autoRecordDemo so it is no longer disabled after playing demos.
139
140* Fixed spectator code so they can no longer spam ready messages.
141
142* Added console event timestamps. Set cl_conTimeStamps 1 to enable.
143
144* Fixed dead player code so they do not get kicked for inactivity.
145
146* Fixed various crashes.
147
148
149Web changes
150
151* Fixed a problem where your friends list could be loaded more than once, causing it to display the same players multiple times.
152
153* Fixed a problem that would cause the Match Browser tooltips on Firefox to, in certain situations, make the screen shake as a tooltip was being displayed.
154
155* Fixed a problem with the Recent Competitors list not showing a full list of competitors for players who primarily play duels.
156
157* Fixed a minor graphical glitch with the glow that appears around a selected match on the Match Browser.
158
159* Fixed a problem with the Proximity Mine, Chaingun, and Nailgun not binding properly in the Game Settings menus.
160
161* Fixed a problem where having more than 2 keys bound to a single action would only allow 2 to be used while in game.
162
163* We're properly detecting and alerting the player to a circumstance with Internet Explorer where the browser would need to be restarted before completing installation.
164
165* Added a new "account idle" logout screen graphic.
166
167Links: Offical Quake Live Forum Post - Twitter
168
169https://www.esreality.com/post/1727069/quake-live-update-july-28th/
170 QUAKE LIVE Update - July 28th (213 comments)
171( Major News: QL)
172Posted by SyncError @ 00:04 BST, 29 July 2009 - iMsg
173For the third tuesday in a row id id Software updated Quake Live:
174
175 We're happy to bring you today's QUAKE LIVE update. As we continue to work through the remainder of this week our current focus is geared towards competition and shoutcasting features for QuakeCon 2009 - to be held this coming August 13-16. Included in today's update are some often requested clientside features and important fixes.
176
177
178 Complete Changelog
179
180* Fixed lightning gun sound, no more loud enemies.
181
182* Added team_say for spectators so they can chat only among spectators.
183
184* Increased the speed of nailgun nails.
185
186* The powerups now spawn at the same time after match start.
187
188* cg_lagometer 2 will now display the client ping estimation along with the standard lag-o-meter graph.
189
190* cg_chatBeep allows you to enable/disable the audible beep when you receive a message.
191
192* cg_teamChatBeep allows you to enable/disable the audible beep when you receive a message from a teammate.
193
194* cg_selfOnTeamOverlay toggles whether you see yourself in the team overlay.
195
196* cg_fov lower limit is now 10.
197
198* Changed demo autorecord naming to more easily sort and locate.
199
200* cg_autoaction 0-3
201
202 0 - do nothing
203 1 - auto record demo
204 2 - auto record a screenshot at end of game
205 3 - auto record demo and screenshot
206
207
208* cl_autoRecordDemo has been removed in favor of the new cg_autoaction system.
209
210* cl_demoRecordMessage 0/1 allows you to toggle the "RECORDING..." message on the hud when recording a demo.
211
212* cl_conTimestamps can now display values in game time.
213
214 0 - Do nothing
215 1 - Show values in game time (affected by cg_levelTimerDirection)
216 2 - Show values in servertime
217
218
219* Fix for several keys becoming unbound (2,e,u,o,s,m)
220
221* Spectators will no longer get the "Internal combustion" message upon respawn after following a player that was mined.
222
223* Fix for a dropweapon bug that could cause other players in the game to auto switch to another weapon.
224
225* Removed setu/sets commands.
226
227* Fix for odd sv_maxclients values.
228
229* Warmup delay is now disabled for bot games.
230
231* Zoomed fov calculation now takes aspect ratio into account.
232
233* Some FireFox users were experiencing crashes while loading into maps, these issues have been resolved.
234
235Competition mode changes:
236
237* Added support for limiting the amount of timeouts called, and configuring their default duration. Time outs remaining are indicated on the team scoreboards.
238
239* Server owners can deop other clients with the 'deop' command.
240* Pause and Timeout events print to the console.
241
242Source: Official Forum Post
243
244https://www.esreality.com/post/1731600/quake-live-s-aug-7th-pre-quakecon-update/
245
246
247 QUAKE LIVE's Aug 7th Pre-QuakeCon Update (174 comments)
248( Major News: QL)
249Posted by SyncError @ 23:55 BST, 7 August 2009 - iMsg
250Event: QCon'09
251With this update we bring a number of large additions and changes to QUAKE LIVE. We have chosen to release this update today rather than on our usual 'Update Tuesday' as next week we make our way to QuakeCon. Beginning August 13th, QuakeCon will become home to the Intel® QUAKE LIVE Masters Championship, Intel QUAKE LIVE Open and the QUAKE LIVE Capture the Flag Championship and a 3,000 person Bring-Your-Own-Computer LAN event. In anticipation, this update is heavily focused on competition and spectator features to raise the bar and secure QUAKE LIVE's place as the best e-sports first person shooter title available.
252
253This update includes the addition of:
254
255 * Overtime Game Periods
256 * New Sudden Death Rules
257 * Colorizable Brightskins
258 * Broadcasting friendly spectator HUD
259 * Competition friendly player HUD
260 * Shoutcaster info displays
261 * Clientside Competition Features
262
263 Changelog
264
265* 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
266
267These 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.
268Examples:
269
270'setenemycolor h' will set the entire model green
271'setenemycolor hy' will set the models chest green, legs & head white
272'setenemycolor hyz' will set the models chest green, legs white, and head gray
273
274If 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).
275
276Setting these cvars are not required if you use the simple setenemycolor and setteamcolor cmds:
277cg_enemyUpperColor
278cg_enemyLowerColor
279cg_enemyHeadColor
280cg_teamUpperColor
281cg_teamLowerColor
282cg_teamHeadColor
283
284* Added end-game buzzer sound.
285
286* 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.
287
288* 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*).
289
290* 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.
291
292* Added cg_respawnTimerX and cg_respawnTimerY to control the position of where spectator respawn timers are drawn.
293
294* Added ‘Large’ hud option as a comp-friendly alternative hud, selectable within the in-game Game Settings.
295
296* Added cg_compHud (defaults to 0, saved). cg_compHud 1 will enable the stream friendly hud on private servers.
297
298* Added cg_drawSpecMessages and cg_drawPregameMessages to hide messages from the pregame / spec hud.
299
300* 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.
301
302* Added cg_playernames to draw players names above their heads while you spectate (both freecam and 1st person spec)
303
304* Added cg_lightningImpact to toggle the impact fx created when the lightning stream impacts a surface.
305
306* Added cg_muzzleFlash to toggle the the muzzle flashes.
307
308* Added cg_smoke_SG to toggle shotgun smoke puffs on/off.
309
310* Added cg_smokeRadius_GL to scale the size of the grenade/proxy smoke trails.
311
312* Added cg_smokeRadius_RL to scale the size of the rocket smoke trails.
313
314* Added cg_switchToEmpty to toggle the ability to switch to weapons that have no ammo.
315
316* Added nopicmip to space portal sfx to make space portals more highly visible while using high levels of picmip.
317
318* Added stream.cfg for casters, a config that will carry some 'officially desired' settings for streamed comp matches (wip).
319
320* Added visibility.cfg a quick and easy way to enable a competition and performance friendly configuration.
321
322* Changed default mouseAccel method to the old style (cl_mouseAccelStyle 0).
323
324* Changed the font size of the ping display present on cg_lagometer 2.
325
326* Fixed a bug that could cause the teamoverlay to draw over the spectator hud.
327
328* Fixed mouse movements caching during timeout/pause.
329
330* Fixed an issue that could cause inaccurate reporting of timeouts remaining on the scoreboard.
331
332* Fixed the display of an improper error message when attempting to join a private server with an empty password field.
333
334* Fixed an issue that caused private servers with ‘/’ in the hostname from displaying properly in the server browser.
335
336Source: Official forum post
337
338https://www.esreality.com/post/1745574/quake-live-sept-1st-update/
339
340 QUAKE LIVE Sept 1st Update (279 comments)
341( Major News: QL)
342Posted by SyncError @ 23:01 BST, 1 September 2009 - iMsg
343At QuakeCon we announced a number of new and exclusive awards that we'd be offering to attendees related to their participation in the event. We're very happy to be awarding those with the update today.
344
345For these, and other very special awards, we've created a new awards category called the "Trophy Case." Your trophy case will contain one time only awards that highlight participation or excellence in a designated QUAKE LIVE event, contest, or competition. The first awards in the Trophy Case will be related to QuakeCon 2009, but we will continue to designate other special events, competitions, and unique personal contributions to the QUAKE LIVE community for Trophy Case awards. Congratulations to everyone receiving a QuakeCon 2009 award.
346
347Also for QuakeCon fans, we've added 2 event leaderboards - a QuakeCon 2009 BYOC leaderboard, and a QuakeCon 2009 Tournament leaderboard. To check out who did all the damage at QuakeCon, simply click the links or you can always click Leaders, then click the customize button and select "QuakeCon 2009 BYOC" or "QuakeCon 2009 Tournaments" from the "Timeframe" menu. Remember, you don't need a QUAKE LIVE account to check out the leaderboards, so if you're at the top and want to let someone know how much you R4WK - just send them the link.
348
349 Changelog
350
351 - FireFox 3.5+ on Mac OSX is now supported.
352 - Added 2 event leaderboards, QuakeCon 2009 BYOC leaderboard, and QuakeCon 2009 Tournament leaderboard.
353 - Added Trophy Case awards category.
354 - Added "QuakeCon 2009" Award presented under "Trophy Case" to any player who completed a game of QUAKE LIVE at QuakeCon 2009.
355 - Added "QuakeCon 2009 Pro" Award presented under "Trophy Case" to top 3 finishers in Duel and CTF money tournaments at QuakeCon 2009.
356 - Added "QuakeCon 2009 VIP" Award presented under "Trophy Case" to QuakeCon 2009 staff.
357 - Added "Alienware Quick Draw 09" Award presented under "Trophy Case" to winners of the Alienware Quick Draw contest at QuakeCon 2009.
358 - Changed Courtyard Conundrum - qzctf10 The plasmagun and lightninggun have swapped locations.
359 - Changed Hidden Fortress- qzdm20 Team Deathmatch now only has one powerup - quad, instead of both quad and haste. Free For All now has quad damage and regeneration instead of quad and haste.
360 - Added cg_deadBodyDarken <0|1> (default = 0) Toggling this cvar on will darken "bright" players as soon as they become corpses.
361
362 - 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.
363 - Changed shotgun pattern to use 20 pellets in a diffused 3 ring pattern, each dealing 5 damage for a total of 100 damage.
364 - 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.
365 - Added cg_bubbleTrail <0|1> (default = 1) Toggling this cvar off disables the underwater bubble trails drawn behind many bullets and projectiles while underwater.
366 - Removed cg_noProjectileTrails due to the addition of the cg_smokeRadius_NG and cg_bubbleTrails.
367 - 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.
368 - 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.
369 - 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.
370 - Added cg_zoomSensitivity <float> (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.
371 - 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.
372 - Added cg_buzzerSound <0|1> (default = 1) Toggling this cvar off disables the end-game buzzer sound in all gametypes.
373 - 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.
374 - 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.
375 - 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.
376 - 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.
377 - 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.
378 - Fixed "Falling Damage Received when Landing Crouched from Jumppads"
379 - Optimized cg_drawGun 0 by disabling the weapon sway/position calculations when the weapon is not being drawn.
380 - Changed cl_mouseAccel, cl_mouseAccelStyle, cl_mouseAccelOffset and cl_maxPackets to now replicate (save to config in database).
381 - Added cg_newWeaponBar 2 and cg_newWeaponBar 3 options for right and center aligned weapon ammo bars.
382
383
384Source: QUAKELIVE.com
385
386https://www.esreality.com/post/1756026/quakelive-sept-22nd-update/
387
388 Quakelive Sept. 22nd update (283 comments)
389( Major News: QL)
390Posted by xou @ 22:58 BST, 22 September 2009 - iMsg
391Tuesday being the update day for Quakelive, the guys from id Software got busy this afternoon and released a new update of their game and website 3 weeks after the last changes. The complete changelog can be found on the Quakelive's dev forum or just below.
392
393 Gameplay Changes
394
395 - Fixed an issue that would cause one flag to go missing during a CTF match.
396 - Fixed issues with s_musicvolume and s_volume getting reset to pre-defined values rather than user settings.
397 - Fix for on-screen damage indicator. The effect was incorrect. Three new cvars have been added as well to modify the effect. (cg_screenDamage, cg_screenDamage_Self, cg_screenDamage_Team)
398 - Fix for spectator overhead name text popping during scaling.
399 - Console timestamps fixed when using the "echo" command.
400 - Changes to shotgun pellet spread. Inner ring now does more damage than outer ring, for a total of 110 damage.
401 - cg_hudfiles will now default back to ui/hud.txt when incorrectly set.
402
403 Platform Specific Changes
404
405 - OSX: (10.6 specific) Sound issues resulting in extremely loud audio should be fixed.
406 - OSX: Sound mixing speed fixed.
407 - OSX: Right mouse button fixes.
408 - OSX: Game window now always on top.
409 - Linux: Mouse now properly returns to the middle of screen when leaving a menu under in_dgamouse 1. Should help with mouse focus issues.
410
411 New console variables
412
413 - 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.
414 - 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:
415 0 = Off (the default)
416 1 = Colorize the crosshair based on damage dealt.
417 2 = Colorize the crosshair to color designated by cg_crosshairHitColor.
418 3 = Pulse the crosshair. (This is an exaggerated/scaled pulse)
419 4 = Colorize by damage and Pulse the crosshair.
420 5 = Colorize by cg_crosshairHitColor and Pulse the crosshair.
421 6 = Pulse the crosshair with a smaller pulse. (same size as the cg_crosshairPulse uses when picking items up)
422 7 = Colorize by damage and pulse with smaller pulse.
423 8 = Colorize by cg_crosshairHitColor and pulse with smaller pulse.
424 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.
425 - 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.
426 - Added cg_crosshairHitTime (default: 200) to allow players to modify the amount of time the crosshair hit effect is displayed.
427 - Added cg_screenDamage <0xRRGGBBAA> (default: 0x700000C8) to colorize the on screen damage indicator; use "cg_screenDamage 0" to disable.
428 - Added cg_screenDamage_Self <0xRRGGBBAA> (default: 0x00000000) to toggle the on screen damage indicator for self damage. (for example, damage from rocket jumping)
429 - 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)
430 - 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.
431
432 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.
433
434 Web changes
435
436 - Players accounts that have been banned for violating the Terms of Use are now noted as being 'suspended' on their account profile.
437 - Added the build number to the plugin download filename
438 - You can now hover over the various "Time Played" fields on your profile to see the exact amount of time that you've played in the given context.
439 - Players who haven't played a game in over a month will now have their profile properly display that rather than saying they have never played a game.
440 - Fixed a problem where valance background graphics weren't being served from the CDN
441 - Fixed a problem where players could get onto the site when they were unable to connect to the XMPP network. Now the site will block you at the loading screen until it is able to successfully establish the XMPP connection.
442 - Fixed problems where the sharing buttons on match details and news articles weren't working under certain circumstances.
443
444
445Source: Quakelive
446
447https://www.esreality.com/post/1759766/quake-live-sept-29th-update/
448
449 Quake Live Sept. 29th Update (180 comments)
450( Major News: QL)
451Posted by Lejoon @ 09:19 BST, 30 September 2009 - iMsg
452The servers were down last night European time for the weekly update. Most notable are the locked cl_yawspeed and cl_pitchspeed for disabling "ninja scripts", the step code changes and the new speedometer command. The full changelog can be found below:
453
454 Bug fixes
455
456- Fixes for exploit which allows players to fake their player names.
457
458- Fixed a bug that prevented you from shooting players standing directly on your head when using a hitscan weapon (machinegun, shotgun, lightninggun, railgun, chaingun).
459
460- Fixes for flag capture sounds not playing in when reaching the capturelimit in warmup.
461
462 Gameplay Changes
463
464- Step code changes made to correct issues when jumping up stairs or across slightly varied terrain that would cause some jumps to not register.
465
466- Step code changes made to correct or minimize the 'sinking' visual effect that would occur while running up stairs.
467
468- Step code changes to address a legacy issue that would cause players to get stuck on staircases when approaching them for certain angles.
469
470 Console Variables Changes
471
472- Max cvar limit has been increased to prevent MAX_CVAR errors from occurring when issuing cvar_restart
473
474- sv_fps max limit increased to 125. (default remains 30)
475
476- cl_yawspeed and cl_pitchspeed have been cheat protected to their default values.
477
478 New Console Variables
479
480- Added cg_speedometer <0-3> (default: 0) to monitor your horizontal velocity:
481
4820 = disabled
4831 = lag-o-meter style graph
4842 = value and graph under crosshair
4853 = value under crosshair
486NOTE: Added CG_SPEEDOMETER UI component accessible by custom HUDs.
487
488Source: Quake Live Developer Blog
489
490The QUAKE Live Updated Update from September 30th
491
492 "We have applied a small update to correct an issue discovered with last night's update. This new update should further address the name change exploit.
493
494 In addition to this important fix is included a small client-side option, for those who really like to customize their personal game environment, that allows you to set the length of time weapon impact marks are drawn in the environment. Players who currently have marks enabled (cg_marks 1), can now shorten the length of time impact marks are drawn using cg_impactMarkTime. This value currently defaults to '10000', or 10 secs."
495
496SyncError in the Quake Live Forum
497
498https://www.esreality.com/post/1767387/quake-live-update-oct-14th/
499
500 QUAKE LIVE UPDATE - Oct 14th (231 comments)
501( Major News: QL)
502Posted by SyncError @ 17:32 BST, 14 October 2009 - iMsg
503QUAKE LIVE has been updated to address a number of issues, including one that could cause projectile weapons to deal no splash damage (such as no-damage rockets). In addition a long list of fixes we have brought additional game features including colorizable grenades, low ammo warnings, and a bulk of fixes and additions made in an effort to improve everyone's Team Deathmatch experience.
504
505 Added
506
507 - Added cg_weaponColor <0xRRGGBBAA> (default: 0x007000FF). Used to colorize grenades according to cg_weaponColorStyle.
508 - Added cg_weaponColorStyle <1|2|3> (default: 1)
509 o 1 = In All Game Modes: All grenades colorized according to cg_weaponColor.
510 o 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.
511 o 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.
512
513 - 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
514 - Added cg_lowAmmoWarningPercentile <0.01 - 1.00> (Default: 0.20) to customize when you are warned of being low on ammo.
515 - 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.
516 - Added cg_lowAmmoWarningSound <0|1> (Default: 1) Allows a client to toggle the low ammo warning sound on or off.
517 - Added cg_drawAmmoWarning <2> Allows a client to use a smaller text display for their 'Low Ammo Warning' and 'Out of Ammo' warning messages.
518 - Added Annoucer Voice-Overs to Team Deathmatch, such as "red team takes the lead".
519 - 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.
520 - Added cg_weaponBar <0|1|2|3|4> (Default: 1) Replaces cg_newWeaponBar.
521 o 0 - Disabled
522 o 1 - Left docked icons
523 o 2 - Right docked icons
524 o 3 - Center docked icons
525 o 4 - Large floating icons (Legacy Q3 Style)
526
527 - 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.
528
529 Major Fixes
530
531 - Fixed freecam spectators from causing projectiles to do no splash damage to some clients in-game.
532 - Fixed freecam spectators from causing some clients to pass through each other and/or get stuck together.
533 - Fixed smoothing issues in step code that caused some stair steps to be jittery.
534 - Fixed telefragging occurrences at initial spawn in Clan Arena.
535 - Fixed timeouts and pauses from causing competition matches to not properly report their stats.
536
537 Additional Fixes
538
539 - Fixed cg_speedometer issues that would cause spikes during teleports, respawns, or spectator switching; overall smoother display.
540 - Fixed cg_screenDamage 0 from inadvertently disabling cg_drawAttacker and cg_kickScale.
541 - Fixed handicap to now correctly affect rocket splash damage.
542 - Fixed spawning into a Clan Arena round with some weapon other than rocket launcher preselected.
543 - Fixed an issue that would cause players to take damage from players above them when trapped between a jumppad and an overhead player.
544 - Fixed the gauntlet from failing to hit players located directly below you. You still must crouch to hit.
545 - Fixed weaponBar in demo playback.
546 - Fixed weaponBar from displaying non-rail weapons in InstaGib
547 - Fixed overtime extensions from appearing in matches where there was no timelimit.
548 - Fixed power-up timers from counting down into the negatives when clients become lagged.
549 - Fixed (invisible) gibbed bodies from producing falling damage sounds
550 - Fixed 'flag held time' being reported incorrectly when a timeout or pause occurred during the flag run.
551 - Fixed the Invulnerability sphere display while in-use, the icon and 0-digit display will no longer be shown in the power-up area.
552 - Fixed minor issues with player model skin shaders.
553 - Fixed grammatical error on the sudden death respawn delay message.
554 - Fixed minor formatting issues with private server console prints not possessing carriage returns.
555
556 Changed
557
558 - Changed Team Deathmatch spawn system to put you further away from your enemies.
559 - Changed callvoting behavior to no longer allow callvotes to occur during the pre-game match countdown.
560 - Changed the air friction associated with the step code to no longer affect movement on strafe-pads.
561 - Changed cg_speedometer 1 to display in whole number integers.
562 - Changed default mouse input mode to 'raw mouse input' - in_mouse2
563
564
565Source: Quake Live-Forum
566
567
568https://www.esreality.com/post/1776907/quake-live-update-oct-27th/
569
570 QUAKE LIVE UPDATE - Oct 27th (8 comments)
571( Major News: QL)
572Posted by Badb0y @ 23:30 GMT, 27 October 2009 - iMsg
573Ten days after last update, the Quake Live Halloween Update just brings us some bugfixes, we get rid of splash damage through surfaces, and we see the initiation of in-game weapon accuracy display.
574
575 Sync Error´s update introduction
576
577 Today's QUAKE LIVE update contains some fixes, including an important one that addresses how splash damage is handled through surfaces, as well as new additions such as the ability to display an in-game weapon accuracy panel for you or the player you are spectating. View information on these changes and more on our latest DevBlog post.
578
579 We would also like to congratulate the winners of the the 2009 Electronic Sports League Intel Extreme Masters Global Challenge Dubai. We added a special event leaderboard to view what unfolded in Dubai. Checkout which competitors dominated the board by switching your leaderboard timeframe filter to 'Intel Extreme Masters Dubai 2009' or visit it directly here. We have also created two new trophy case awards that have been issued to those who participated in the event. The follow players have been awarded the 'ESL 2009 Pro' award for their prize winning performance in Dubai:
580
581 1st: rapha
582 2nd: Cypher
583 3rd: noctis
584 4th: fox
585
586 5th to 8th:
587 mAdix
588 Cooller
589 DaHanG
590 stermy
591
592 Changelog
593
594 Game Updates:
595
596 - Added +acc bindable command for displaying an in-game weapon accuracy panel. Usage “bind ] +acc” for example.
597
598 - Added support to display cg_weaponBar when spectating.
599
600 - Fixed splash damage so that it will no longer pass through floors.
601
602 - Fixed proxy mines from being indestructible when launched from certain heights.
603
604 - Fixed voiceovers in warmup. (”X frags left” should no longer be played during warmup)
605
606 - Fixed team switches so that they would no longer be counted as deaths for stats reporting.
607
608 - Fixed minor Raw Input mouse performance issues
609
610 - Fixed Brimstone Abbey (qzdm8) quad spawn decal.
611
612 - Fixed misc shader issues.
613
614 - Changed rail trails to now be affected by cg_weaponColorStyle
615
616 - Changed cg_WeaponColorStyle for consistency.
617 Style 3 should now use cg_weaponColor for both grenades and rails.
618 Style 1 will use cg_weaponColor_grenade for grenades, and your color1/color2 choices for rail.
619
620 - Changed r_ambientScale to no longer be cheat protected, controls the amount of ambient light that is cast upon players.
621
622 Web Updates:
623
624 - Fixed a problem with match tooltips where the tooltip would close after the server list refreshes. Also in general the data between the server list and the match tooltips will stay in sync now.
625
626 - Updated the formatting of tweets generated from the match details “Share” links.
627
628 - Now displaying larger award images across the top of the profile awards page.
629
630 - Added country flags for the nations of ‘Guernsey’ and ‘Jersey’.
631
632 - Added two new “Trophy Case” awards for the Intel Extreme Masters ESL Global Challenge event.
633
634
635Source: QuakeLive Forum
636
637
638https://www.esreality.com/post/1783465/quake-live-update-10th-11th-nov-2009/
639
640 Quake Live Update - 10th 11th Nov 2009 (24 comments)
641( Major News: QL)
642Posted by bates @ 10:07 GMT, 11 November 2009 - iMsg
643Yesterday there was a little Quake Live Update going on.
644Sync Error mentioned that these changes do not reflect the bulk of what id is been working on lately. It was important to release a fix to a recently discovered game exploit, and work progresses in other areas for an upcoming update.
645
646Here are the Updates which where made:
647
648 * Fixed demo playback for demos with long file names.
649 * Fixed the accuracy menu to update properly in Clan Arena.
650 * Fixed the players-left-alive count to update properly in Clan Arena when an alive player disconnects.
651 * Fixed banned players' profile pages to once again report the status of their suspension.
652 * Fixed issues that had arose with the Match tool-tips.
653 * Changed 'cg_gibs 0' to now entirely disable the death spark effects.
654 * Changed Cobalt Station - qzdm16's max player limit to 8 players in CTF mode.
655
656Source: Quake Live Forum
657
658Update - Nov. 11th
659Quake Live has been updated with the latest MacOS PunkBuster files to resolve the issues that came about with last night's update.
660
661Source: Quake Live Forum
662
663
664https://www.esreality.com/post/1799965/quake-live-update-december-8th/
665
666 Quake Live Update December 8th (426 comments)
667( Major News: QL)
668Posted by BlindGuardian @ 02:03 GMT, 9 December 2009 - iMsg
669Last night id finally rolled out a huge gameplay update to Quake Live. Major changes include new hitboxes, lightning gun damage upped to 7 on all ranges, improved hit detection of rockets on stairs and steps as well as sv_fps set to 40. Additionally we were given a lot of bugfixes on maps and new cvars to tinker with. See the full details below.
670
671 Changelist
672
673Web Changes
674- New Home Welcome Page - The site now has a new Welcome Page on the home, and the ability to specify which 'Home' section you default to upon logging in.
675- New Registration Process - The account registration process has been overhauled and is now much more streamlined than the previous process.
676
677Game Changes
678- Added HitCylinders - A cylindrical collision box is now used for weapon hit detection. The previous axis aligned cuboid hitbox is still used for player movement collision.
679- Fixed Extrapolation Issues - Improvements to client prediction of enemy models to more accurately draw the location of your enemies' models.
680- Changed Server Framerate - Servers now run at an increased framerate (sv_fps 40) for a smoother play experience. No adjustments need to be made by the player to take advantage of the new server framerate.
681- Fixed Post Processing Issue - Fragment program optimizations, may result in slightly improved framerates.
682- Changed Rocket Splash near Edges - We have altered how splash damage is calculated when rockets explode on steps, stairs and ledges.
683- Changed Lightninggun Damage - The lightninggun now deals 7 damage per cell (no damage falloff).
684- Fixed Projectiles through Angled Walls - Fixed projectiles going through walls in certain instances (popular examples: angled walls on t4 & t9)
685- Fixed Scoreboard Ping Calculation - Addressed an issue that caused the players ping on the scoreboard to be incorrectly inflated.
686- Added cg_impactSparks <0|1> (Default: 0)
687
688 0 - Disabled
689 1 - Causes the enemy to spark when they are hit by any non-explosive weapons
690
691- Added cg_impactSparksLifetime <0/1000> (Default: 250) - Time in milliseconds before impactSparks fade out.
692- Added cg_impactSparksSize <2/16> (Default: 8) - Adjust the size of the impactSparks.
693- Added cg_impactSparksVelocity <-128/128> (Default: 128) - Speed in which impactSparks gravitate up or down.
694- Changed TeamOverlay Information - The TeamOverlay information is now arranged to display a players health and armor information closer to their name, and will by default no longer include their clan tag on the TeamOverlay.
695- Added cg_clanOnTeamOverlay <0|1> (Default: 0)
696
697 0 - Do not display clan tag information in Team Overlay
698 1 - Display clan tag information in Team Overlay
699
700- Changed cg_drawTeamOverlay <0|1|2|3> (Default: 1)
701
702 0 - Disabled
703 1 - Draw TeamOverlay in Upper Right Corner. The TeamOverlay will expand down as the team size grows.
704 2 - Draw TeamOverlay in Lower Right Corner. The TeamOverlay will expand up as the team size grows. *NEW*
705
706- 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.
707- 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.
708- Added cg_drawTeamOverlayOpacity <0.00-1.00> (Default: 0.33) - Alter the opacity of the TeamOverlay background.
709- Added cg_drawFullWeaponBar <0|1> (Default: 1)
710
711 0 - Draw only currently held weapons on the weaponBar
712 1 - Draw all weapons available in the map on the weaponBar
713
714- Added cg_drawItemPickups <0|1|2|3|4|5|6|7> (Default: 0)
715
716 0 - Disabled
717 3 - Draw Icon + Item Name on Pickup
718 7 - Draw Timestamp + Icon + Item Name on Pickup
719
720- Changed cg_lowAmmoWarningSound <0|1|2> (Default: 1)
721
722 0 - Disabled
723 1 - Low Ammo Clip Reload Sound played for Low Ammo, No Ammo Click Sound played for No Ammo
724 2 - No Ammo Click Sound played for both Low and No Ammo *NEW*
725
726- Added cg_lowAmmoWeaponBarWarning <0|1|2> (Default: 0)
727
728 0 - Disabled
729 1 - Draw weaponBar ammo value in red when empty
730 2 - Draw weaponBar ammo value in yellow when low and red when empty
731
732- Fixed cl_mouseAccel issue - Setting cl_mouseAccelOffset 0 was causing a divide by zero error that would cause you to lose your mouselook.
733- Fixed Lightninggun Impact Errors - The lightninggun impacts for other players were often not drawn, or when drawn, positioned incorrectly.
734- Fixed sv_floodprotect - Floodprotect code utilized by drop cmds was flawed, making it possible for 'next command time' to be prolonged.
735- Changed the default cg_crosshairHitStyle from 0 to 2 - By default, the crosshair will now blink red when you hit an enemy. The blink color is controlled by the cg_crosshairHitColor cvar.
736- Added Sorlag Player models Shader Definition - Added the missing Sorlag shader definition to address picmipping issues.
737- Removed snaps cmd - As noted above, the clientside setting of a snaps cvar is no longer necessary. Clients automatically run at the appropriate rate regardless of the server's framerate settings.
738
739New Private Server Features
740- Added kickban - command is now available to server owners and server ops
741- Added banlist - command is now available to server owners and server ops
742- Added unban - command is now available to server owners and server ops
743- Added stopserver - command is now available to server owners
744- Added opsay - command is now available to server owners and server ops
745- Added Admin PassVote - Server owners and server ops may vote on their own callvote to instantly pass the vote. This allows owners and ops to force map switches.
746
747Map Changes
748- QZDM6 - Campgrounds
749
750 Clipping fixes, more maneuverability around the center ad.
751 Z-fighting fixed on center ad scaffolding and lower staircase.
752 Dirtmap lighting in lightmap mode.
753 True Vertexlighting in vertex mode.
754
755- QZDM8 - Brimstone Abbey
756
757 Clipping fixes.
758 Z-fighting fixes.
759 Texture realignments.
760 Dirtmap lighting in lightmap mode.
761 True Vertexlighting in vertex mode.
762
763- QZDM13 - Lost World
764
765 Clipping fix near Quad scaffolding.
766 Clipping fix lightninggun staircase.
767 Z-fighting fixed in 8 locations.
768 Bridge slats fixed, were misaligned.
769 Megahealth and Lightninggun doorway arches slightly enlarged.
770 One 25 health bubble removed near lightninggun in Duel gametype.
771 Dirtmap lighting in lightmap mode.
772 True Vertexlighting in vertex mode.
773
774- QZTOURNEY7 - Furious Heights
775
776 TDM Item location changes, quad more centralized
777 Dirtmap lighting in lightmap mode.
778 True Vertexlighting in vertex mode.
779
780- QZTOURNEY9 - House of Decay
781
782 Fixed camping/hiding exploit in GL YA's ad
783 Fixed lighting fixture placement.
784 Slightly moved spawn points to reduce spawn fragging.
785 Dirtmap lighting in lightmap mode.
786 True Vertexlighting in vertex mode.
787
788- ZTNTOURNEY1 - Blood Run by ZTN
789
790 Fixed camping on clip exploit between RG and teleporter.
791 True Vertexlighting in vertex mode.
792
793 SyncError's Remarks
794
795A Few Notes:
796
797 - Hitbox Changes - We fully expect there to be a required adjustment period for most players. Some players may find the change subtle and adjust quickly while others may need 3-7 days to adjust. Once adjusted you should find that the new hitbox provides a more consistent game play experience, it will be slightly easier to dodge and hitting other players can feel more rewarding.
798
799 - Increased Server Framerate - In addition to providing a smoother gameplay experience, the increased server framerate also addresses an issue that was occurring with the lightninggun. The lightinggun will now fire at a consistent rate, something that was not possible (with great precision) under the previous server settings. You may notice that the LG will sound 'better' when hitting consecutive shots, rather than the hitbeeps sounding staggered.
800
801 - True Vertexlighting - The new style of vertexlighting present in the maps updated this evening more closely resemble the Quake III Arena style of vertexlight. No lightmap data is referenced, so all shadowing is removed from the level. The end result will be a fairly brighter look and if your visuals have been configured for the other maps you may need to adjust your r_gamma and/or r_mapoverbrightbits to find acceptable settings. While currently only present on these maps, the plan moving forward is that all maps will have true vertexlighting when in vertex light mode.
802
803
804Links: Official News - QL Forum
805
806-hitbox cylinder info
807Comment #154 @ 12:55 GMT, 9 December 2009 >>
808(Link, Reply)
809By Sweden Lejoon
810Green box: The old cuboid hitbox, still used for player movement collisions.
811Blue cylinder: New weapon hitbox, all weapons will fire through the green box, but will hit the blue cylinder.
812Red Hemisphere: This newly added hemisphere adds additional hit area for hitscan weapons so that players can fire railshots at players heads.
813
814The top row of images is taken straight on perpendicular to the game axis grid.
815
816The bottom row of images is taken at a 45 degree angle.
817
818Courtesy of SyncError
819Attached Thumbnail: 73007-hitbox_reference.jpg (1118KB)
820https://www.esreality.com/files/inlineimages/2009/73008-hitbox_reference_small.jpg
821https://www.esreality.com/files/thumbnails/2009/73007-hitbox_reference.jpg
822
823
824https://www.esreality.com/post/1839996/quake-live-update-feb-23rd/
825
826 Quake Live Update Feb. 23rd (84 comments)
827( Major News: QL)
828Posted by epsy @ 17:23 GMT, 24 February 2010 - iMsg
829Quake Live invites you to celebrate it's first year of public beta and brings an update along with a review of this first year of Quake Live. The update includes for the most part a new CTF map 'Fallout Bunker', advanced ingame settings menu and Bloom as a postprocessing effect.
830
831 Full changelog
832
833- Added new arena, 'Fallout Bunker' - qzctf5 (from Q3 Addon Team Arena)
834- Added new award, 'The First of Many!' - to celebrate the conclusion of the first year of QUAKE LIVE open beta.
835- Added r_enableColorCorrect <0|1> (default: 1). Toggle the Color Correction post processing effect (Requires r_enablePostProcess 1).
836- Added r_enableBloom <0|1|2> (default: 0). Toggle the Bloom post processing effect (Requires r_enablePostProcess 1).
837- Added r_bloomBrightThreshold <0-1> (Requires Bloom Enabled) The lower the threshold, the more will be bloomed.
838- Added r_bloomSaturation <0-10> (Requires Bloom Enabled) The higher the bloom saturation, the more colorful the bloom.
839- Added r_bloomIntensity <0-10> (Requires Bloom Enabled) The higher bloom intensity, the brighter the bloom.
840- Added r_bloomSceneSaturation <0-10> (Requires Bloom Enabled) The higher the scene saturation, the more colorful the non-bloomed world is.
841- Added r_bloomSceneIntensity <0-10> (Requires Bloom Enabled) The higher the scene intensity, the brighter the non-bloomed world is.
842- Added 'postprocess_restart' command
843- Added cg_forceEnemyWeaponColor <0|1> (default: 0). Force enemies' grenades and rails to use 'Enemy Upper Color' (cg_enemyUpperColor).
844- Added cg_forceTeamWeaponColor <0|1> (default: 0). Force teammates' grenades and rails to use 'Team Upper Color' (cg_teamUpperColor).
845- Added Wide Beam lightning style (cg_lightningStyle 5), a nostalgic request from Q3 players.
846Fixed:
847- Fixed the 'play <sound>' exploit that would allow you to play unpure .wav files that were named with .txt or .cfg file extensions.
848- Fixed the machinegun accuracy calcuation when firing at the Invulnerability Sphere, it was generating impossibly large accuracy values.
849- Removed artifact in large in-game font's '0' character.
850- Fixed keel/sport head shader, removed stage with no image.
851- Fixed Hossman, Slammer, Stroggo skin shaders to prevent them being affected by picmip.
852Changed:
853- 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.
854- Expanded color range for railgun (color1 & color2) from 7 colors to 26 color choices.
855- Expanded color range for the crosshair (cg_crosshairColor, cg_crosshairHitColor) from 7 colors to 26 color choices.
856- Removed cg_weaponColor (replaced by new Force Weapon Color system).
857- Removed cg_weaponColorStyle (replaced by new Force Weapon Color system).
858- Changed the default value of com_hunkMegs from 56 to 96.
859- 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.
860- Changed the default value of cg_lowAmmoWeaponBarWarning from 0 to 2.
861- 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.
862- 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.
863- 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.
864- 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.
865- 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.
866- The award 'The Freshman' has been renamed to 'The Face!!!'
867
868Happy birthday Quake Live!
869
870Update: Transparent "speconly" feature added for duel servers on Friday 26th.
871
872Source: News entry, Change log, News entry for Friday mini-update
873Related Links: ESR Forum topic "new 1 year" map
874
875
876https://www.esreality.com/post/1850223/quakelive-update-march-9th/
877
878 QuakeLive Update March 9th (256 comments)
879( Major News: QL)
880Posted by QuakeLiveTV @ 01:02 GMT, 10 March 2010 - iMsg
881SyncError wrote:
882
883Today marks the conclusion of our Year One Event, I hope everyone has enjoyed the first year of Beta and was able to earn their Year One award.
884
885I know twelve players who certainly earned their awards this week as the world's best faced off at the ESL Intel Extreme Masters Seasons IV World Championships in Hannover, Germany. Earning the first IEM World Champion title was Shane "rapha" Hendrixson of the United States who defeated Anton "Cooller" Singov of Russia. Maciej "srsav3krazer" Krzykowski of Poland seized third place after his victory in the relegation match verses Alexey "Cypher" Yanushevsky. Congratulations to all of the ESL IEM4 participants and best of luck in future competitions. We have added four new awards to recognize these twelve professionals, shiny flair for their profiles.
886
887In other recent news, the venue and dates for QuakeCon 2010 have been announced. This August 12th-15th, the event returns to the Hilton Anatole Hotel in Dallas, Texas and is FREE to all attendees. We hope to see you there.
888
889Also included in today's update are some additional improvements to the Duel Spectator function, extensions upon the existing AutoAction record features, and some improvements made to diagnose and improve PunkBuster interactions. Check out our Devblog for a full list of changes.
890
891 March 9th Change Log
892
893Game Updates
894
895* Spectators in duel now persist across map switches. So an idling spectator should not get picked as a viable player if they have previously selected "Spectate" from the join menu. Spectators will now be shown with (s) appended to their name in duel.
896* cg_autoAction will now work for matches that are already in progress. For example, if you set cg_autoAction to 1 or 3 prior to joining a server where a match has already started, a demo should begin recording upon connecting.
897* Fixed the "3 Second Respawn Delay" message from appearing at the end of CTF matches in situations when the match is not going into overtime.
898* Gametype-dependent menus, such as Join screens, should now display properly.
899
900Web Updates
901
902* Added four new awards to recognize the participants of the ESL Intel Extreme Masters World Championship:
903o ESL IEM4 Champion
904o ESL IEM4 Challenger
905o ESL IEM4 Contender
906o ESL IEM4 Professional
907* Password entry fields are now masked on the Join Private Server dialogue.
908* We have further expanded upon our client error tracking to help diagnose and support users obtaining PunkBuster communication related kicks.
909
910
911https://www.esreality.com/post/1869830/large-quakelive-update/
912
913 Large Quakelive update (494 comments)
914( Major News: QL)
915Posted by xou @ 21:46 BST, 27 April 2010 - iMsg
916Yesterday evening, id Software just announced a large update for Quakelive on next Tuesday. As no further details were released, we can just assume so far that only the downtime will be big! The updates usually start around 20:00 GMT, but no information were given on this one excepted for a duration of 4-6 hours downtime.
917
918If you are European and you have a match planned on Tuesday evening, it's time to cancel and find a new date!
919
920 Update: Changelog
921
922 General Changes
923
924 - Player Invite System - You can now invite players to join you in-game and/or accept fellow players invites. We have added a right-click context menu on the friends list which provides up to three options to perform on a friend: View Profile, Invite to Match, Join Match.
925 - Invite Monitor - Added the "Invite Monitor" which appears above the Duel Detective when you have pending match invitations.
926 - Blocked Player Improvements - All chat from players on your 'Blocked Players' list is now muted. This includes both in-game chat (chat, team chat, attacker chat, targeted chat) and XMPP chat (friends list chat, tell_buddy chat).
927 - Relaxed Spawn System - Minor adjustment to the spawn system algorithms, in many cases one additional spawn point will be included in the list of available spawn points. Further testing and improvements are planned.
928 - Global Broadcast Announcement System - Added support for delivering broadcast messages from the backend system to all users online. This will be used to inform players of important system information, such as when the site will be going down for maintenance.
929 - Match Browser Optimizations - Improved the performance of the Match Browser by limiting the number of requests it needs to make to the backend when hovering over matches. In the general case this change makes it so there are 1/6th as many backend requests made.
930 - Rich Presence Data - Increased the responsiveness of friends in-game icons. The method of reporting changes in status have been highly optimized and now update 'live'.
931 - Firefox 3.6.3+ Support - Fixed plug-in issues with newer versions of Firefox on Windows.
932
933 Start a Match System
934 (this system is in limited beta and is not widely available yet)
935
936 - Match Visibility Modes - Added support for running private matches in multiple access modes: Public (all players), Friends Only, and Invitation only. The server will only be visible on the match browser to players who have access to join.
937 - Server Invite System - Added support for choosing friends who should be sent an automatic invite when the match has started.
938 - Custom Map Rotation - Added support for setting up a map rotation to be played on your private server.
939 - Improved Error Handling - Improved error handling in match startup so that users are informed why a match may have failed to start (Data Center overloaded, for example).
940 - Vicinity Locator - Added support for choosing "In My Vicinity" as a match startup location which will automatically choose an ideal data center based on your current GEOIP location.
941 - Optimized Game Invitation Strings - Join URL invite string length reduced for efficiency.
942 - Tiered Permission Groups - Organizations may spawn multiple servers at once without joining into matches. Individuals may spawn one server at a time and the server becomes available for others to join once the owner has joined the server.
943
944 Misc Fixes
945
946 - Fixed the calculations used for shotgun accuracy so that it is now calculated per pellet rather than per firing. If you fire a shotgun blast at an opponent and 2 of the 20 pellets hit, you will have a SG accuracy of 10% (because 10% of the pellets landed) rather than 100% (because a hit was obtained).
947 - Added heading images to the Match Browser indicating what matches are being displayed. This can be one of the following: Public Matches, Private Matches, Invited Matches.
948 - Changed the formatting of the tweet used in the "Share" button when choosing to share match results on Twitter.
949 - Fixed a grammatical error on match stats "Least Deaths" -> "Fewest Deaths"
950 - Fixed an issue where the "Forgot Your Password" page was not working.
951 - Fixed an issue where the standalone login page was sometimes not working (this page is mainly used when following a "Join Match" link before being logged into QUAKE LIVE)
952 - Fixed an issue where sometimes players on your friends list weren't showing up with the proper head icon, the proper cased name, or clan tag.
953 - Numerous plug-in updates to support current and future functionality.
954
955
956Update 2: The Quake Live New Alt Browser has now been updated!
957
958Link: Tweet, quakelive
959
960
961https://www.esreality.com/post/1952452/quakelive-update-august-31-2010/
962
963 QuakeLive Update August 31, 2010 (148 comments)
964( Major News: QL)
965Posted by QuakeLiveTV @ 04:22 BST, 1 September 2010 - iMsg
966Today'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)!
967
968While 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!
969
970 This week's changelog includes:
971
972* 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.
973* 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.
974* 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.
975* 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.
976* Added cg_playerLean (Default 1, min 0, max 1) Scales or disables the player lean effected caused by high velocities.
977* Added 'gamepad' configuration control section & basic Microsoft XBOX 360 Controller support.
978o In the console set 'in_joystick 1' to enable gamepad support.
979o If you experience that you are unable to move, set 'in_joyballscale 1'.
980* Added Discover card support for every region that uses USD. (We know, we know, PayPal support work is underway!)
981* Fixed a problem causing standard Linux users to sometimes crash on startup.
982* Fixed missing weapon icon on teamoverlay.
983* Players removed from clans will no longer still bear the clan tag previously associated with them.
984* Fixes for clantags from not getting properly cleared when a player leaves the server.
985* Fixed some problems that would occasionally cause the browser-side error detection to cuase client performance problems.
986* 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.
987* 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.
988* Updated IEM5 Map tags to reflect the recent Intel Extreme Masters 5 map pool changes.
989* 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.
990* PRO: Freeze Tag matches started with Instagib mode will now run without spawn armor, and with thaw time set to 1 second.
991* PRO: An arena will be selected by default for each gametype in the Start a Match interface.
992* PRO: You can now choose the number of players allowed per team when starting a team game.
993
994Next 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.
995
996Source: quakelive.com
997
998
999https://www.esreality.com/post/1966707/quakelive-update/
1000
1001 Quakelive Update (205 comments)
1002( Major News: QL)
1003Posted by doYdY @ 23:40 BST, 28 September 2010 - iMsg
1004Event: QLPP
1005Today's qlQuake Live Premium Pak 2 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.
1006
1007 Full Changelog
1008
1009* 4 Premium Maps added:
1010o Devilish
1011o Fatal Instinct
1012o Somewhat Damaged
1013o Thunderstruck
1014
1015* 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.
1016
1017* Skill Ranking & Matchmaking Enhancements: More details in our latest DevBlog!
1018
1019* 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.
1020
1021* Existing Maps updated:
1022
1023o Asylum
1024* Fixed Quad/MH dual spawn in FreezeTag, now only spawns Quad.
1025
1026o Battleforged
1027* Closed the window above the MH to reduce sounds on the map.
1028* Removed the bars from the RA overlook and added pedestals to make the jump to the RA Bridge.
1029* Moved the RA to the middle of the bridge to make it more dangerous to snag.
1030- Deleted some redundant spawns and marked some as initial. Moved a couple of the initial spawns for balance.
1031+ Added Quad/Invisibility combo to replace GL in all non-Duel gametypes.
1032* Switched the PG with a second RL.
1033* Moved the Plasma Gun to the RA room.
1034* Replaced the mid YA with a GA.
1035* Moved the Mid TP exit to between the original RL and the RA.
1036* Moved the MG ammo around into the hall between RA and LG.
1037+ Added another 25 health in the LG room.
1038
1039o Black Cathedral
1040* Fixed the patches in the Undercroft that warped out of shape when using r_subdivisions 80.
1041* Aligned the Shotgun on its marker.
1042+ Added a bit of light to the the curve in the Undercroft Lower.
1043
1044o Cold War
1045* Fixed floating jumppad.
1046
1047o Dreadful Place
1048- 50hp removed from middle corridor
1049* 50hp in quad room swaped with 25 hp in upper SG room
1050* 25hp moved from RG room to GA room
1051* minor structural changes
1052- Quad room spawn removed
1053* RG room spaw moved a little
1054* spawn near YA moved a little
1055
1056o Dredwerkz
1057+ Added missing teleporter destination near the high YA.
1058
1059o Furious Heights
1060+ Teleporter destination decals added.
1061
1062o Hektik
1063* Minor changes to health and shard positions
1064* SG switched with PG
1065+ 2 additional spawns
1066- Several spawns removed from initial spawn selection
1067* Added weapclip to fix peculiar collision map issue.
1068+ Added teleporter destination decals.
1069
1070o Intervention
1071* Fixed 5 texture misalignements near lava & fogpit.
1072
1073o Japanese Castles
1074* Fixed vanishing walls in mid on CA.
1075
1076o Lost World
1077* Fixed quad/health spawn in FT
1078
1079o Phrantic
1080* Changed to a "no railgun" layout
1081* Changed the pipework to make the pipe climb easier.
1082
1083o Purgatory
1084* Fixed light in column that wasn't properly sized.
1085* adjusted clipping at broken for easier access.
1086* adjusted clipping beside Quad for access to broken area.
1087* fixed RA JP back beam texture being mis-aligned.
1088* fixed RA JP detail trim protruding into MH room through roof.
1089* fixed SG+YA area pillar not touching ground.
1090* fixed all light flare texture alignments.
1091* fixed back face being drawn on metal pillar near upper Quad/RG JP.
1092* fixed clip brush incorrectly positioned at YA-SG floor curve.
1093* fixed clipping issue at light above MH stairs.
1094* fixed mis-aligned patch textue beside QUad SG.
1095* fixed mis-aligned texture on skylight trim at RA-window area.
1096* fixed mis-aligned texture on skylight trim at basement->RG-JP area.
1097* fixed mis-scaled texture on patch at exit of RA water corridoor.
1098* fixed poorly positioned brush at curve beside Quad.
1099* fixed various mis-aligned textures.
1100* fixed z-fighting beside RA pillars in water corridoor.
1101* lowered RA-window ceiling area so it's less visible from RA ceiling area.
1102* moved end vertical beam at RA to allow players through gap.
1103* raised RA roof area slightly.
1104* raised RG roof area slightly.
1105* raised roof in BS back corner room slightly.
1106* re-rotated Q bridge wooden planks & MH fallen plank to round rotation values to hopefully fix texture alignment loss.
1107* reclipped every concave patch to match lowest detail patches.
1108* tweaked Hints at Portal area.
1109+ added 2 x 5hp at RA window.
1110+ added 25HP at Quad Broken.
1111+ added another hint at upper RL.
1112+ added clipping to some convex patches that had none.
1113+ added grate below 50hp at BS.
1114+ added hint at MH->Q JP.
1115+ added hint at RJ-JP.
1116+ added top trims to skylights at BS/Q/RJ-JP/YA-SG.
1117+ clipped all banners/flags, except those at BS.
1118+ clipped around RA+RG windows for easier RJing into them.
1119- removed 1 spawn at RA.
1120
1121Source: quakelive.com
1122
1123https://www.esreality.com/post/1979018/quake-live-update-october-26-2010/
1124
1125 Quake Live Update - October 26, 2010 (313 comments)
1126( Major News: QL)
1127Posted by Nukm @ 09:44 BST, 27 October 2010 - iMsg
1128Event: QLPP
1129Todays qlQuake Live Premium Pak 3 features more than just 4 new/old maps, it also includes balance and physics changes, some chat tokens, fixes, FreezeTag and map adjustments.
1130
1131Most notable, Chain Jumping was added, the Quad Damage multiplier was reduced from 4x to 3x and the step height adjusted from 18 to 22. Read the full changelog below.
1132
1133 New Premium Maps
1134
1135
1136
1137Finnegan’s (CTF) - known as q3wctf3
1138
1139 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.
1140
1141Gothic Rage (DUEL) - known as qxtourney1
1142
1143 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.
1144
1145Solid (2v2 TDM) - known as cpm29
1146
1147 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.
1148
1149Window Pain (Small CA) - known as ra3map2_3
1150
1151 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.
1152
1153 Code Updates
1154
1155- Added Chat Tokens for Subscribers. Works on online servers when used in 'Team Say' messages:
1156
1157 #h - Current health value
1158 #a - Current armor value
1159 #w - Current weapon & ammo count
1160 ## - To print the character '#'
1161
1162- Added Chain Jumping (Small acceleration boosts gained by performing closely timed sequences of jumps).
1163- Added 'Thaws' to the in-game and end-game scoreboard in FreezeTag
1164- Added AutoThaw in FreezeTag, frozen players now auto-thaw after 120 seconds.
1165- Added thaw tick sound in FreezeTag.
1166- 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.
1167- Added 'find' command to substring (case-sensitive) search the console history
1168- Changed FreezeTag such that Quad & Battle Suit power-ups do not persist across FT rounds.
1169- Changed the nailgun to now fire 10 nails @ 12 damage each (instead of 15nails x 8dmg).
1170- Changed the nailgun spread from 500 to 400.
1171- Changed the nail speed from 900 to 1000.
1172- Changed Flight power-up into a holdable jetpack, hold the 'use' key to boost.
1173- Changed Quad factor from 4x to 3x.
1174- 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.
1175- Changed Stepheight from 18 to 22.
1176- Changed the default 'rate' value from 8000 to 16000, now restrict its range from 8000 to 25000.
1177- Fixed hitching that would occur when connection was lost to the XMPP network.
1178- Fix for telefrags not killing spawn protected players in instagib (which resulted in them becoming invulnerable, instead of telefragged).
1179- Fix for double countdown in FreezeTag.
1180- Fixed alias command string limit getting truncated to 64 instead of the full 256 characters.
1181- Fixed cg_forceEnemyModel defaults to now properly load "keel/bright".
1182- Fixed old qzdm3 demos to now properly redirect to 'hearth' instead of 'arenaofdeath'
1183- Fixed bot item knowledge, bots should better time items.
1184
1185 Notable Map Updates
1186
1187- Almost Lost (Team location information added)
1188- Base Siege (Replaced Invincibility with Regen)
1189- Hidden Fortress (Team location information added)
1190- Purgatory (Swapped RG w/ SG near BS, Moved BS RL closer to BS)
1191- Somewhat Damaged (Removed missing ambient sound)
1192- Thunderstruck (Now cloudy with a 40% chance of precipitation)
1193- Trinity (Fixed mh/quad spawn in FT)
1194
1195 Web Updates
1196
1197- Fixed password prompt for privately launched servers preventing users from easily joining passworded matches. (Play Button Fix)
1198- Added a new pre-roll video ad player for standard user's match joins.
1199
1200 pmove speculation
1201
1202using /devmap <mapname> you get to see a list of pmove commands
1203
1204
1205Source: quakelive.com, quakelive.com/forum
1206
1207
1208https://www.esreality.com/post/1988999/quake-live-site-update-nov-16-2010/
1209
1210 Quake Live Site Update - Nov. 16, 2010 (192 comments)
1211( Major News: QL)
1212Posted by Nukm @ 13:30 GMT, 17 November 2010 - iMsg
1213Event: QLPP
1214Today's qlQuake Live Premium Pak 4 reintroduces two Small CA maps from ra3, new awards and advanced customizability for private servers. Read the Full changelog with further remarks belows.
1215
1216 Premium Maps Added
1217
1218Evolution (Small CA) - known as ra3map1_1
1219
1220 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.
1221
1222Three Story (Small CA) - known as ra3map9_2
1223
1224 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.
1225
1226 Web Updates
1227
1228New 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.
1229
123020 New Premium Awards: Premium and Pro users now have 20 new awards to set their sights on.
1231
1232Added Awards to Recognize Past Events: QuakeCon 2008, 2009, 2010; DreamHack Summer 2010; IEM5 NA, IEM5 Gamescom
1233
1234New employee awards for playing alongside the Quake Live staff.
1235
1236Fixed 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.
1237Changed 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.
1238Various 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.
1239
1240 Notable Map Updates
1241
1242Inner Sanctums - Added ceiling supports to lower red entrance hall, that existed only on blue side.
1243
1244Overkill - Fixed clipping in teleporter side hall that could cause players to get stuck.
1245
1246Purgatory - Restored missing 50hp at BS, Fixed columns at RA
1247
1248Retribution - Fixed a clip in the 'back hallway' that could cause players to get stuck.
1249
1250Sacellum - Fixed & relaxed clipping near building rooftops.
1251
1252Solid - Fixed misaligned and misplaced textures.
1253
1254Window Pain - Fixed issue that was causing RL to not spawn
1255
1256 Infrastructure Changes
1257
1258We 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.
1259Various back-end daemons have been brought out of the database into their own subsystems for scalability.
1260
1261 Changes not mentioned in the official changelog
1262
1263Midgame callvoting is now an option when spawning a private server.
1264
1265The Duel Detective is gone
1266
1267A second update is scheduled for next Monday, Nov. 22nd and will bring "additional premium content". For more infos check out the full news.
1268
1269Source: quakelive.com, quakelive.com/forum
1270
1271
1272https://www.esreality.com/post/2004505/quake-live-site-update-dec-14-2010/
1273
1274 Quake Live Site Update - Dec. 14, 2010 (198 comments)
1275( Major News: QL)
1276Posted by Nukm @ 01:51 GMT, 15 December 2010 - iMsg
1277Event: QLPP
1278Update: After only 1 hour of downtime, Quake Live is back! But as Syncerror notes, "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".
1279
1280While Quake Live is updating we already get to see the qlQuake Live Premium Pak 5 Changelog.
1281
1282Included is the brand new TDM/CA/FT Map "Tornado" by swelt, Team Arena Terra CTF classic "Overlord" and "Double Impact" from ShadoW. As part of the Holiday Special you will be able to play as Santa on the "The Edge" remake "Winter's Edge" in FFA/FT aswell as "Silent Night" in CTF.
1283The long awaited Premium Duel Scoreboard, inspired by Gillz's mockup, is part of the Update. Also the QL Website now include Clan Profiles.
1284
1285 New Premium Maps
1286
1287Double Impact (CTF)
1288
1289 "Double Impact" comes to us from Pawel "ShadoW" Chrapka, who originally made a variant of the map for the Quake 2 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.
1290
1291Overlord (Terra CTF):
1292
1293 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.
1294
1295Tornado (TDM/CA/FT):
1296
1297 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.
1298
1299 Holliday Special
1300
1301Ho, 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).
1302
1303Silent Night (Terra CTF)
1304
1305 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.
1306
1307Winter's Edge (FFA/FT)
1308
1309 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.
1310
1311Added Santa model for use during the holidays, selectable within the in-game player model menus.
1312
1313 Web & Code Updates
1314
1315- 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.
1316- 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.
1317
1318- New awards added for DreamHack Winter 2010, MSI Fnatic Beat-IT, and the Winter Holiday 2010.
1319
1320- 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.
1321
1322- IGA ad system fixes and improvements.
1323- Lightning styles now use lightmapped quality effects, regardless of r_vertexlight value.
1324- 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).
1325
1326 Map Updates
1327
1328Asylum, Japanese Castles, House of Decay, Siberia, Trinity, and Quarantine: These maps have had lighting adjusted while in Vertex Lighting mode.
1329Battleforged: Removed grenade ammo in TDM
1330Japanese Castles: Fixed ad-wallhack-bug
1331Purgatory: Swapped RG/SG placements
1332Retribution: Added anti-camping measures for the portal room in CA, and fixed nonsolid metal supports
1333Solid: Replaced CG with LG in non-FFA gametypes
1334Space CTF: Fixed upper ledges so that you no longer step over them.
1335
1336 Changes not mentioned in the official changelog
1337
1338- New Crosshairs, not available through the menu
1339
1340Source: quakelive.com, quakelive.com/forum
1341
1342https://www.esreality.com/post/2030132/quake-live-update-february-2-2011/
1343
1344 Quake Live Update - February 2, 2011 (175 comments)
1345( Major News: QL)
1346Posted by Nukm @ 01:51 GMT, 3 February 2011 - iMsg
1347Event: QLPP
1348The qlQuake Live Premium Pak 6 arrives one day behind schedule. It includes the usual few new maps on top of small updates, changes and fixes.
1349
1350It introduces the two brand new Maps "Concrete Palace" (Duel), "Dies Irae" (TDM) and brings back the classic "Skyward" (known as wcp23, CTF). Additionally the SG gets nerfed to 100 dmg max with a slightly bigger, fixed spread). Furthermore in TDM only the MG and SG Bullets will only do 4 dmg instead of the usual 5. The timeout length is now configurable in the Advanced Server Configuration. On top of that come a bunch of new settings, fixed bugs and other small changes. All of the can be found in the changelog below:
1351
1352 New Premium Maps
1353
1354Concrete Palace (Duel):
1355
1356 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.
1357
1358Dies Irae (TDM):
1359
1360 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.
1361
1362Skyward (CTF):
1363
1364 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.
1365
1366 Game Update
1367
1368- 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.
1369- New Persistent Duel Play Queue:
1370The duel queue now persists properly across map changes. Your position in the queue is also shown on the scoreboard.
1371- 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.
1372- 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.
1373- Team Deathmatch Weapon Balancing: Machineguns and Shotguns both now do 4 damage per bullet in Team Deathmatch to reduce their dominance.
1374- 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.)
1375- Fixed Player Head Bug:
1376The correct head skin will be displayed for players whose personal model was set to a non-default player skin.
1377- Fixed Team Balance Bug: Matches won't start if teams are unbalanced by 2 players, instead of 3.
1378- 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.
1379- 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.
1380- Fixed 'dropflag' Command During a Pause: Players may no longer issue the 'dropflag' command while a match is paused or in a timeout.
1381- Added 'cg_itemFx' cvar: Change how items are rendered in the world. Default 7. 1 = bounce, 2 = rotate, 4 = scale when spawning
1382- Added 'cg_simpleItemsRadius' cvar: Scale size of the icons when Simple Items is enabled.
1383- Added 'cg_lightningImpactCap' cvar: Change the size of the lightning impact effect when impact is closer than x units, default 96 units.
1384- Fixed Janet's Mipped Hair, the player model's hair will no longer improperly mip when picmip is used.
1385- Game no longer crashes when attempting to 'give' an invalid item.
1386- Slightly better flag positioning and image quality despite ignoring its proper aspect ratio.
1387- Improved flag images, no longer get scaled on scoreboard. (only a slight improvement)
1388- Fixed lightning stream bug that existed in third person while truelightning was enabled.
1389- Fixed Premium scoreboard display when a player goes into spectator, forfeiting the match.
1390- Reduced 'flag bounce' by half for dropped CTF flags.
1391- Various maps and other graphical assets have had textures optimized for filesize/bandwidth usage, resulting in a smaller download.
1392
1393We've also added a few quick cvars that may be more of interest to movie makers:
1394- Added 'r_fastSkyColor' cvar:
1395Change the color of the sky when using fastsky (default 0x000000) This can be used in order to create a green screen to film against.
1396- Added 'cg_smokeRadius_dust' cvar:
1397Scale size of smoke plume in ground dust
1398- Added 'cg_smokeRadius_flight' cvar:
1399Scale size of smoke plume in flight trail
1400- Added 'cg_smokeRadius_haste' cvar:
1401Scale size of smoke plume in haste trail
1402
1403 Web Updates
1404
1405- Premium spawns will spawn and will only cycle through premium maps. Standard maps can still be callvoted as normal.
1406- Changed sorting of server list, non-player launched premium servers should appear at the top.
1407- Added timeout length and timeout amount to Start a Match controls. These are available under the Advanced Configuration.
1408- Added frag limit, time limit, capture limit, and round limitto Start a Match controls. These are available under the Advanced Configuration.
1409
1410 Map Updates
1411
1412- Double Impact: Additional clipping added to walls in RA room.
1413- Intervention: Teleporter trigger extended.
1414- Ironworks: Fixed clipping on curved wall between pg and medkit.
1415- Focal Point: Fixed unclipped ceiling, Fixed t-junction-like sparkles.
1416- Overlord: Fixed 3 50HP bubbles that were stuck in the ground.
1417
1418Source: quakelive.com, quakelive.com/forum
1419
1420https://www.esreality.com/post/2051435/quake-live-update-march-16-2011/
1421
1422 Quake Live Update - March 16, 2011 (236 comments)
1423( Major News: QL)
1424Posted by Nukm @ 23:38 GMT, 15 March 2011 - iMsg
1425Event: QLPP
1426Today's update qlQuake Live Premium Pak 7, brings us the Duel map Toxicity (known as pukka3tourney2) and a regular version of the CTF map Silent Night, Distant Screams (known as mpterra2).
1427Other Changes include increased hit box size, reverting the additional Shotgun nerf for TDM, expansions to the social networking features, tier info displays on player profiles, a killBeep option for Premium/Pro Subscribers, various Map changes and more. Read the full changelog below, including more changes than previously announced.
1428
1429 Added Premium Maps
1430
1431Toxicity (Duel):
1432
1433 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.
1434
1435Distant Screams (CTF):
1436
1437 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...
1438
1439 Game Changes
1440
1441- Kill Beep for Premium players:
1442
1443 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.
1444
1445- Increased size of hit cylinders:
1446
1447 Increased hittable region of players by 10% to more closely mimic the area of the old cuboid region.
1448
1449- Increased damage of Shotgun in Team Deathmatch:
1450
1451 Increased damage of Shotgun back to 100 to match the Shotgun in other modes.
1452
1453- Improved arena download system:
1454
1455 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.
1456
1457- Removed some extra dependencies from the Quake 3 master server. ("Please start TA directly")
1458- Fixed issues where plug-in was downloading certain content twice.
1459- Added the ability to bind a key to Accuracy (+acc), ScreenshotJPEG to the in-game Contols->Actions menu.
1460- Fixed issue where scoreboard would show none in the lead with -9999 frags.
1461- Fixed display issue that would cause items on loading screen to overflow off the screen.
1462- Fixed Force Weapon Color when using cg_railStyle 2 trails.
1463
1464 Web Changes
1465
1466- Facebook Screenshot uploading:
1467
1468 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 an upload a screenshot directly to Facebook.
1469
1470- Added tier display to player profiles:
1471
1472 All players can now view what tiers they are in by clicking the Statistics tab on their profile.
1473
1474- Added Change Country Flag to Account Settings:
1475
1476 All players can change what country appears on their profile and in the in-game Premium scoreboards.
1477
1478- Fix 7th day of matches not showing up under the Matches tab.
1479- Removed extraneous options from web Advanced Game Options.
1480- Don't show invites as a friend on the inviting player's friends page
1481- Added ESL Intel Extreme Masters Season 5 World Championship awards.
1482
1483 Map Changes
1484
1485- Battleforged: Fixed sound issues by removing see-through teleporters.
1486- Concrete Palace: Swapped Yellow Armor and lower Green Armor, fixed missing lightning ammo.
1487- Devilish: Fixed patch & LoD issues on curved RA staircase.
1488- Dies Irae: Fixed floating clip in Mega Health room.
1489- Double Impact: Clipped structures in Red Armor room, fixed entity not spawning due to being stuck in ground.
1490- Focal Point: Fixed map appearing all black in vertex lighting mode.
1491- Skyward: Fixed z-fighting, some additional detail and trim added, updated author credit.
1492- Tornado: Removed Chaingun, unlocked water trap in TDM, fixed z-fighting, improved several trims, added some clipping.
1493
1494Source: quakelive.com, quakelive.com/forum
1495^
1496HITBOX
1497
1498https://www.esreality.com/post/2086398/quake-live-may-31-update/
1499
1500 QUAKE LIVE - May 31 Update (204 comments)
1501( Major News: QL)
1502Posted by SyncError @ 22:10 BST, 31 May 2011 - iMsg
1503Event: QLPP
1504Today's update, qlQuake Live Premium Pak 8, introduces 2 new Premium Arenas to QUAKE LIVE, new Start-a-Match features for Pro Subscribers and FreezeTag players, new and improved mouse input code, a TeamKill complaint system, an overhauled more flexible InstaGib system, match forfeit options, and a great number of website, game, and server fixes to improve the gameplay experience.
1505
1506 Official Changelog - long version
1507
1508 Premium Maps Added
1509 Revolver (Small CA):
1510 Crafted by Wiebo de Wit, designer of the highly popular "Overkill" Clan Arena level of RA3 fame, Revolver is a small outdoor chamber with an overhanging grated walkway, a higher ground that holding can prove vital to victory.
1511
1512 Sorrow (Duel):
1513 Set in a foreboding dungeon, Sorrow is a brand new arena from Pawel Chrapka that is nicely suited for both Duel and small teamplay when a more strategic and paced style of play is preferred.
1514
1515 Web Updates
1516 - Start a Match: Numerous options added, including ability to spawn servers at your skill level (tier).
1517 - Start a Match: Options that are non-default, or will result in an unranked server will be hilighted
1518 - Start a Match: Resolved certain combinations of settings that would result in an unranked server despite all visible options set to their defaults
1519 - Match invites should now work more reliably, especially over map changes.
1520 - Server tool tip hovers now report if a server is Premium, allowing you to identify Premium servers when using the Friends List.
1521 - Accepting a friends request from a player who is actively online will now immediately show them on your friends list. Previously they would not show until their next time to come online.
1522 - Fixed the duplicate friend invite issue.
1523 - Fixed banned profile notices. Banned players will once again have a ban notice on their public profile.
1524 - Weekly match stats now report up to 500 matches, it was previously limited to reporting only the first 100 matches played in any given week.
1525 - Fixed site inactivity timeouts occurring during forum activity.
1526 - Fixed auto-login from failing following an account idle timeout.
1527 - Fixed issue preventing pro users with clan tags that began with a "+" from spinning Start-a-Match servers that others could join.
1528
1529 General Game Updates
1530 - Added "forfeit" command to allow for an early end to a match.
1531 - - Available to the losing player in Duel
1532 - - Available to the losing player in team gametypes, when one player is left remaining.
1533 - - Will end match immediately, note the game is forfeited, and award the loser a "Loss" instead of a "Quit".
1534 - Added a forfeit condition check to all team gametypes. If one team quits, the match will now forfeit and award a win to the remaining team.
1535 - Improved Intermission Delay, the delay has been reduced from 1000ms to 200ms to resolve many issues & complaints about what occurs in the last second of gameplay.
1536 - Added server-side variables that allows us to specify the amount of armor, health, or weapons a player has upon spawning (g_startingArmor, g_startingHealth, g_startingHealthBonus, g_startingWeapons).
1537 - Added the option of a simpler black frame fill rather than the white flash that occurs when teleporting (r_teleporterFlash 0).
1538 - Added an error message to clients when some commands, such as "/kill" are attempted to be used on servers that do not support them.
1539 - Colliding into a wall while running now places the player in a walking animation without footsteps, instead of running in place and producing footsteps. (This is an animation and footstep change only, no change to player speed, physics, or movement is made as a result of this).
1540 - We now disabled firing at the end of warmup during match countdown to raise awareness of the match state transition and reduce accidental movement caused activity during the match countdown.
1541 - Fixed the toggling of "Next Match" at the end of the match such that spectators can no longer toggle the readyUp status of in-game players.
1542 - Fixed end-game command flooding of spectated clients.
1543 - The end-game scoreboard now has a minimum viewing time of 5 seconds and a maximum viewing time of 15 seconds, dependent on whether players choose to click the "Next Match" button to minimize viewing time.
1544 - Fixed 3 Player Callvote logic that was allowing a single "no vote" to make a vote fail.
1545 - Fixed an issue that could generate killbeeps from gibbing player corpses.
1546 - Fixed incorrectly defined FRAMETIME, which has accounted for various bugs or oddness in the game, especially in relation to our triggers (jumppads, movers, buttons, trigger hurts, trigger multiples).
1547 - Fixed floating point imprecision that caused glitching in snapshot rendering.
1548 - Fixed Battle Suit noise spam while wading in lava, sound event is now only triggered every second (damage is however still continuous).
1549 - Fixed starting weapon selection code to ensure that the selected weapon is a weapon that was granted on spawn
1550 - Fixed Default model/skin code. It will now attempt to use the model specified when a valid model but invalid skin is set and ensures that a teamskin is set when in team gametypes.
1551 - Fixed faulty spawnflag behavior issue for trigger_hurts.
1552 - Fixed an issue with railgun while using infinite ammo that prevented the rail trail from displaying.
1553 - Fixed an animation issue that would occur on servers running more than 24 hours that previously could not be resolved without shutting down and relaunching the server.
1554 - Fixed an infostring buffer overflow exploit.
1555 - Fixed an exploit found that could be caused by use of a local command.
1556 - Fixed references to server framerate to correctly account for timescale.
1557 - Fixed AGEN skip code in parse stage of rendering.
1558 - Fixed a typo in a Com_Error message "cientNum > 32" corrected to "clientNum >= 32".
1559 - Fixed fastSky behavior when r_fastSky was set to non-zero, non-one values.
1560 - Fixed Vertexlight issue in map compiling. We will over time be re-releasing the afflicted maps to resolve dark or off-colored vertexlighting issues.
1561
1562 Duel Updates
1563 - Relaxed spawn system in Duel such that it now looks at 50% of the furthest away spawn choices with a minimum of 3 choices, instead of 40% with a minimum of 2 choices -- reducing the predictability of where a player may re-spawn.
1564
1565 Team Deathmatch Updates
1566 - Added Teamkill Complaint system: When a player is teamkilled they will now be prompted as to whether or not they wish to file a complaint to the server verse the offending teammate. If you feel the TK was intentional, then file a complaint (F1). If it was accidental, then dismiss it (F2). If too many complaints are filed verse a player, the server will ban the player for the server for the remainder of the match.
1567 - - Clients may disable the complain/dismiss vote prompt by setting cg_complaintWarning 0.
1568 - Fixed a warmup condition in TDM that allowed you to start a match when no players were present on one of the teams.
1569 - Fixed a warmup condition in TDM that allowed you to start a match with unbalanced teams.
1570
1571 Clan Arena Updates
1572 - Fixed CA round behavior when roundtimelimit is set to 0, which will now disable the use of a roundtimelimit rather causing rounds to end immediately upon round start.
1573
1574 Capture the Flag Updates
1575 - Fixed capturing the flag during the Intermission Delay bug, you can no longer capture in the last moments of the game after the time/scorelimit was hit.
1576 - Added "droppowerup" command to allow you to drop a recently picked up power-up to a teammate. Like weapons and flags, the dropped powerup remains available for 10 seconds.
1577 - Added a server-side variable that allows us to configure what drop abilities are permitted (dropflag, droppowerup, dropweapon). (g_dropCmds)
1578
1579 FreezeTag Updates
1580 - We now use "You froze" centerprint in FT rather than "You fragged".
1581 - We no longer allow you to thaw teammates through walls.
1582 - Increased thaw radius from 64 units to 96 units.
1583 - Frozen ice blocks now shrink as a player is thawed.
1584 - Added Start-a-Match options for Pro Subscribers:
1585 - "Environmental Respawn Delay", allows you to force a time delay before a player who died from an environmental death (such as jumping into a void) from thawing and respawning.
1586 - "Reset Armor on Round", allows you to force a player"s armor value to reset at the end of every round.
1587 - "Reset Health on Round", allows you to force a player"s health value to reset at the end of every round.
1588 - "Reset Weapons on Round", allows you to force a player"s weapon loadout to reset to the spawn loadout at the end of every round.
1589 - "Thaw Winning Team", allows you to prevent frozen members of the winning team to from instantly thawing at the end of the round, forcing the surviving winners to thaw their own frozen teammates.
1590 - "Thaw Tick", allows you to control the audible thaw sound such that it can be heard by only teammates, all players, or disabled.
1591 - "Enable Round Delay", allows the 4 second round delay to be disabled, allowing for a more action packed fast paced style of FT gameplay.
1592 - Thaw messages are now displayed for players who die due to an environmental death to denote when a player is back in action and no longer considered frozen.
1593 - Fixed Round Draws in FreezeTag. Announcer Voice is back and notifies you when there is a Round Draw. Neither team is awarded any points during a Round Draw, previously red was awarded a point during draws.
1594 - Better handling of telefragging both living and frozen players: If you telefrag a living player, you are awarded a kill, they freeze, and then auto-thaw with no delay. If you telefrag an already frozen player in FT, they will then auto-thaw with no delay.
1595 - Fixed zoomOutOnDeath code in FreezeTag; cannot zoom while frozen.
1596 - Added prediction to triggers for frozen players (smoother triggering of jumppads, teleporters, doors while sliding into them)
1597 - Fixed AutoThawTime behavior so that you may disable autothawing. Previously a g_freezeAutoThawTime 0 would result in an instant thaw upon freezing.
1598
1599 Instagib Updates
1600 - Any weapon present in InstaGib now triggers a frag (splash damage excluded).
1601 - Instagib is no longer is restricted to Railgun only, but now works with any weapon defined in g_startingWeapons. This allows us to introduce a great number of new InstaGib modes of play.
1602 - Instagib no longer relies on damage output of any weapon. If damage is received it will gib the player (railgun is no longer forced to 666 damage).
1603 - We now grant infinite ammo for all weapons present in InstaGib
1604 - Extensive overhaul of the InstaGib code to improve logic, performance, and reduce rare issues that could result in players not dying when hit.
1605
1606 Mouse Code Updates
1607 - Fixed an issue with in_nograb not being properly defined, that resulted in mouse sensitivity issues and mouse focus issues.
1608 - Reworked mouse accel code to address outstanding issues such as: framerate dependency, a failure to preserve directionality, and misleading offset behavior. Now rather than offering two styles of mouse accel, one without these issue but fewer options and one with more options but known issues, we have now simplified it to one accel scheme that is highly customizable and reliable.
1609 - - Added cl_mouseAccelPower // the power of the accel curve, 2 is the default traditional curve.
1610 - - cl_mouseAccelOffset now defaults to 0.
1611 - Added optional/alternative sensitivity scheme: Added m_cpi to set mouse DPI so sensitivity can be measured in cm amount. Counts per Inch (CPI/DPI) of your mouse, defaulted off. When enabled (by setting m_cpi to the CPI/DPI of your mouse) it changes sensitivity from a immeasurable number into a precise degrees per cm, ie sensitivity 18 would move you 18 degrees per centimeter of mouse movement, performing a 360 turn in 20 centimeters. More info can be found in our recent DevBlog post.
1612 - - Default sensitivity, pitch, and yaw all remain the same. If you do not set m_cpi no changes are necessary to your mouse or sensitivity settings. If you use accel, you no longer need to specify a style of accel. Set your cl_mouseAccel to the desired strength, optionally assign a cl_mouseAccelPower, cl_mouseAccelOffset, or cl_mouseSensCap.
1613 - Sensitivity, m_yaw, and m_filter cvars now replicate (get stored in repconfig.cfg and our database).
1614
1615 HUD Updates
1616 - Callvotes now displays proper keybinds for "vote yes" and "vote no".
1617 - Support for Infinite Ammo on weaponBar.
1618 - Support for non-railgun weapons in InstaGib
1619 - Changed frag obituaries to fade out
1620 - Fixed roundtimer display in FT on the official "Large" HUD.
1621 - Fixed HUD ranks in Duel and FFA.
1622 - Reduced the size of the center print frag message in warmup, to both match the size utilized mid-game as well as prevent center print text from overlapping during warmup.
1623 - Added a "Watch your fire!" warning to the center print frag message when you kill a teammate.
1624 - Fixed itemPickupTime between map_restarts: Pickup messages will be cleared from the screen on map_restarts and when transferring from Warmup to Match-in-Progress; Can no longer obtain <item> x2 messages from picking up an item in warmup just before match start, and then picking up the same item type within 3 seconds.
1625 - Obituary frag messages are now cleared from the HUD on map_restart.
1626 - Improved the formatting of the low ammo warning centerprint; raised it higher to avoid some overlapping text in warmup.
1627 - Fixed weaponBar weapon registration, so that you no longer have to switch to a weapon before it appears on the weaponBar.
1628 - Fixed an erroneous low ammo warning sound when switching to weapons with infinite ammo.
1629 - Added support for infinite ammo on HUDs.
1630
1631 GUI Updates
1632 - Added "droppowerup" to controls menu.
1633 - Fixed the map order (in callvote menu), Hektik was out of abc order.
1634 - Small fix to scoreboard draw code.
1635
1636 Dev Console Updates
1637 - Tab autocompleted cvars will now print their currently assigned value for easy setting lookup.
1638 - Added con_scale (defaults 1.0), lower values result in a smaller font scale being used in the console.
1639 - Cleanup, renamed more obscure cl_contimestamps to con_timestamp
1640 - Cleanup, renamed cl_noprint to con_noprint
1641
1642 Bot Updates
1643 - Added "bot_teamkill"; Activates teamkilling mode where bots disregard what team a player is on when selecting their targets.
1644 - Fixed BotChat_HitTalking MOD (a bot"s knowledge of what they were hit with while they were chatting).
1645 - Fixed Bot Characteristic in BotChat_EnemySuicide.
1646 - Fixed actionFlag collision in botlib code.
1647
1648 Deprecated / Removed Code
1649 - Removed deprecated cl_mouseAccelStyle.
1650 - Removed deprecated g_freeze cvar (unused).
1651 - Removed deprecated con_notifytime (unused).
1652 - Removed deprecated cl_conXOffset (unused).
1653 - Removed deprecated g_allWeapons, in favor of more versatile g_startingWeapons.
1654 - Removed deprecated g_ca_startingArmor and g_ca_startingHealth, in favor of the new gametype neutral g_startingArmor and g_startingHealth.
1655 - Removed deprecated g_weaponTeamRespawn, referenced only in Team DM, in favor of setting g_weaponRespawn.
1656 - Removed cg_startingammo_mg, we are in the progress of replacing it with a new weapon neutral g_startingAmmo system.
1657
1658 Map Updates
1659 - Courtyard - Fixed/balanced rg hall spawn points; lighting fixed in Vertexlight mode.
1660 - Japanese Castles - Fixed/balanced garden spawn points; lighting fixed in Vertexlight mode.
1661 - Ironworks - Lighting fixed in Vertexlight mode.
1662 - Tornado - Lighting fixed in Vertexlight mode.
1663 - Troubled Waters - Fixed/balanced base starting spawn points; lighting fixed in Vertexlight mode.
1664
1665 Changes not mentioned
1666
1667 - MG starting Ammo in TDM increased from 50 to 100.
1668
1669
1670Source: quakelive.com, quakelive.com/forum
1671
1672https://www.esreality.com/post/2117062/quake-live-update-july-19-2011/
1673
1674 Quake Live Update - July 19, 2011 (216 comments)
1675( Major News: QL)
1676Posted by Nukm @ 21:40 BST, 19 July 2011 - iMsg
1677Event: QLPP
1678Today's update, ql QUAKE LIVE Premium Pak 9, introduces the two new Premium Arenas Canned Heat and Wargrounds to QUAKE LIVE, aswell as a new Premium Team Deathmatch Scoreboards, and a great number of website and game fixes to improve the gameplay experience.
1679
1680 Premium Maps Added
1681
1682Canned Heat (Small CA) - (Levelshot)
1683
1684 From Till Merker, author of Thunderstruck, Evolution, and Theatre of Pain, comes Canned Heat the popular mid-sized Clan Arena from Rocket Arena 3.
1685
1686Wargrounds (FFA, Small Team) - (Levelshot)
1687
1688 From Pawel Chrapka, Wargrounds debuted last summer in the Maverick Servers Quake 3 Mapping Competition.
1689
1690 Web Updates
1691
1692- Updated Clan Profile Pages:
1693
1694 - Added Clan Biographies. Clan leaders can add a small bit of text that, similar to profile pages, will be publicly visible on the clan profile page.
1695 - Added country flags to rostered players.
1696 - Added 'Last seen online' and 'Online now!' stats to rostered players. Easily determine who is either online now or has been online recently by looking at a clan's profile.
1697
1698- Added a Subscriber-only Forum. You will have to log into the main website from your subscriber account once before you are able to access the new forum.
1699- Fixed View Clan Profile dropdown in My Clans from not bringing you to the correct page.
1700- Fixed clicking on a clan invitation not bringing you to the clan's profile.
1701- Added a notification at login for pending clan invites. These can be toggled in Account Settings -> Change Site Preferences -> Show me when I receive new friend or clan invites
1702- Better error messaging for sending a player a clan invite when they already have one pending.
1703
1704 General Game Updates
1705
1706- Added Premium Team Deathmatch Scoreboards - (Scoreboard, Statistics)
1707
1708 - Includes TeamDM specific stats, including net frags, damage dealt, average team ping, team power-up pickup counts, and team power-up possession times, as well as country flags and support for clan names.
1709 - Includes a Statistics tab on the end-game scoreboard for additional player specific statistics.
1710
1711- Added premium cg_quadKillCounter <0|1>
1712- Added 'mercylimit'.
1713
1714 - In teamgames that have a timelimit set, you may set mercylimit to trigger the match to end if the team score difference (spread) ever becomes greater than or equal to the mercylimit.
1715 - Added 'g_mercytime'. An optional component to mercylimit, in teamgames with timelimits, you may set g_mercytime to the number of minutes of gameplay that must first pass before mercylimit is enforced.
1716 - Added mercylimit to Start-a-Match.
1717
1718Added three new admin commands for server owners:
1719
1720 - setmatchtime - If a partial match must be played, an admin may need to set the match time elapsed before the remainder of the match may resume. An admin may use setmatchtime to set the current match time elapsed (in seconds) when a match is in progress.
1721 - addscore - If a partial match must be played, an admin may need to restore a player's score before the remainder of the match may resume. An admin may use addscore to increment or decrement a player's current score when a match is in progress.
1722 - addteamscore - If a partial match must be played, an admin may need to restore a team's score before the remainder of the match may resume. An admin may use addteamscore to increment or decrement a team's current score. Doing so will not increase the score of any individual players.
1723
1724- Added Clan Tag team short name support for premium users. If all players in any given team are using the same clan tag, then their clan tag will be used in place of the 'Red Team' or 'Blue Team' text on the player's HUD scorebox.
1725- Added 'hosted by' information to the 'About this Match' join menu and 'Current Match' game menus for all Start-a-Match servers.
1726- Fixed an issue that would cause projectiles to deal splash damage instead of direct damage in some situations.
1727- Fixed an issue that would cause some shots to pass through the enemy player in some situations.
1728- Damage Dealt & Damage Taken statistics no longer include damage dealt toward or from teammates.
1729- Fixed the client rank and duplicate name bug in FFA and Duel.
1730- Fixed telefragging of teammates, such that it no longer triggers the 'Watch your Fire!' warning message.
1731- Fixed a rare issue that could trigger the TeamKill Complaint system in non-team games.
1732- Fixed a crash that could occur when a weapon was dropped in InstaGib.
1733- Fixed Round Draw Bug in FreezeTag.
1734- Fixed callvoting from not auto-failing in situations where the vote was split evenly 50/50.
1735- Fixed freecam spectating movement.
1736- Added 'align' support to the CG_RED_SCORE and CG_BLUE_SCORE HUD elements and fixed their alignment on the Large comp hud. *Note* if you are using a custom hud that was based off of our official Large hud, you may need to adjust the alignment of your score elements.
1737- Fixed cylinderScale initialization warning.
1738- Disabled cl_timenudge in LAN games.
1739- Updated competition map pool arena filters.
1740
1741 Map Updates
1742
1743- Added author credits to Evolution and Thunderstruck
1744- Battleforged - Fixed two incidents of visible caulk
1745- Realm of Steel Rats - Fixed an improperly shaped diagonal trim at RL @ tp exit
1746- Intervention - Fixed vertexlight
1747- Toxicity - Fixed vertexlight
1748
1749Source: quakelive.com, quakelive.com/forum
1750
1751https://www.esreality.com/post/2173083/quakelive-premium-pak-10/
1752
1753 Quakelive Premium Pak 10 (124 comments)
1754( Major News: QL)
1755Posted by xou @ 00:52 BST, 26 October 2011 - iMsg
1756Event: QLPP
1757If you're following the Quakelive page on facebook, you probably already know there was an update planned for tonight. After the downtime we can see: 3 maps were added (including the famous q3amphi), a number of issues were fixed with Chrome, some vertexdate sizzle was fixed on several maps and the site also had a couple fix.
1758
1759 Premium Maps Added
1760
1761 Reflux (CTF)
1762 A decaying corrosive materials factory is the site of Reflux, a brand new Capture the Flag arena. Industry has long left this facility as nature begins to reclaim it. The only sign of human life remaining is a large mixer in the center still churning, keeping its acidic mixture cool and flowing throughout the building. This machinery may even be the only thing stopping a massive explosion from engulfing everything around it.
1763
1764 More recently, arena combatants have found the place and have began using it to practice their movement, weaving through the mixer blades to pick up a Battle Suit in the middle. Holding the power-up opens up an additional route to the flag, past the Red Armor and Medkit, and through the pipes leading into an acid vat in the flag room. Reflux is a very fast and dynamic CTF map, and is best played with 4 players a team.
1765
1766 Eye to Eye (Small Duel, Small FFA)
1767 Nobody is quite sure why this place exists, or what sits behind the ominous, sealed door, yet somehow combatants find themselves teleported into this gladiator pit. This is Eye to Eye, a small Duel map that plays a bit differently than typical arenas.
1768
1769 There's no items or positioning to worry about, just three platforms, and an octagon in the middle. However, our octagon has no cage, and no rope breaks to get you out of the corners. Instead, retreating will earn you a visit to the lava god, Chthon. Players are armed with a set of armor and weapons upon every spawn. Eye to Eye is another arena new to QUAKE LIVE, and is best played in Duel, or mix it up and try it with a three player Free For All.
1770
1771 Seams and Bolts (Small CA)
1772 Seams and Bolts is a small Clan Arena map based on a Rocket Arena 3 design by Adam Bellefeuil. An open middle room is flanked by crossings, leading to lots of opportunity to jump down and plant direct rockets into a few skulls. If you find yourself being pushed out of the middle of the arena, some well placed rails from one of the exterior rooms may be enough to take down some rocket jumping fools, allowing you to charge into the middle from one of three different heights. Seams and Bolts is a fun addition for our Clan Arena players, able to easily handle 2v2 and 3v3 matches.
1773
1774 Updates
1775
1776 Plugin Updates
1777 - Disabled block stopping Google Chrome uses from using the site.
1778 - Fixed Chrome users losing and reconnecting to the friends network every few seconds.
1779 - Fixed Chrome users being unable to load the site after hitting Refresh on the server browser.
1780 - Fixed a potential cause where the game may write out qzconfig.cfg and repconfig.cfg with garbage bytes at the end of the filename.
1781 - Updated Linux Firefox XPI install metadata to allow up more recent versions to install the plugin.
1782
1783 Game Updates
1784 - Fixed an issue where the game would unnecessarily write out qzconfig.cfg and repconfig.cfg when friend network activity occurs (signing off, on, messages). This may help users who experience hitching when friends sign on and off.
1785 - Decreased how long the end-game scoreboard is shown for.
1786 - Fixed incorrect vertexlight data on the following maps: Almost Lost, Battleforged, Concrete Palace, Devilish, Dies Irae, Distant Screams, Double Impact, Focal Point, Overlord, Powerstation, Retribution, and Space CTF.
1787
1788 Web Updates
1789 - Resolved an issue where invited standard players would get the "Go Pro" popup while joining a server right after they were invited.
1790 - Updated Game Guide and FAQ with up to date info.
1791 - Don't show friend invite/block buttons on your own profile.
1792 - Most popup notifiers will now automatically close when you choose an action.
1793 - Misc. style fixes to clan invitation, format tag panel.
1794 - Fixed HTML-escaped characters showing up in edit profile bio.
1795 - Fixed wrong ranked setting for Thaw Winning Team preventing ranked FreezeTag launches.
1796 - Clan rank icons changed to fit ranks better.
1797 - Resolved some cases where match tooltips would get stuck in the corner of the screen.
1798 - Added Advanced Browser toggle to match browser to easily switch between Thumbnail and List View.
1799
1800
1801Link: Announcement (no CSS version)
1802
1803https://www.esreality.com/post/2197590/quake-live-update-december-15-2011/
1804
1805 Quake Live Update - December 15, 2011 (494 comments)
1806( Major News: QL)
1807Posted by Nukm @ 21:18 GMT, 15 December 2011 - iMsg
1808Event: QLPP
1809Today's winter holiday update, ql QUAKE LIVE Premium Pak 11, brings us the the often requested CTF map Spider Crossings in addition to the traditional holiday arena pack, a new CTF Premium Scoreboard, a new modified physics ruleset for Pro users to use in Start a Match and a lot of smaller additions and fixes that you can read about in the changelog below.
1810
1811 Premium Maps Added
1812
1813As part of the Christmas update, both premium maps will be available FREE for all players, for the first week, after which they will return to Premium status. Everyone is invited to hop on and check out the new content!
1814
1815Spider Crossings (CTF - q3wcp9):
1816
1817 This arena, created by Dan "Scancode" Gold originally for Quake III Arena, is a classic CTF arena suitable for 4 on 4 play. Bases have entrances on two levels. Once inside, attackers have no less than six paths to take. Taking the low middle route can result in a Regeneration and a Mega Health pickup, but this puts you in a tactically disadvantageous spot against the flag defense, and being unable to take the same path out without damage means you will have to rethink your escape plans. Spider Crossings makes a great addition to the QUAKE LIVE CTF list of arenas, and as mentioned will be free for all for the first week.
1818
1819Electric Head (Small CA, Small FFA - ra3map2):
1820
1821 Electric Head is a small arena created by Adam Bellefeuil, centered around a high area and a low area. Controlling your enemy's movement is the key to victory; knocking them into the middle, or forcing them to move to the low side of the arena. Accomplishing either of these will result in a vast positional advantage, giving you the freedom to control the pace of the game. Electric Head is also available for free for the first week of play.
1822
1823Winter's Edge (Holiday Map - q2dm1):
1824
1825 Making its second appearance as our annual Holiday Arena is the perennial favorite, Winter's Edge. A port of Quake II's The Edge, which last week saw it's 14th year passing since release, this year we are allowing the ability to play this arena across all gamemodes that support it. Along with The Edge, also return the most important part, the decorations! With a dimmer tree in the center of the map, we hope there will be less reports of temporary blindness as players run out into the iconic center area of the map.
1826
1827Silent Night (Holiday Map - mpterra2):
1828
1829 Making it's third appearance is the terrain-based CTF arena, Silent Night. Otherwise known as Distant Screams, Silent Night is a fast-paced map taking place in a nameless tundra. Bases are peppered with (my personal favorite) jetpack style Flight powerup, along with the self-damage reducing Scout rune. Combine the two, and a bit of skill, and you're able to achieve breakneck speed. There's not much else to say about Silent Night, just hop on and play!
1830
1831 Premium Scoreboards
1832
1833- Premium CTF Scoreboard now available, includes different stats more tailed to CTF games.
1834- Added support for Regeneration, Haste, and Invisibility power-ups in TDM Team Pickup Stats.
1835
1836- Pickup Stats are now dynamically generated upon item pickup, so that items such as the GA will not show on the scoreboard if it is not present in the map.
1837
1838- Added new country flag images, double the resolution of the old images.
1839
1840- Added subscriber status icon to premium TDM and CTF scoreboards.
1841
1842 Start-a-Match
1843
1844- Added PQL Ruleset. The PQL ruleset is a series of settings that modify player physics and some weapon characteristics, giving players the ability to ramp jump, increased air control, and a tiered armor system similar to Quake 1. It is an unranked option only available on Pro servers.
1845
1846- Added 'Air Control' option. Allows a player to move in the direction they look, while airborn.
1847When holding only a single movement key while airborn, mouse look will dictate the direction you move.
1848Alternatively, if you hold a forward or back plus a strafe key (+moveleft or +moveright) while airborn, the player will benefit from the speed and distance normally gained with strafe jumping.
1849If you have forward momentum, you can use the strafe keys (without the use of +forward) and small mouse movements to perform a bunny hop.
1850
1851- Added 'Tiered Armor' option. Tiered armors offer increasingly stronger levels of protection, based off of Quake 1's armor system. Green armors absorb the least damage, and red armors absorb the most damage. You will not pick up an armor if it is weaker than what you currently are wearing.
1852
1853 Game Updates
1854
1855- Added Weapon Configs for Premium Users, available through the Advanced Settings UI. Setup per-weapon preferences that are automatically triggered when you switch weapons.
1856
1857- Unranked server settings available via Start-a-Match will now appear on the map loading screen so that players can be aware of what custom settings are in-use on the server.
1858
1859- Added unranked server settings to the 'About' menu in-game so players can reference custom server settings while in-game.
1860
1861- Added improved feedback when 'callvote' is issued without parameters. It will now report back properly what what voting options are allowed by the server.
1862
1863- Added callvotes for 'cointoss', 'random', and 'ruleset'
1864
1865- Hide callvote shuffle from menu in non-team games.
1866
1867- Players are unable to call votes for the first 20 seconds of a map load.
1868
1869- Players can now only call 3 votes per map, to prevent players from vote spamming.
1870
1871- 'cv' shorthand added as an alternative to typing 'callvote' in the console.
1872
1873- CTF matches with no timelimit will no longer have increased player spawn times.
1874
1875- Added Flag Captured vs Flag Held time distinction, "Captured in x:xx" for a continuous flag run, or "Held for x:xx" for a relayed flag cap.
1876
1877- Free For All servers are now 8 players each, with 8 spectator slots available.
1878
1879- Battle Suit now protects 1/3rd instead of 1/4th in CTF. (Reflux)
1880
1881- Changed the default for cg_quadKillCounter to 1.
1882
1883- Added Use Item Messages (cg_useItemMessage <0|1|2>) and Use Item Warning (g_useItemWarning <0|1|2>) in advance options menu.
1884
1885- Added cl_demoRecordMessage 2, a small subtle notification that a recording is being made as an alternative to the large verbose message.
1886
1887- Changed Clan Names & Clan Tags in teamgames, such that they will now only be used if the team has at least 2 players.
1888
1889- Fix for Clan Names & Clan Tags changing as players die in Clan Arena.
1890
1891- Fix to prevent server crashes caused by hitscans bouncing off of invulnerability spheres.
1892
1893- Fix for issuing the "team follow1" or "team follow2" command when too few players are in the match.
1894
1895- Fix to prevent demos from being lost due to a cg_autoAction error. When this error occurs, the demo now will save with a default demo####.dm_73 filename, rather than the verbose autoAction filename.
1896
1897- Fixed rare case when a recently gibbed player can thaw a teammate if they were standing within thawing distance before gibbing.
1898
1899- Max Aliases increased to 256.
1900
1901- Correct player is now highlighted on scoreboards.
1902
1903- FreezeTag thawtime has been decreased by 1 second to 2 seconds.
1904
1905- FreezeTag spawncode now uses the TDM spawn code and spawns players closer to their teammates.
1906
1907 Map Updates
1908
1909- Almost Lost
1910MH is now 35 secs in FFA
1911
1912Base Siege
1913- Fixed missing blue player respawn
1914- Fixed orientation of a blue base spawn
1915- Fixed local of blue base spawn
1916- Minor geometry/texture fixes.
1917
1918Battleforged
1919- removed gl ammo from non-Duel gametypes
1920
1921Devilish
1922-Slightly brighter lighting.
1923- Fixed two HOMs near MH.
1924- Removed an unnecessary playerclip near entrance to LG hall.
1925
1926Dreadful Place
1927- Fixed clipping in doorway between YA and 50hp
1928
1929Dredwerkz
1930- Fixed 'hole' in trigger hurt fog below RA
1931
1932Hero's Keep
1933- Fixed incorrect team location info
1934- Moved spawn near RG to match spawn location near LG
1935
1936Intervention
1937- Fixed texture alignments on two lights.
1938
1939Proving Grounds
1940- Altered layout, removed cg, added sg
1941- Trigger hurt lowered, attempt to fix some minor issues with it not triggering at times.
1942
1943Purgatory
1944- Fix for trigger_hurt near RL in FreezeTag
1945- Fix for trigger_hurt near BS in FreezeTag
1946
1947Reflux
1948- Flipped brick texture at shard hall
1949- Raised curved clip at base pipes
1950- Fixed z-fighting at top of base pipes
1951- Resized base pipes to best fit at caps
1952- Changed railing on RA/RG room lifts
1953- Clipped supports in archway from base to 50hp hall
1954- Backlit base fan
1955
1956Stonekeep
1957- Added trim (currently unclipped) around entrance to medkit cave.
1958- Fixed lighting
1959- Fixed patch alignments
1960- Fixed sunken sg ammo
1961- Raised GA small ledge for improved chainjumping.
1962- Vertical Vengeance - MH is now 35 secs in FFA
1963
1964Source: quakelive.com, quakelive.com/forum
1965
1966https://www.esreality.com/post/2254425/quake-live-premium-pak-12/
1967
1968 QUAKE LIVE Premium Pak 12 (371 comments)
1969( Major News: QL)
1970Posted by xou @ 16:15 BST, 30 April 2012 - iMsg
1971Event: QLPP
1972The 12th QUAKE LIVE Premium Pak will be released Monday 30th of April and the website will go down around 15:30 GMT for the update.
1973
1974The news will be updated with the changelog as soon as available.
1975
1976 Update text
1977
1978 QUAKE LIVE's biggest update yet, Premium Pak 12, will shortly be online. This update brings five new gametypes for our Pro Start-a-Match players, led by a first for QUAKE, the command point teamplay of Domination. This is accompanied by a brand new Start a Match interface, built from the ground up to offer players the most in-depth match customization options out of any other shooter out there. With over 200 customization settings, our Pro players can get down to individual weapon tweaks. Rounding out this package are four new arenas including the popular Camper Crossings, and two arenas from the Xbox 360 version, Quake Arena Arcade.
1979
1980 New Gametypes
1981
1982 - Domination
1983 A first for the QUAKE series, Domination is a team-based gamemode centered around a series of command points which your team must attack and hold to score points. Similar to Clan Arena, players spawn with all weapons, and all pickups have been removed from the level. Regenerating health and armor has been enabled to allow players a chance to return to full strength after combat.
1984
1985 - Attack & Defend
1986 This Capture the Flag variant features teams alternating between offensive and defensive roles, with one life to live, and all weapons. Teams can score points by grabbing the flag from the base, capturing the flag, or killing the enemy team. Be careful, though, if you kill the team before anyone touches the flag, you'll lose out on an extra point. Play as a team, assault the enemy base, and maneuver your way out with flag in hand.
1987
1988 - Red Rover
1989 A mix between team-based games and Free For All, players compete against each other. When you frag someone, they switch to your team and respawn. These teammates make loose allies, however, since they will still be eager to frag steal and bump you off of ledges whenever possible. The round ends when all players are on the same team. The player with the highest score at the end of 10 rounds of play is the winner!
1990
1991 - 1-Flag CTF
1992 A neutral flag spawns in the middle of the arena, and teams fight to run it into the enemy base. To spice things up a bit, players have the ability to throw the flag over the heads of enemies and to teammates to help move it further ahead. We've also embedded a small microchip inside the flag, which allows the flag to activate jump pads and teleporters, which is sure to make playing on Space CTF an interesting experience.
1993
1994 - Harvester
1995 Two teams face off, and each frag spawns a skull in the middle of the arena. Players must then collect those skulls and bring them into the enemy base, without losing their own head. The ability to destroy your own team's skulls by picking them up allows players to deny the enemy the rewards of a hard earned frag. Make sure to go target whoever is running around the arena with a long tail of skulls!
1996
1997 Start a Match 2.0
1998
1999 Start a Match has been rewritten from scratch to support over 200 configurable server options, including:
2000 - Customizable Weapons: Disable spawning, adjust damage, reload times, railjumping, and more for every weapon.
2001 - Customizable Physics: Air Control, Air Accel, Ramp Jumping, Ground Accel, Ground Friction, and more.
2002 - Gametype modifiers: Quad Hog, Drop Damaged Health, Vampiric Damage, Regenative Health, Infinite Ammo, Weapon Switch Speed, Weapon Stay, Allow Self-Kills, Spawn Protection, and more.
2003
2004 The new interface also features the ability to import and export your favorite settings to share on websites, forums, and with friends.
2005
2006 Premium Arenas Added
2007
2008 Similar to our last update, the three new arenas will be available FREE for all players, for the first week, after which they will return to Premium status. Everyone is invited to hop on and check out the new content!
2009
2010 - Camper Crossings (CTF/A&D/1-Flag/Harvester/Domination):
2011 Inspired by perennial favorite Campgrounds, Camper Crossings is a three-storied CTF level created by Dan "Scancode" Gold. The middle ground features the iconic jump pad taking you from bottom to top in an instant. Once you move into the bases things start to look a little less familiar, with three hallways to bring you into the flag room. Attackers will find themselves either dropping down or jumping up to reach the flag, with a hallway behind the stand that can be taken advantage of by both teams. An acceleration pad in the base allows attackers to fly across the flag room, or to be used as clay pigeons and be railed out of the air.
2012
2013 - Cliffside (FFA/Domination):
2014 First seen in Quake Arena Arcade, Cliffside takes place on a mountaintop above the clouds. Combining Gothic themes with the open areas seen in maps like Longest Yard, Cliffside is definitely one of the most gorgeous maps in QUAKE LIVE to date. A castle featuring a smattering of rooms faces an island that holds the Railgun. Keep an eye out when indoors for the Quad Damage; you'll need to do a slight rocket jump to reach it. The island also features an Invulnerability sphere, which can be deployed most humorously while midair in a jumpad, to send people, including yourself, falling to their death.
2015
2016 - Jumpwerkz (CTF/A&D/1-Flag/Harvester/Domination):
2017 Also debuting in QUAKE LIVE from Quake Arena Arcade, Jumpwerkz is a fast CTF arena with an open flag room. The highlight of the arena is the two tunnels in the middle, built into a large concrete structure. These acceleration pads provide a super fast path to propel players onto the top decks of the bases, while a slower, more manual route is available by dropping down and taking the low route. Jumpwerkz is a pretty simple design, leaving a lot of room to maneuver around the space.
2018
2019 - Space Camp (FFA/CA):
2020 Included as a bonus, is the April Fool's 2011 arena, Space Camp. This is a version of the popular Campgrounds arena mirrored, and set in space, with a new weapon layout.
2021
2022 Premium Awards Added
2023
2024 Coming soon
2025
2026 Premium Scoreboards Added
2027
2028 In addition to the brand new Clan Arena Premium scoreboard, we've also updated the CTF scoreboards to show kills and deaths. Premium scoreboard support has been added to Domination, Attack & Defend, One Flag CTF, and Harvester
2029
2030 PQL Updates
2031
2032 - PQL is now ranked.
2033 - Resolved an issue in player movement related code that would result in the game feeling "laggy" and cause weapon switching when callvoting to and from PQL.
2034 - Walk Friction lowered from 8 to 7 to improve circle jumping.
2035
2036 Web Updates
2037
2038 Changes & Additions:
2039 - Pro players can now invite 5 Standard level users to a Premium match.
2040 - Invitations sent to an online player will now appear as a chat IM to the invitee, with a link to join instead of the Invite Monitor.
2041 - Hovering over the wrench icon on the browser will show more detailed server modification info.
2042 - Last Match and Time played are now counted for Unranked matches.
2043 - Hovering over Time Played will distinguish between time spent on Ranked and Unranked matches.
2044 - Updated browser to sort populated Start a Match servers and premium matches to the top of the list.
2045
2046 Resolved Issues:
2047 - Sending multiple invitations to the same standard level guest will no longer take up multiple guest slots (Maximum number of non-premium guests reached.) If multiple people invite the same player, it will use the guest slot of the last person to send an invite.
2048 - Many inconsistent uses of timezones have been corrected on the Profile pages.
2049 - Browser filters are disabled while looking at invited matches.
2050 - Corrected Recent Competitors not always showing the most recent match with that player.
2051 - Improved sorting of Quake Live Chat, should now alphabetize players that are online.
2052 - If teamsize is greater than maxclients, browser will show whichever is smaller.
2053 - Some minor formatting on Quake Live Chat to make unread IMs more visible.
2054 - Match Stats are now viewable when a full team or player quits.
2055 - Match Stats will now properly show if the match was InstaGib.
2056 - A Not Found error is no longer generated when linking directly to a match stats page.
2057 - Website key binding and game settings have been removed in favor of in-game options.
2058 - Creating a clan will now automatically activate it.
2059 - Fixed instances where a player leaving a clan is still shown with the tag.
2060 - Joining an invited match with a password will now show the password screen before connecting.
2061 - Resolved one case where the friends list would not appear until an action occurs.
2062 - The tooltip for Freeze Tag matches in the browser now shows Round Limit instead of Frag Limit.
2063 - Game Guide and FAQ updated with more current information.
2064 - Fixed improper usage of "Reticulating Splines" on loading screen.
2065
2066 Game Updates
2067
2068 Changes & Additions:
2069 - New Point of Interest (POI) system. This is an enhanced version of the original Team Locators, extended to show gametype objectives, and your team's flag carrier in flag-based game modes. POIs are also more visible when players are at a distance, no longer disappearing or shrinking.
2070 - Added 'Flag Style' for premium users to choose between the default cloth flag and the new holographic flag in CTF based gametypes. (CTF, 1FCTF, A&D).
2071 - Added handicap displays on the scoreboard on all scoreboards (except Premium Duel).
2072 - Added cg_drawRewardsRow.
2073 - Changed the ready up behavior at the end of matches such that you can only move from 'not ready' to 'ready' once. You may no longer toggle back and forth. (This was leading to userinfo flooding).
2074 - Changed the 'Auto Join Team' behavior such that it will now randomly choose a team if both teams are tied and have the same number of players (instead of always choosing blue).
2075 - Changed Clan Arena damage scoring such that overkill damage no longer counts toward total damage dealt or score.
2076 - Changed the in-game options menu to reflect the correct default FOV value of 100.
2077 - Added "Last Man Standing" voiceover to accompany announcement.
2078 - Bonus health will no longer tick down during round countdowns.
2079 - Enabled Team Force Balance by default on public matches. This prevents players from switching teams mid-match if the switch would result in a 2 player imbalance.
2080 - Small/Large CA and Large CTF servers have been removed. Callvoting teamsize and map on a Premium CA and CTF, in addition to Start a Match settings can be used to create matches of a desired size.
2081
2082 Resolved Issues:
2083 - Optimized bandwidth usage by reducing frequency of team count updates. This will improve one of the most commonly seen cases of "Server Command Overflow" errors when clients are not experiencing connection issues.
2084 - Under specific conditions, cylinder collisions could be miscalculated. Hitscan hit detection has been greatly improved.
2085 - Players disconnected from a server and are sitting at the menu will no longer appear to friends as in-game.
2086 - If a match is not able to start, more detailed messages are displayed with the reason.
2087 - Resolved memory corruption caused by enabling r_fastsky.
2088 - Dead or recently joined players would sometimes be moved to spectator if Follow Powerups was enabled.
2089 - The "One" voiceover is no longer played twice during the match countdown in non-round based gametypes.
2090 - Resolved one condition that caused the "<player> dropped for flooding" error between matches.
2091 - The Duel Premium Scoreboard would sometimes appear to change the ready status of the wrong player.
2092 - Resolved an issue where third person was incorrectly enabled in online matches.
2093 - Players will no longer get stuck on terrain in certain conditions while using Flight.
2094 - Bots will no longer improperly use the func_bobbing on Beyond Reality.
2095 - dropflag, droppowerup, and dropweapon can no longer be used during a pause or timeout.
2096 - The callvote menu was not listing the appropriate map list for FreezeTag.
2097 - The callvote map preview shot would be out of date, after selecting a map, closing the menu, and then re-opening the callvote menu.
2098 - The UI code would attempting to play ROQ cinematics of maps selected in the callvote menus.
2099 - The winning player's weapon model was not being displayed on the scoreboard in InstaGib FFA and InstaGib Duel matches.
2100 - Resolved an issue where the player capturing a flag would sometimes hear the capture sound twice if Draw Rewards was enabled.
2101 - Resolved an issue that would cause the "Round Begins in" VO to not play during the first round countdown in FreezeTag.
2102 - Disabled teleport sound effect and shader effect when players are sitting at the post-game scoreboard.
2103 - Renamed the 'Doubler' rune to 'Damage' rune to better reflect the 1.5x damage multiplier.
2104 - Removed the bonus starting armor from pre-game warmup. A player will now spawn with the same amount of armor that they will spawn with during the match.
2105 - Removed team switch cooldown when changing to specator. Players do not have to wait when switching from spectator to a team.
2106 - Resolved an issue that could cause callvote teamsize checks in elimination based gametypes to be wrong if mid-game voting was allowed and a vote was initiated mid-round while some players were eliminated.
2107 - Removed deprecated '/team scoreboard' command.
2108 - Flags can no longer be grabbed after the timelimit but before the end-game scoreboard appears.
2109 - Scores will no longer increment after the timelimit but before the end-game scoreboard appears.
2110 - Resolved improper player model orientation and scaling of the winning player on the Duel Premium Scoreboard.
2111 - Resolved an issue that prevented damage dealt in instagib from being tracked. It is now tracked in-game and will show in the website stats.
2112 - Resolved an issue that caused visual jitters when using cl_timenudge while spectating.
2113 - Resolved a shader sort issue that caused blue teleportals to draw on top of other surfaces.
2114 - Drop Damaged Health would drop health when receiving falling damage when no self damage was enabled.
2115 - Resolved multipliers on items picked up both immediately before and after respawning by clearing pickup history on respawn.
2116 - Negative values would display on the DrawTeamPickups area of the premium scoreboards for one second before data was retrieved.
2117
2118 Plugin Updates
2119
2120 - Resolved an issue where Mac (and potentially some Linux configurations) users would constantly reconnect to the Friends network.
2121 - Improved behavior when running under Windows 7 with Internet Explorer as a limited user.
2122
2123
2124Links: Announcement, QUAKE LIVE
2125
2126https://www.esreality.com/post/2295016/quake-live-premium-pak-13-update/
2127
2128 Quake Live Premium Pak 13 Update (668 comments)
2129( Major News: QL)
2130Posted by SyncError @ 19:15 BST, 24 July 2012 - iMsg
2131Event: QLPP
2132We're pleased to announce the release of QUAKE LIVE Premium Pak 13. This release contains five new arenas from popular community authors, new player character skins, and a change to our Premium subscription model. Starting today, we will be regularly cycling the Standard arena pool. On the first Monday of each month, 21 arenas will be selected as playable for Standard-level matches. Newly released arenas will remain exclusive for at least three months, but every other arena is eligible to be included in the cycle.
2133
2134In addition to this change, we are also introducing a new arena voting system to increase the variety of arenas played. Players playing on Standard-level matches will now have a choice between three arenas at the end of each match. The arena voted on will be the next match played. Premium matches will continue to have access to the entire arena pool, and matches created by our Pro players will continue to have the option to change arenas at any point.
2135
2136Rounding out this update are new "Bright" and "Sport" skin variations for every model on the roster, to allow players to be any character in the game, but still remain highly visible. We also have a few updates to our new Start a Match to help manage matches. We've seen a tremendous increase in Start a Match activity in recent months, and we love seeing what modifications our players have come up with so far! Without further ado, here’s what’s new:
2137
2138 New Premium Content
2139
2140 Infinity (CTF) by Ferdinand ‘cityy’ List - website, video
2141
2142 After the hazardous materials make their way through the facilities in Reflux, the water-based byproducts end up here in Infinity. This Capture the Flag arena was converted from its industrial uses after being abandoned years ago by the original owners. Long lines of sight down the center create opportunities to rail outgoing flag runners, who may choose to take a dip into the slower, but safer, water paths. A Quad Damage spawns in the middle every two minutes, so coordinate your attacks wisely!
2143
2144 Limbus (TDM) by Mike ‘Yellack’ Schreiber and Gary ‘akm’ turner - video
2145
2146 A Team Deathmatch arena made by the team of Yellack and akm, Limbus also plays great in our Domination mode. The Quad Damage room offers interesting possibilities for fights, offering a route that requires some dexterity while jumping across high, exposed platforms. Don’t forget about the underground areas; Limbus is larger than it appears on first inspection.
2147
2148 Silence (Duel) by Ferdinand ‘cityy’ List - website
2149
2150 A Duel arena that has you surrounded by—thankfully contained — corrosive material, the action in Silence is anything but. Silence is pretty tall as far as Duel arenas go, so you’ll have to be aware of your vertical surroundings. The Red Armor is placed for maximum grab-and-run potential, but you may want to keep an eye out for Railgun-toting opponents before you leap. Silence is a great addition to the Duel arena pool, and is also fun for small Free for All and Clan Arena matches.
2151
2152 Terminus (TDM) by FRS and Gary ‘akm’ turner - video
2153
2154 Taking place in a sprawling base, Terminus is a very large Team Deathmatch arena with lots of room for tricks and advanced movement. Teams will vie for control for the Battle Suit and Quad Damage rooms, taking care to not get knocked into the fog, or knocked off the Quad platform, making any player who drops down easy fragbait. Terminus is also available for Domination play.
2155
2156 Windsong Keep (Duel) by Tom ‘Phantazm11’ Perryman - website, Q3 version on LvL
2157
2158 The author of Black Cathedral is back with a third arena: a Duel arena taking place in a stunning castle. Windsong Keep is nothing short of an artistic masterpiece in the QUAKE LIVE engine. Expect heavy combat around the ruined tower which holds the Red Armor. A Mega Health is located in another central room, but with ample room for ambush. Try not to get distracted by the beautiful visuals while running through the hallways. Windsong Keep definitely plays as well as it looks.
2159
2160
2161 m16 on the new maps, without TDM maps
2162
2163 New Additions
2164
2165 Post-Match Arena Voting: Voting for the next arena is now done during the end game scoreboard. You are able to switch your votes as many times as you want, every 2.5 seconds. Selecting an arena will mark you as ready, and the time spent at the scoreboard is now a fixed time.
2166
2167 Start a Match Presets: A Preset Manager is now available under Advanced Settings: give your presets a name, and store your favorite Start a Match settings locally. Loading presets can be done in as little as two clicks. If you're not sure what preset to choose, preview the changes before loading them!
2168
2169 New Match Management Options: Three requested options have been added to Match Management: Inactivity Kick Length to enable the idle kick seen on public matches, Enable Automatic Shuffle which will automatically shuffle teams when enough players are in warmup, and Shuffle Behavior to allow changing shuffles from default Skill Based option to Random. Server owners are automatically excluded from being kicked due to inactivity.
2170
2171 Clan Search: Search through all current clans by clan tag, or by clan name. Click on search results to view the clan's profile page.
2172
2173 Arena Statistics Graph: A pie graph of the player's top 15 arenas, sorted by games played, is available for Premium users on the Arenas tab.
2174
2175 Web Changes
2176
2177 * Resolved several instances where certain characters in clan names would cause the names to not be rendered correctly.
2178 * Resolved an issue where a user could have a Premium-level arena in a Standard-level match, resulting in an error when starting the match.
2179 * Resolved an issue where player models were not rendering properly in the Friend Earned Award popup.
2180 * Resolved an issue where certain characters in match names were not being decoded correctly.
2181 * Scoreboard will no longer count players that haven't fired a weapon in the team accuracy totals.
2182 * Resolved an issue that may cause accuracy values on the scoreboard to be incorrect if you rejoined a match in progress.
2183
2184 Game Changes
2185
2186 * Server owners can no longer be callvote kicked from their own matches.
2187 * Resolved an issue where votes could be called after a previous vote has already passed, but before the vote action was taken.
2188 * Domination point captured/loss VO will only be played if cg_playTeamVO is enabled.
2189 * Resolved an issue where Railgun rails would predict firing while chatting.
2190 * Callvote menu is updated properly when “callvote map” is disabled.
2191
2192 PQL Changes
2193
2194 * Item heights are now taller in PQL. Like flags, items cannot be easily jumped over.
2195 * Added the ability to hold crouch at the top of jumppads to catch the ledge, instead of either a normal drop or a rampjump.
2196 * Increased vertical knockback for more vertical popup from splash damage, without breaking self-splash or rocket jumps.
2197 * Increase Plasma Gun splash radius from 20 to 32
2198 * Increase Plasma Gun knockback from 1.10 to 1.25
2199 * Increase Rocket Launcher knockback from 1.00 to 1.10
2200 * Increase maximum knockback from 120 to 160
2201 * Swim speed increased from 160ups to 190ups.
2202
2203 Map Changes
2204
2205 Bloodlust: Fixed blue’s offset flagbase.
2206 Devilish: The Quad Damage no longer spawns in Duel.
2207 Hidden Fortress: Fixed clipping in curve near 50hp and teleporter.
2208 Reflux: The Red Armor respawn time has been increased from 25 to 60 seconds.
2209 Reflux: Optimizations for performance, including the portals in base have been changed to teleporters (cannot see through them).
2210 Stonekeep: The Red Armor respawn time has been increased from 25 to 60 seconds.
2211 Toxicity: Optimizations for performance.
2212
2213 Standard Map Pool
2214
2215 Start date: July 24, 2012
2216 End date: Sept 2, 2012
2217
2218 Beyond Reality
2219 Bloodlust
2220 Campgrounds
2221 Chemical Reaction
2222 Dreadful Place
2223 Fallout Bunker
2224 Furious Heights
2225 Industrial Accident
2226 Japanese Castles
2227 Overkill
2228 Quarantine
2229 Realm of Steel Rats
2230 Revolver
2231 Sacellum
2232 Solid
2233 Somewhat Damaged
2234 Space Chamber
2235 Space CTF
2236 Spider Crossings
2237 Stonekeep
2238 Wargrounds
2239
2240
2241Source: quakelive.com
2242
2243https://www.esreality.com/post/2319877/quake-live-update-september-11-2012/
2244
2245 Quake Live Update - September 11, 2012 (81 comments)
2246( Major News: QL)
2247Posted by SyncError @ 19:22 BST, 11 September 2012 - iMsg
2248Today's update introduces the ability to purchase subscriptions in one, three, and six month increments, along with the ability to purchase redeemable gift tokens. It also resolves several issues that have popped up with the arena cycling system over the past month.
2249
2250 Web Changes
2251
2252 * We now offer one, three, six, and 12 month subscription options.
2253 * We now sell one, three, six, and 12 month tokens.
2254 * Added support to show information for multiple subscriptions applied to one account.
2255 * Long names are now ellipsized on the match browser 'Live Game Info' hover info.
2256 * Resolved an issue where the Premium pie chart on the Arenas tab would sometimes disappear.
2257 * Resolved an issue where players who have played more than 100 unique arenas would be missing certain arenas on their Arenas tab.
2258 * Game Summary now notes when a match was using PQL.
2259 * Game Summary & Game Details now properly handle score in forfeit conditions.
2260 * Allow Eliminated Players to Freecam Spectate option added to Start-a-Match for CA and A&D.
2261
2262 Game Changes
2263
2264 * Match servers now properly save and restore duel queue across arena loads.
2265 * Don't show the same arena multiple time if more than one arena doesn't exist (Start a Match, Samplers).
2266 * Better notification between arena voting ending and the next match.
2267 * Server will attempt to choose arenas appropriate for the match team sizes, or eight players in Free For All.
2268 * Server will no longer force a reload of the current arena if it is voted for again.
2269 * On Start a Match matches, the first arena choice will always be the current arena.
2270 * Resolved an issue where players would get dropped for server command overflow while on the voting screen.
2271 * Fixed ready up status out of sync / outdated - ready up statuses were only updated when both teams were present and balanced.
2272 * Allow players to unready themselves if their opponent joins and then leaves before readying up.
2273 * Ensure that players do not have a left over PMF_NO_FIRING flag set or an outdated ready flag, such as when a match is aborted during the countdown.
2274 * Fixed a shader issue on Premium Duel Scoreboard when no players are in the match.
2275
2276 Arena Changes
2277
2278 Concrete Palace
2279
2280 * Swapped lower GA and YA's positions to their original placements.
2281
2282 Limbus
2283
2284 * Un-weapon clipped RA Pillar.
2285 * Added another jump-on light detail to RA.
2286 * Tweaked arch construction (ex: RG arch) to try and improve lighting.
2287 * Player-clipped upper-RG doorway to JP.
2288 * Made GL JP hole larger (easier to drop back down).
2289 * Tweaked Broken RG/Quad window for easier passage.
2290 * Rebuilt RA ad-frame.
2291 * Converted blue lights below RA ad frame to .ase model to prevent deforming.
2292 * Rebuilt deformed MH Tele frame.
2293 * Angled off corner between GL & RG for smoother passage.
2294 * Tweaked jump-up ledge details at lower SG room.
2295 * Added missing clip to the left of RA stairs from SG.
2296 * Improved clipping on Quad ad-frame.
2297 * Removed weapon-clip from Quad tele-exit ledge and high quad ledge floor grills.
2298 * Slightly raisd YA+RL floor trims for easier jump to YA.
2299 * Clipped RA 4x5hp bubble pillar for better flow.
2300 * Switch RA 2x5hp bubbles with 1x25hp bubble.
2301 * Use correct default ad images (w/ nopicmip).
2302
2303
2304 Purgatory
2305
2306 * Expand all doorway clips. (RA doorframe bug)
2307 * Player-clip quad sky areas.
2308 * Un-player-clip Quad lights to broken area. (can jump up now)
2309 * Player-clip basement ceiling lights (above shards).
2310 * Recessed low-YA ad frame to prevent head-bumping.
2311 * Re-space RA pillars and align to grid.
2312 * Continue RA-stairs trim.
2313 * Raise quad-broken clip slightly.
2314 * Clip RA ad-supports flush with wall.
2315 * Replaced mini-ledge to RG-ammo with pipes.
2316 * Fixed misplaced clip brushes at High-YA ledge.
2317 * Fixed overdraw bug at RA pillars/Water corridor.
2318
2319
2320 Reflux
2321
2322 * Fixed clipping at mid jumppads.
2323 * Removed rain, raindrops, rain sfx.
2324 * Replaced broken ceiling pane in base with fresh new pane of glass
2325 * Removed vegetation where broken pane was.
2326 * Removed the hidden back half of all decorative pipes
2327 * Replaced the volumetric lighting from light fixtures with lower poly versions.
2328 * Additional miscellaneous performance optimizations.
2329
2330
2331 Silence
2332
2333 * Added two teleporter destination decals.
2334 * Use correct default ad images (w/ nopicmip).
2335 * Fixed missing clip above staircase hall near RL. (ceiling exploit fix)
2336 * Added pipe jump from GA/25hp to center pillar.
2337 * Fixed misaligned crate texture.
2338
2339
2340 Terminus
2341
2342 * Updated author names.
2343 * Fixed various texture alignment issues.
2344 * Moved intermission slightly.
2345 * Removed hole at BS floor-grate (by MH door).
2346 * Player-clipped the foot of each BS pillar.
2347 * Raised high-YA door and fixed in place.
2348 * Re-player-clipped LG-broken. (much smoother now)
2349 * Fixed visible caulk at LG-broken.
2350 * Applied phong-shading to all broken area sub-surfaces.
2351 * Merged pre-RA windows into a single unit.
2352 * Shifted pre-RA pipe-window back 32units.
2353 * Player-clipped pre-RA pipe-window pillar feet.
2354 * Removed a portion of the pillar by RAJP.
2355 * Converted wire detail at RAJP to .ase to prevent deforming.
2356 * Player-clipped RA chain-pillar feet.
2357 * Widened access to BS/Pre-RA JP at base.
2358 * Replaced Quad pillar jump-edge with easier broken pillar.
2359 * Fixed BS ceiling light being deformed.
2360 * Player-clipped BS pillars to prevent player hang-ups.
2361 * Raised ceiling light+wire in MH-BS tunnel.
2362 * Raised BS ceiling.
2363 * Adjusted BS rockwall slightly.
2364 * Fixed pipes not touching the wall, near high-YA.
2365 * Applied lightmapping to various models.
2366 * Converted lift room wire-window to .ase, to prevent deforming.
2367 * Converted 45degree lights at Quad/Yard to .ase to prevent deforming.
2368 * Removed unnecessary cluster portals.
2369 * Moved RG drop slightly and rebuilt doors to create more room when open.
2370 * Fixed weapon-clip at RAJP glass.
2371 * Removed some ambient fluorescent light buzz.
2372
2373
2374Source: quakelive.com
2375
2376https://www.esreality.com/post/2334384/quake-live-premium-pak-14/
2377
2378 QUAKE LIVE Premium Pak 14 (231 comments)
2379( Major News: QL)
2380Posted by FlashSoul @ 18:29 BST, 23 October 2012 - iMsg
2381Event: QLPP
2382QUAKE LIVE's Premium Pak 14, is now online. This update adds new Holiday content, including the Infected gametype modifier, which is also freely available for all players through Halloween as well as permanently available for our Pro Start-a-Match users. Accompanied with the update is the addition of five new arenas, including a brand new Duel arena making it's debut and three highly acclaimed Maverick Server Mapping contest winners.
2383
2384 Gamemode
2385
2386 New Red Rover Gamemode Variant:
2387
2388 Infected
2389 Infected is based off of Red Rover, but instead of swapping teams, you're running away from the infected horde. The Infected Mastermind, the deadly source of the infection spawns in the arena with a Plasma Gun. All players start out as survivors, armed with only their trusty Shotgun, and Machine Gun, and have to survive as long as they can. Once fragged, players will respawn as one of the Infected, who are quicker than the survivors, but only carry an Instagib Gauntlet.
2390
2391 New Arenas
2392
2393 Premium Arenas Added:
2394
2395 Corrosion (TEAM):
2396 By Tom 'Phantazm11' Perryman, Corrosion is the 2nd place prize winner of the Summer 2010 Quake 3 Maverick Mapping Contest, and was built for Domination and Team Deathmatch matches. The arena is set in an old water treatment plant. Pipes, moving machinery, industrial fans, hanging wires, and concrete culverts were utilized to bring the theme to life.
2397
2398 Fluorescent (CTF):
2399 By Ferdinand 'cityy' List, Fluorescent is the 1st place prize winner of the Summer 2011 Quake 3 Maverick Mapping Contest. A Capture the Flag arena, Fluorescent's notable feature is the fluorescent lights throughout the bases. A unique look for a QUAKE LIVE arena, and a blast to play!
2400
2401 Silent Fright (TEAM):
2402 Holiday variant of Overlord, designed for Red Rover: Infected. Overlord has been taken over by the Infected horde. They've also done some terraforming, with some extra paths to try and cut off those pesky survivors, and a graveyard replacing where the other base once was. In addition to Infected, Overlord is great for large FFA matches. Silent Fright will also be available in the Standard arena cycle for the remainder of the cycle.
2403
2404 Sinister (DUEL):
2405 Making its debut, Sinister is a brand new arena by Mike 'Yellack' Schreiber and Gary 'akm' Turner (creators of Purgatory and Limbus). In Sinister, verticality is key, as there is ample opportunity to quite literally get the jump on your opponent. With relatively wide open areas, you'll have plenty of opportunity to test your rail skills.
2406
2407 Terminatria (DUEL):
2408 By Russell 'bst' Vint, Terminatria is the 3rd place prize winner of the Summer 2011 Quake 3 Maverick Mapping Contest. Set in an abandoned space station orbiting around Mars, Terminatria is a Duel map that will send players running through teleporters and curved hallways to control the items. Even though Terminatria is set in space, there's no worry about falling into the void, as the arena is enclosed.
2409
2410 Awards
2411
2412 Premium Awards Added:
2413
2414 Added 22 new awards, including:
2415 16 Premium Awards
2416 5 Trophy Case Awards
2417 1 Holiday Award.
2418
2419 Arenas Updated
2420
2421 Fatal Instinct - Fixed leak, and did a major cleanup pass.
2422 Courtyard - HOM fixed in Mega Health room.
2423
2424 Changes & Additions
2425
2426 Added the ability to disable the Post-Match Arena Voting and Callvote Ruleset in Start-a-Match.
2427
2428 Server owners and operators may now issue callvotes, even when public callvoting is disabled on their server.
2429
2430 New Weapon Selection Code will now spawn you with a better starting weapon, if one is present in your inventory. Subscribers may customize their preference list of which weapons they would wish to spawn with using the new cvar, cg_preferredStartingWeapons. The cvar accepts a space-delimited list of both weapon numbers or weapon abbreviations. (Ex: cg_preferredStartingWeapons "rl lg rg sg pg mg gl g")
2431
2432 Duel players now have 2 minutes to ready up, once one of the players is marked as ready. Failing to ready-up will move you out of the Duel Play Queue, making room for a new opponent to challenge. This feature, and its time duration is customizable in Start-a-Match.
2433
2434 The timeout pause length now defaults to 60 seconds (increased from 30s).
2435
2436 Added the ability to set a "Protected Spawn Time" in Start-a-Match for Freeze Tag. Players who are fragged within this amount of time from their spawn due to a poor spawn location, will be fragged and immediately respawn to a new location rather than becoming frozen.
2437
2438 The PQL ruleset no longer has a custom WalkFriction (it will now use the default 6 intead of 7, which means circle jumps will gain more speed).
2439
2440 Added new options for simpleitems, including bobbing simpleitems via cg_simpleItemsBob <0-2> and a slightly larger max simpleItemRadius (22->24).
2441
2442 Resolved Issues
2443
2444 Fixed 'Most Accurate' Premium Scoreboard award in Clan Arena (it would display the incorrect player name).
2445
2446 HUD scorebox correctly increments after earning CA Damage, RR Damage, or Infected Survivor Score Bonuses.
2447
2448 Fixed Round Draw in Red Rover, it was broken/missing from all RR variants.
2449
2450 Fixed Red Rover's forfeit conditions.
2451
2452 Fixed popping sound at the beginning and end of the armor pickup sound effect
2453
2454
2455Links: Announcement
2456
2457https://www.esreality.com/post/2361847/quake-live-premium-pak-15/
2458
2459 QUAKE LIVE Premium Pak 15 (162 comments)
2460( Major News: QL)
2461Posted by FlashSoul @ 06:04 GMT, 18 December 2012 - iMsg
2462Event: QLPP
2463There's more than the season to be jolly around here at the QUAKE LIVE World Headquarters, this season also marks the 15th anniversary of Quake II. What better time than now, and with the 15th Premium Pak no less, to celebrate the release of Quake II with the Quake II themed Premium Pak. We've got both seasons in mind with these new arenas: two deathmatch arenas from the original Quake II, a brand new TDM arena with a Strogg theme, and finally a brand new CTF arena set in the snow.
2464
2465We are also launching public PQL Clan Arena servers available to both Premium and Pro players. These are now available in most locations in tiered and unrestricted variations.
2466
2467 Premium Arenas Added
2468
2469 The Edge:
2470
2471 Built for the new year is QUAKE LIVE's new version of The Edge. This version has been built off the original Quake II source, providing an authentic Edge-xperience, with a Strogg-inspired theme new to QUAKE LIVE. While the gameplay remains largely similar, elimination based game modes feature a teleporter inspired by the Quake 1 version of the arena: a two way portal in between the catwalks near the Rocket Launcher, and the Railgun room, to discourage those looking to wait out the around in solitude. The Edge takes the place of Winter's Edge, and will be available through the new year.
2472
2473 Warehouse:
2474
2475 Also making its QUAKE LIVE debut is Quake II's Warehouse. The Strogg have seen fit to retrofit a recently taken military warehouse to process and manufacture Stroyent for the Strogg war machine. A hidden Battle Suit at the end of the conveyor belt awaits those up along the top of the facility, but be careful of being crushed, and recently installed decontaminating lasers. A few new tricks and spaces have been opened up since this warehouse was last visited, creating new routes for combat veterans who have fought here before. Warehouse is also available through the new year.
2476
2477 Left Behind:
2478
2479 Left Behind is a new Strogg-themed Team Deathmatch arena created by Ferdinand 'cityy' List. Left Behind offers lot of nooks and jumps to skip around areas to best fit your strategy. The central area features a large rock hanging over lava, so some caution is required when speeding around the rooms, especially when playing with PQL. Left Behind is also more than suitable for Clan Arena modes.
2480
2481 Cold Cathode (CTF):
2482
2483 Rounding out this update is a new Capture the Flag arena, created by cityy and Phantazm11. Cold Cathode is certainly a cool looking map, both literally due to the snow, and also from the fluorescent light beams that wrap around the arena. Defenders have a Yellow Armor, Megahealth, and Red Armor well within their reach, but will have to lose sight of their flag in order to grab them. Flag carriers have ample opportunity to run, and outmaneuver chasing defenders by switching routes. Teams will want to defend the alternating Regeneration and Quad Damage between the bases to most effectively aid their offense.
2484
2485 Web Updates
2486
2487 Resolved an issue with sliders in Start a Match that would cause the hash to update under recent versions of Firefox
2488
2489
2490Links: Announcement
2491
2492https://www.esreality.com/post/2376229/quake-live-premium-pak-16/
2493
2494 Quake Live Premium Pak 16 (173 comments)
2495( Major News: QL)
2496Posted by SyncError @ 23:56 GMT, 22 January 2013 - iMsg
2497Event: QLPP
2498QUAKE LIVE Premium Pak 16 is now online. This update features three new arenas hailing from the QUAKE 3 Arena community, and play great under both our PQL and regular rulesets.
2499
2500 Premium Arenas Added
2501
2502 Foolish Legacy
2503 More than just a fan favorite, Foolish Legacy, by Richard 'swelt' Jacques, is often considered the pinnacle of Team Deathmatch design. Buttons, traps, lava, crates, water pools, and two powerups fill this TDM arena. Originally optimized for the QUAKE III Arena mod Challenge ProMode Arena, the arena formerly known in CPMA as 'cpm21' plays masterfully under both the standard and PQL rulesets, and rewards teamwork. Two major paths between power-ups are buttonized traps, requiring teammates to assist keeping the route viable as their comrades traverse them.
2504
2505 Foolish Legacy joins the fray in QUAKE LIVE, and is accessible in Free For All, Team DeathMatch, Clan Arena, Freeze Tag, Domination, and Red Rover.
2506
2507 Use and Abuse
2508 Created by FxR|jude (50chickens), Use and Abuse was inspired by the classic QUAKE 1 arena, The Bad Place. After its debut into the QUAKE III Arena mod Challenge ProMode Arena as 'cpm3a', Use and Abuse quickly became the most iconic battleground for CPM Duel players, and often featured in CPM frag videos such as 'CPMA Done by Vo0'. This two atrium arena features open high ceilings, leading to breathtaking lightning pins and successive mid-air rocket hits in the hands of adept combatants.
2509
2510 Use and Abuse is supported in both standard and PQL rulesets, but excels in PQL Duel.
2511
2512 Wicked
2513 In January of 2000, FxR|jude (50chickens), released a small Duel arena based on some of his previous QUAKE 2 Free For All designs. Over the course of the next year the map grew in popularity, was refined, and made it's first appearance in Challenge ProMode Arena as 'cpm1a': the first official duel map in the CPM map pool. Over the past 13 years, Wicked acted as the first arena most combatants battled on as they were first introduced to CPM Duel gameplay.
2514
2515 Everyone on the QUAKE LIVE team would like to thank FxR|jude for allowing us the privilege of bringing Wicked to QUAKE LIVE, and know that it here too will be a treat for many players who wish to take up the challenge of PQL Duel.
2516
2517
2518 Web Changes
2519
2520 Match Summary Details will now reflect if the match was either Infected or Quad Hog.
2521 Match Browser server modifications list will now note if a Red Rover match is running Infected.
2522
2523
2524 Game Changes
2525
2526 Resolved an issue with the in-game ad system that was causing a delay on join.
2527 Resolved an issue where players could switch teams when the imbalance would be created after the switch.
2528 Resolved an issue where clients were being sent extraneous information during Duel matches.
2529 Instagib demos generated by the AutoAction feature are now prefixed with an "i" before the game type abbreviation.
2530
2531
2532 Arena Changes
2533
2534 Aerowalk
2535 - Ceiling lights are now non-solid.
2536 - Removed an exploitative wall clip that could be stood on.
2537
2538 Sinister
2539 - New weapon layout, including a second Rocket Launcher.
2540 - Rebuilt Yellow Armor room.
2541 - Added stairs and teleporter to Red Armor.
2542 - Added ramps to stairs for silent walking.
2543 - Read more about these changes.
2544
2545 Warehouse
2546 - Fixed a wall clip that players could get stuck on, in the upper portion of the GA room.
2547
2548
2549Source: quakelive.com
2550
2551
2552https://www.esreality.com/post/2389710/quake-live-update-feb-26-2013/
2553
2554 Quake Live Update - Feb 26, 2013 (182 comments)
2555( Major News: QL)
2556Posted by SyncError @ 22:21 GMT, 26 February 2013 - iMsg
2557Today's update is an interim update featuring many fixes to improve the game experience, and numerous fixes and gameplay improvements to our arenas.
2558
2559 Duel Updates
2560
2561
2562 Premium Duel Scoreboard now preserves match data, addressing issues caused by forfeited matches or disconnected players.
2563 Duels can no longer start with more than 2 players, who were added via the admin 'put' command.
2564 Server admins may no longer use the 'put' command to place more than two players into a match in progress.
2565 Server admins may no longer use of the 'allready' command if more or less than two players are in the match.
2566 Fixed Duel's short name display to read "DUEL" instead of "DM" on the Premium Duel Scoreboard.
2567
2568 Round Based Game Mode Updates
2569
2570
2571 Players who die during a round countdown will now immediately respawn alive, rather than be excluded from the round as a dead player.
2572 Inactivity kicks are no longer triggered while dead or frozen.
2573 Players are now dropped after 25 seconds of inactivity in round based game modes.
2574 Fixed players in Freeze Tag from being able to prematurely fire if they respawned during a match or round countdown.
2575 In addition to held power-ups, we now remove dropped power-ups between rounds in Freeze Tag.
2576 Players may no longer use of the 'forfeit' command during round countdowns.
2577 Prevent infected from getting weapons in warmup in Infected Red Rover.
2578 Fixed instaInfected, zombies were spawning with the set Starting Weapons value instead of just gauntlets.
2579 Gametypes that do not allow item spawning will now utilize the best starting weapons order in warmup, if no weapons are present.
2580
2581 PQL Ruleset Updates
2582
2583
2584 Increased the consistency of the chain jump boost, also improving telejumps.
2585 Increased the speed gained by circle strafing.
2586 Increased the speed while turning with air control.
2587 Clamp weapon respawn time to a minimum of 15 seconds (Update: now 10s).
2588 Max ammo values decreased in item collection based gametypes.
2589 - MG: 100, SG: 20, GL: 20, RL: 20, LG: 100, RG: 20, PG: 100, BFG: 10, NG: 20, PL: 5, CG: 100
2590 Adjusted player respawn delay, now within a 0.5 and 3.5 second window.
2591 Vertical jump velocity gets capped, keeping the cumulative effect of chain jumps in check.
2592 Draw Tiered Armor Availability icons added to inform players when an armor is unavailable for pickup.
2593 Removed extraneous console variable spam when rulesets are changed.
2594
2595 Misc Game Updates
2596
2597
2598 Removed /systeminfo command, could be exploited to cause a client crash.
2599 Rail trails are now properly aligned with the gun barrel, taking custom values of cg_gunX/Y/Z into account.
2600 Re-enabled the TeamKill Complaint system.
2601 Fixed an issue that would occur when using a medkit with more than 125HP and firing the weapon in the same frame.
2602 Lightning Gun muzzle point is positioned correctly when crouching.
2603 Fixed clientside prediction errors when using custom values of RampJumpScale.
2604 Weapon Gravity options in Start-a-Match now properly take in account custom values of g_gravity.
2605 Freecam spectating no longer uses a third person offset, and custom values of cg_thirdPersonAngle will no longer break spec cameras.
2606 Smoothed out changes in height/viewheight when the spectatorCam flies into a flight of stairs.
2607 Smooth out viewheight change when crouching while in third person.
2608 Allow +moveup/+movedown on ladders to help dictate direction (ala Q2). This allows you to be looking up as you crawl down the ladder.
2609 Draw "-" on the scoreboard in place of the -999 forfeit score on all scoreboard feeders.
2610 Corrected end game scoreboard messages during a forfeit. "You finished with a score of -999"
2611 Corrected end game scoreboard messages in Harvester, and improved capture messages when only one capture was made.
2612
2613 Web Updates
2614
2615
2616 Added 5 Premium Experience PQL Awards
2617 - Too Fast: Complete 1 online PQL match.
2618 - Air Bender: Complete 1 online PQL match in Duel, Capture the Flag, Clan Arena, and Team Deathmatch.
2619 - Paratrooper: Complete 100 online PQL matches.
2620 - Dogfighter: Complete 500 online PQL matches.
2621 - Ethereal: Complete 1,000 online PQL matches.
2622
2623 Arena Updates
2624
2625
2626 Aerowalk
2627 - Fixed a hall of mirrors effect on the green armor teleporter.
2628 - Fixed the skywalk ceiling clip exploit.
2629 - Fixed the alignment of the ceiling clips in the lightning gun room and the central atrium.
2630 - Fixed clipping above two door archways.
2631 - Fixed texture alignment on trim of the teleporter exit ledge.
2632 - Made the fencing no longer cast shadows so that you can see the pipe detail work behind them.
2633 - Fixed the mispositioned weaponclip on the fencing near yellow armor.
2634 - Improving lighting, getting rid of the black wall section near the grenade launcher teleporter and the black stair faces in mid.
2635 - Improved the positioning of some of the small ceiling lights.
2636 - Fixed the position of the angled light near high RL.
2637 Campgrounds
2638 - Fixed texture alignments on the upper level floors, near both railgun and rocket launcher.
2639 Foolish Legacy
2640 - Removed the no-weapon-drop from the waterfog in the megahealth pool.
2641 Infinity
2642 - Added a new route from mid to high base rocket launcher.
2643 - Added a ladder connection between the water tube and the new high route.
2644 - Moved the railgun to the new water tunnel ledge.
2645 - Removed one of the spawns near plasmagun and one of the spawns near the mid shotgun.
2646 - Added a wall in the perimeter to give the teleporter pool more cover.
2647 - Added 25hp to the new doorway in mid.
2648 - Added 25hp to the teleporter pool.
2649 - Made water in mid deeper, added underwater route below the bridge.
2650 - Fixed skull dispenser in Harvester.
2651 Left Behind
2652 - Removed no-weapon-drop from the waterfog in the railgun pool.
2653 Overkill
2654 - Renamed the 'Visor courtyard' to 'Ranger courtyard'.
2655 - Fixed z-fighting in hall near Ranger courtyard.
2656 - Fixed texture misalignment on floor near fog pit.
2657 - Removed some exploitative clips.
2658 - Clipped some exploitative ledges.
2659 Quarantine
2660 - Fixed two clips on the staircase between red armor and the back teleporter.
2661 Reflux
2662 - Fixed texture alignment on curved brick wall by megahealth.
2663 Realm of Steel Rats
2664 - Texture density and alignment fixed on the curved brick walls in the lightning gun, lower rocket launcher, and quad rooms.
2665 Space Chamber
2666 - Fixed the inappropriately sized red armor item timer due to a stray 'team' key on the item.
2667 Terminatria
2668 - Total Health increased from 525 to 700.
2669 - Total Armor increased from 235 to 280.
2670 - Jump pad behind the railgun area replaced with teleporter
2671 - Quad and Megahealth areas rebuilt.
2672 - Numerous graphical and gameplay orientated tweaks.
2673 - Duel mode added - item and weapons layouts changes, upper Rocket Launcher and Grenade Launcher rooms are blocked off.
2674 - Duel mode: Two way teleporter added at the Lightning Gun.
2675 - Made tesla sfx on teleporter nonsolid
2676 - Replaced cables with a new dark cable version for improved alpha blend
2677 - Fixed trim construction near quad
2678 - Fixed trim construction near lg
2679 - Fixed texture alignment on all volumetric lights
2680 - Fixed wall texture scale behind GA teleporter
2681 - Fixed stair ramps near quad
2682 - Deleted obscured portions of the decorative pipes outside of the arena
2683 - Cleanup, making some structural brushes into detail brushes
2684 The Edge
2685 - Removed the no-weapon-drop from the waterfog in the railgun pool.
2686 Wicked
2687 - Fixed duplicate spawn point at RL spawn, which caused an imbalance in the spawn point selection process.
2688
2689
2690 March 1st Updates
2691
2692
2693 Fixed the 'Air Control' Start-a-Match option.
2694 Fixed the Freeze Tag 'Round Delay 0' Start-a-Match option.
2695 Fixed the 'Teams are tied at 0' team score message.
2696 Round based games once again will kick players after 180 seconds of inactivity, but the new code will now properly accumulates time across rounds, but does not count time dead/froze/paused against them.
2697 Addressed an issue that would perpetuate telefrags in some round based gametypes, when a map had too few spawn points available.
2698 PQL min weaponRespawn cap set to 10
2699
2700
2701Source: quakelive.com
2702
2703https://www.esreality.com/post/2419109/quake-live-update-may-7-2013-qlpp17/
2704
2705 Quake Live Update - May 7, 2013 (QLPP17) (146 comments)
2706( Major News: QL)
2707Posted by SyncError @ 17:45 BST, 7 May 2013 - iMsg
2708QUAKE LIVE Premium Pak 17 is now online. This update features three new arenas from both community members, and a new in-house arena targeted at our Clan Arena mode. We are also announcing our plans to players in response to our recent downtime.
2709
2710 Premium Arenas Added
2711
2712 Repent
2713 Repent is a new Clan Arena map from id Software. Set in the bowels of a decaying place of worship, the forgotten elder god who calls this cathedral home has grown angry and jaded towards mankind in his years of solitude. Refusing to be cast aside and banished to the nether realms, he now holds together his decaying cathedral with every ounce of power left in him.
2714
2715 Repent excels in Clan Arena matches ranging from 2v2 up to 8v8, and has unique item layouts and additional support for Free For All, Duel, Team Deathmatch (2v2), Freeze Tag, and Red Rover.
2716
2717 Arcane Citadel
2718 Making a return to their TDM roots the authors of Purgatory and Limbus, 'akm' and 'Yellack', bring us the gothic beauty of Arcane Citadel. Here combatants battle for control between the moon-lit quad courtyard and the perilous battle-suit pit, and with no Railgun in sight, players must fully commit to their fight if they wish to regain control of lost territory. Arcane Citadel also comes with its own mood music, a new sinister sounding music track by re:deep.
2719
2720 Crafted for 4v4 Team Deathmatch, Arcane Citadel also supports for Free For All, Clan Arena, Freeze Tag, Domination, and Red Rover.
2721
2722 Cure
2723 Ferdinand 'cityy' List, the author of Silence, debuts his latest duel arena, Cure, in Quake Live. Cure is set in a mid-century European village where an abandoned post-war sanatorium resides. Twisting halls leading through and between highly vertical multi-tiered alleyways, commonly result in visceral close quarter combat as players stragetically chose their paths through this spacious villa.
2724
2725 Cure has been designed for Duel, and includes additional support for Free For All, Team Deathmatch (2v2), Clan Arena, Freeze Tag, and Red Rover.
2726
2727 Code Updates
2728
2729 Hud Scorebox Element fixed on Large HUD.
2730 No longer allow servers owners to be kicked via 'callvote clientkick'.
2731
2732 Arena Changes
2733
2734 Overkill - Resolved a large number of z-fighting issues.
2735 Warehouse - Added additional spawn points to better facilitate large matches and reduce spawn frags.
2736 Wargrounds - Added additional spawn points to better facilitate large matches and reduce spawn frags.
2737
2738
2739Additionally, as a token of our appreciate for your patience through our recent downtime, we are happy to announce the following:
2740
2741 Subscriptions Extended: The expiration date for all subscriptions have been extended by 3 days, to make up for lost time.
2742 Free Premium Arena Weekend: We are opening up access to all arenas from Friday, May 10th through Sunday, May 12th. Players will be able to play on all arenas at all membership levels, and our Pro subscribers will be able to launch standard matches utilizing the full array of maps.
2743 Accept our Repentance: The new Clan Arena map from id Software, Repent, will be added to this month's Standard Map Rotation and available for everyone to play beginning today.
2744
2745Links: Official Announcement
2746
2747https://www.esreality.com/post/2450110/quake-live-premium-pak-18/
2748
2749 QUAKE LIVE Premium Pak 18 (172 comments)
2750( Major News: QL)
2751Posted by SyncError @ 17:10 BST, 16 July 2013 - iMsg
2752Event: QLPP
2753QUAKE LIVE Premium Pak 18 is now online. This update features the launch of the new Race gametype, along with four new Premium arenas.
2754
2755 New Game Mode: Race
2756
2757 Brand new to QUAKE LIVE is the Race gametype, which puts a non-combat spin on Quake. Players race against the clock and each other to earn the fastest time. Race takes place on both deathmatch and CTF arenas, challenging players to race from checkpoint to checkpoint taking the most efficient route. Players spawn using PQL physics, which allows for enhanced air control, and a wider variety of movement, topped with higher speed potential. A Rocket Launcher and Plasma Gun are also made available to navigate the tricky bends and turns. Matches end when the timelimit is reached, and the player with the shortest run is declared the winner.
2758
2759 In addition, we are running Standard Race matches, available to both free and paid QUAKE LIVE players. These matches will be running all 43 arenas currently supported by the Race mode, and can be voted to at will. Standard players joining these matches will be able to try the mode and practice running through the courses, however they will not be able to record times or complete matches. This will not count against the Standard player's stats, and being invited to a Pro Race match will work as usual. We hope players enjoy Race, and can't wait to see the videos and tricks everyone discovers!
2760
2761 Premium Arenas Added
2762
2763 Delirium:
2764 Created by Terminatria author Russell "bst" Vint, Delirium is a Duel arena set in a futuristic facility. The arena consists of three levels, connecting through large, curvacious hallways. Delirium is larger than the typical Duel arena, benefiting players that can navigate through rooms quickly, and cutting off your opponent to prevent them from grabbing Yellow and Red Armors. Best suited for 2 to 6 players, Delirium is also playable in small Clan Arena and FFA matches.
2765
2766 Fuse:
2767 Fuse, created by Ferdinand "cityy" List is a Duel arena new to QUAKE LIVE. A mixture of outdoor and indoor areas, the action in Fuse takes place primarily in three different rooms, connected on multiple levels. Duelers will find themselves attempting to control a Yellow Armor, Red Armor, and Mega Health. Fuse features a lot of thin ledges, useful for trickjumping or ambushing opponents below. Fuse also plays great in FFA, 2v2 TDM, and Clan Arena modes for matches between 2 and 6 players.
2768
2769 Golgotha Core:
2770 Golgotha Core is a large Free For All arena, featuring a health and armor generator for players looking for a quick boost. Large rooms built with long lines of sight favors those who love the Railgun. A power-up heavy arena, you'll want to control either the cycling Haste/Invisibility, and Quad Damage, both located in the bottom of the space. Made for 4 to 12 players, Golgotha Core is also playable in Clan Arena, Freeze Tag, Domination, and Red Rover modes.
2771
2772 Pillbox:
2773 Pillbox is a brand new Capture the Flag arena with fast captures and fast action. Defenders have a couple of tricks at their disposal, including a pressure plate to activate a crusher to stop camping enemies, and a bridge that drops into the lava that also houses a Mega Health. Attackers can take the rear route into the base, and pop a few grenades down a hatch that routes to the flag. A power-up in the midfield ensures the defense can't play too far back. Designed for 4v4 play, Pillbox can be played with 2-5 players per team, and also supports One Flag, Harvester, Domination, and Attack & Defend.
2774
2775 Invite Monitor
2776
2777 The new Invite Monitor, accessible from above the friends-list while connected to a match, is a more transparent way to handle invites to Premium and Pro matches. Players can see at a glance which invites are currently active for the match, and are given the ability to revoke invites. Match owners will be able to see who invited everybody, and revoke others' invites at their own discretion. Standard guests are also shown, allowing players to see who is currently on through an invite. Finally, a manual invite button at the bottom allows players to invite other players by name.
2778
2779 In addition to the new Invite Monitor, we have changed the invite system so that revoking an invite to a Standard player on a Premium match will cause them to be removed from the match after the end of the current match. The length invitations are active has been lengthened from 15 minutes to three hours, after which you will have to re-invite players.
2780
2781 Game Changes
2782
2783 Team Overhead Icons Updates - The friendly triangles now change from yellow to orange when a teammate takes damage, and from orange to red when a teammate dies. You may control how long the red triangle marker remains at the place of their death with cg_drawDeadFriendTime (0-5000 ms)
2784
2785 New CA Round Won messages note how many players were on the winning team, or if only one player was left standing, notes how much health they had remaining.
2786
2787 Round Draw Tie Breaker options for CA: Draws by Health, Draws by Living options in Start a Match under Gametype Settings.
2788
2789 Fixed the pause or timeout admin commands in round-based gametypes when used during round countdowns.
2790
2791 Spawn Code Changes to reduce telefrags on match starts, resolving issues on maps with too few spawn points.
2792
2793 Added CA and FT support to our CTF arenas. While these arenas will not appear in public match arena pools, they are now optional via Start a Match.
2794
2795 Userinfo flood protection is now enabled again.
2796
2797 Added align support to CG_PLAYER_SCORE, CG_1STPLACE, and CG_2NDPLACE HUD elements, and fixed their alignment behavior within our HUD files. Adjustments may need to be made to custom HUDs utilizing these ownerdraw elements, see our three official huds for examples.
2798
2799 Added two new HUD elements added for RACE, CG_RACE_STATUS and CG_RACE_TIMES, see our three official huds for examples.
2800
2801 Updated all gametype icons (in-game and web), added in-game race icon. Minor tweaks to others. TDM goes back to the classic QL TDM icon.
2802
2803 Arena Changes
2804
2805 Cure
2806 - Updated spawns: 12 spawns, 6 initial.
2807 - Fixed a missing clip allowing players to hide at the 50 HP bubble staircase.
2808 - Fixed a clipping issue in the low hallway between MH and RA.
2809 - Replaced the lightning ammo box above RA with shells.
2810 - Clipped hiding spot above the GA near PG.
2811
2812 Lost World
2813 - Fixed exploitative clip above LG.
2814
2815 Phrantic
2816 - Fixed reversed 1x1 ad.
2817
2818 Repent
2819 - Fixed HOM at the Great Hall circle window sill.
2820 - Added two ad spots.
2821
2822 Sinister
2823 - Removed low RA spawn.
2824 - New one-way teleporter.
2825 - Removed 60sec RG spawn + Gong.
2826 - Swapped MH - RG.
2827 - Added Pillar @ RA.
2828 - Replaced GA with another YA (different location).
2829
2830
2831Links: Official Announcement
2832
2833https://www.esreality.com/post/2489269/quake-live-premium-pak-19/
2834
2835 Quake Live Premium Pak 19 (134 comments)
2836( Major News: QL)
2837Posted by SyncError @ 06:08 BST, 8 October 2013 - iMsg
2838Event: QLPP
2839QUAKE LIVE Premium Pak 19 is now online. This update features three new Premium arenas.
2840
2841 Premium Arenas Added
2842
2843 Future Crossings:
2844 Making its way to QUAKE LIVE from Quake 3 Arena, Future Crossings makes its debut from author Dan "Scancode" Gold. As the name implies, Future Crossings takes place in a futuristic space base. The flag sits alone in the middle of the base on the mid-level, surrounded by both higher and lower ground, making for unpredictable escape routes. Teams will fight for the Quad Damage in the middle, with armor serving as a sniper roost for people wishing to ply their Railgun skills. Future Crossings is now available for play in all flag-based gametypes and Race.
2845
2846
2847 Gospel Crossings:
2848 Gospel Crossings is a Capture the Flag arena that takes the fight to multiple levels of a gothic cathedral. Created by Dan "Scancode" Gold, Gospel Crossings is another classic CTF arena returning to QUAKE LIVE. Defenders will find a multitude of ways in and out that they have to defend, especially the jumppad leading from the bottom level behind the flag. A Quad Damage is up for grabs in the middle, but a fog pit is the only thing waiting to greet players. Gospel Crossings is available in all flag-based gametypes, Domination, and Race.
2849
2850
2851 Railyard:
2852 Railyard has been rebuilt from the ground up, new exclusively for QUAKE LIVE. Formerly known as Silly Railings by Dan "Scancode" Gold, Railyard is a small Capture the Flag arena where all the action takes place in one room. Stacks of crates are available for cover, with jumppads behind them for popping up and railing. Nothing but some abandoned railroad tracks separates the two teams. Railyard is available in all flag-based gametypes, Race, and definitely excels for small One Flag CTF matches.
2853
2854
2855 Premium Game Modes
2856
2857 We are now hosting public premium servers for the Domination and Attack & Defend game modes, making these game modes readily available to our Premium players.
2858
2859
2860 Game Changes
2861
2862 Direct hits from projectile weapons will no longer be sometimes incorrectly detected as 0 distance splash damage hits.
2863
2864 Fixed a force model bug with Orbb that would cause him to not scale properly.
2865
2866 Fixed a crash that occurred when attempting to play the optional training skill test.
2867
2868 Improved tracking of g_startingHealthBonus and g_weaponRespawnTime when callvoting between rulesets.
2869
2870 Added timeout/pause support to RACE.
2871
2872 Fixed "in in" typo in the race finish message.
2873
2874 Death POI icons now scale according to cg_drawFriendMaxWidth and cg_drawFriendMinWidth.
2875
2876 Network cvar changes:
2877 - 'rate' now defaults to '25000' and is a latched cvar, requiring a game restart before a new value can take effect.
2878 - 'cl_maxpackets' now defaults to '125' and is a latched cvar, requiring a game restart before a new value can take effect.
2879
2880
2881 Arena Changes
2882
2883 Delirium:
2884 - Added 3 x 25 hp
2885 - Added 2 extra spawns for duel, and another 2 more for TDM/FFA
2886 - Added elevator to lower YA area
2887 - Fixed LG->RA teleporter not working in TDM
2888 - Replaced stairs with elevators at RA and MH areas
2889 - Opened up lower RA area
2890 - 2-way teleporter at RA changed to 1-way
2891 - Lower YA teleporter now exits at upper MH
2892 - New teleporter in mid which exits at the old YA teleporter exit
2893 - Some areas re-made for a cleaner / different look
2894 - Weapon clip added to bumpy ground to increase effectiveness of rocket splash damage
2895 - Lots of small tweaks to make the map faster and more fluid
2896
2897 Eye to Eye:
2898 - Increased spawncount to prevent server crashes in large team games.
2899
2900 Repent:
2901 - Fixed shader file that was breaking Repent's item decals.
2902
2903 Terminatria:
2904 - Multiple texture and clipping fixes
2905 - Performance improved
2906 - Duel mode made smaller, with item layout changes to suit
2907
2908
2909Source: The Internet
2910
2911https://www.esreality.com/post/2562009/quake-live-game-update-feb-18/
2912
2913 Quake Live Game Update - Feb 18 (188 comments)
2914( Major News: QL)
2915Posted by SyncError @ 16:59 GMT, 18 February 2014 - iMsg
2916Today's release is a maintenance update to address a small number of exploits revealed in recent weeks, as well as address an outstanding issue in our spawn code which would result in server crashes when a match had more players than spawn points. Toss in an important bot update to restore their ability to proper switch weapons when out of ammo, and some callvote validation checks and we have a nice little update to test out our first scheduled update since moving to a standalone client.
2917
2918 Code Updates
2919
2920 -Fixed an exploit in the autodownload system that could cause players to respawn without penalty.
2921 -Fixed an exploit that would allow players to score lower in Race than they normally would.
2922 -Fixed an exploit in the callvote system that would allow players to empty the server.
2923 -Round based games, such as Clan Arena, will no longer crash when the server has more players than spawn points, and the map has no team spawn points to fall back on as a last resort.
2924 -Bots will now switch weapons after running out of ammo.
2925 -Removed 'Connection Interrupted' message that occurs after a map_restart under normal connectivity conditions.
2926
2927 Improved argument validation on most of the callvote commands.
2928
2929 o Disallow 'callvote clientkick' with a non-integer parameter.
2930 o Disallow ‘callvote clientkick’ with a player id out of range.
2931 o Disallow ‘callvote fraglimit’ without a limit parameter.
2932 o Disallow 'callvote fraglimit' with a non-integer parameter.
2933 o Disallow ‘callvote g_gametype’ without a gametype id parameter.
2934 o Disallow 'callvote g_gametype' with a non-integer parameter.
2935 o Disallow ‘callvote g_gametype’ with a gametype id that is out of range.
2936 o Disallow ‘callvote kick’ without a name parameter.
2937 o Disallow 'callvote kick' with an invalid player name.
2938 o Disallow ‘callvote kick all’.
2939 o Disallow 'callvote kick allbots' in Infected w/ Mastermind.
2940 o Disallow ‘callvote kick <serverowner>’ from being called.
2941 o Disallow ‘callvote map’ without a mapname parameter.
2942 o Disallow ‘callvote nextmap’ if nextmap is not set.
2943 o Disallow 'callvote random' with a non-integer parameter.
2944 o Disallow 'callvote random' with an upper limit out of range.
2945 o Disallow ‘callvote shuffle' with an extra parameter.
2946 o Disallow ‘callvote shuffle’ mid-game.
2947 o Disallow ‘callvote teamsize’ without a size parameter.
2948 o Disallow 'callvote teamsize' with a non-integer parameter.
2949 o Disallow ‘callvote teamsize’ with a size out of range.
2950 o Disallow ‘callvote timelimt’ without a limit parameter.
2951 o Disallow 'callvote timelimit' with a non-integer parameters
2952
2953
2954 https://www.esreality.com/post/2573191/quake-live-premium-pak-20/
2955
2956 Quake Live Premium Pak 20 (120 comments)
2957( Major News: QL)
2958Posted by SyncError @ 21:12 GMT, 13 March 2014 - iMsg
2959Event: QLPP
2960QUAKE LIVE Premium Pak 20 is now online. This update features four new Premium arenas, including content originating from Rocket Arena 3 and Threewave CTF.
2961
2962 Premium Arenas Added
2963
2964 Monastery:
2965 From Mike 'g1zm0' Burbidge's Rocket Arena 3 creations Three Story and Cannery, comes a new arena Monastery. Set in the bowels of broken hallowed grounds, Monastery possesses two outside courtyards and a slew of tattered structures surrounding a tall broken tower. Designed for large Clan Arena matches, Monastery also comes brewed with Free for All and Freeze Tag support.
2966
2967
2968 Shaken Not Stirred:
2969 Making its long awaited return from Rocket Arena 3 comes Shaken Not Stirred. Designed by Adam Bellefeuil, author of the Liquid Blue RA3 quadrilogy (Electric Head, Somewhat Damaged, Window Pain, and Shaken Not Stirred), this abandoned mountainous spring water base expands upon our smaller CA arena, Seams and Bolts, making it better suited for large Clan Arena matches (4v4 & up). Shaken Not Stirred was also forged with support for Free For All, Freeze Tag, as well as a checkpoint Race course.
2970
2971
2972 City Crossings:
2973 Making its way to QUAKE LIVE from Threewave CTF, City Crossings follows on the success of author Dan "Scancode" Gold's acclaimed works Spider Crossings and Future Crossings. City Crossings winds through the interior of a tall futuristic cityscape. The flag base sits below a tall rooftop perch where defenders can protect their carrier. The two cities come to a dramatic clash lacking a true middle ground. Players must protect both the tight choke point in mid as well as their perimeter Regen room if they wish to keep their base safe. City Crossings is available in all flag-based gametypes, and Race.
2974
2975
2976 Divine Intermission:
2977 A fun aside to play between the more competitive matches, Divine Intermission reminds us that this is all just fun and games. Inside this cathedral two teams will spawn armed with only shotguns and grenades. and clear view of the enemy's flag. See who can race between the spray of pellets and 'nades to be ordained victorious. Divine Intermission is available in all flag-based gametypes, and Race.
2978
2979
2980 Game Changes
2981
2982 Spawn code updated to now use deferred spawns, to reduce the likelihood of telefrags due to too few spawn points.
2983
2984
2985 Arena Changes
2986
2987 Added additional spawn points to the following maps:
2988 - Devilish
2989 - Hell's Gate Redux
2990 - Hidden Fortress
2991
2992
2993Source: QuakeLive.com
2994
2995https://www.esreality.com/post/2593877/quake-live-premium-pak-21/
2996
2997 QUAKE LIVE Premium Pak 21 (293 comments)
2998( Major News: QL)
2999Posted by SyncError @ 17:19 BST, 14 May 2014 - iMsg
3000Event: QLPP
3001QUAKE LIVE Premium Pak 21 is now online. This update features one free arena, and five new Premium arenas.
3002
3003 Limited Time Offering!
3004
3005 Campgrounds Intel:
3006 Hot on this morning's QuakeCon news of Intel's sponsorship of the Quake Live Duel Masters Invitational Championship, we're pleased to introduce players to a special time limited offering made possible thanks to the generosity of Intel. For the next three months, Campgrounds: Intel Edition will have a place in our standard arena rotation for everyone to enjoy. This newly built and themed version of our beloved Campgrounds is adorned with bits of tech and a fun intel blue and white color palette. We hope you enjoy their gift in the months leading up to QuakeCon 2014.
3007
3008 Premium Arenas Added
3009
3010 Arkinholm:
3011 Designed by the TDM all-star, Richard 'noctis' Gansterer, and detailed by Chad 'Despair' Younger, Arkinholm is a brand new arena, set in a sprawling gothic medieval village. Players will find themselves winding through alleys and corridors through the various outdoor market areas holding not only fresh fruits and vegetables, but also weapons and items. A Quad Damage is available, but only for those travelling into the seedy underworld, suspended in the middle of a swamp. Arkinholm is also great for Free For All, and Clan Arena matches.
3012
3013
3014 Dead and Gone:
3015 From author David 'SgtGhost' Levesque comes 'Dead and Gone', one of Rocket Arena 3's most recently widely requested small Clan Arena levels. Taking place in one open room, players will find themselves going for the high ground. Be aware of the middle of the arena, however, because a lone jumpad will expose your backside to those creeping along the ledges. Dead and Gone is also available for small Free For All matches.
3016
3017
3018 Hen House:
3019 Rocket Arena 3 mapping legend Till Merker, author of Theatre of Pain, Evolution, and Thunderstruck, has graced us with another of his works. From his ra3map12 collection 'Frag Like an Egyptian' comes a new treat for large CA fans, Hen House. Don't expect to be cooped up in this arena, however, as the rooms are large and open, rewarding those who can rocket jump and strafe jump through its hallways. Players experienced with the railgun will find themselves an easier time here, as there are plenty of opportune sniping spots. Hen House also plays great in Domination.
3020
3021
3022 McSarges:
3023 Ferdinand 'cityy' List, creator of Cure and Silence, brings us another Duel arena for our enjoyment. This alternate-reality western mining town is where Sarge has took up shop to fund an escalating war between the locals. McSarge's is a very tall arena with a lot of nooks and crannies to navigate through. You'll want to control most of the major items, found along the bottom floors of the arena, especially the very potent Lightning Gun, Yellow Armor, and Mega Health area. Otherwise, run on over and grab the Red Armor, Rocket Launcher, and Green Armor, also within easy reach. McSarge's also plays great in Free For All.
3024
3025
3026 New Cerberon:
3027 Straight from the pages of the Mapping Corner forum, we're pleased to bring you 'New Cerberon'. From the up and coming designer EmeraldTiger, New Cerberon heralds the first look at the Strogg's recreation of their fallen capital following the vicious war between the Strogg and the Global Defense Forces. Their knack for oddly symmetrical designs happens to work out great for gladiators teleported in for Capture the Flag action, with a classic base design that can be attacked in different low, medium, and high routes. Between the bases lies an open area holding various smaller items, and a Rocket Launcher, although plenty of angles exist for players who have grabbed the Railgun.
3028
3029 Game Changes
3030
3031 Added new server admin commands: Mute and Unmute
3032 Remaining time on dropped power-ups will now decay when the "/droppowerup" command is used.
3033 CTF flags no longer auto-return when a carrier uses "/kill".
3034 Added options for Respawn Timers on the competition spec HUD, So that casters can disable yellow armor timing in team games.
3035 Added 144Hz and 240Hz display refresh options to the menu.
3036 Fixed a logic bug that allowed some players who did not have the desired privileges to call "/timein".
3037 Round countdowns increased from 7 to 10 seconds.
3038 Dynamic lights are no longer disabled with "r_vertexLight 1". Toggle dynamic lights with "r_dynamicLight".
3039 Limit cointoss parameters to heads or tails (or blank).
3040 Server join passwords no longer write to configs.
3041 Custom values of "r_lodBias" now save to config.
3042 Fixed some non-power-of-two textures reported on Intervention that would pop & distort at certain distances.
3043 Updated Premium Icon for in-game premium scoreboards.
3044 Fixed Xaero's skin; the body was improperly lit.
3045
3046 Arena Changes
3047
3048 Divine Intermission Fixed spawn point missing the free sg+gl.
3049 Campgrounds Fixed bot support.
3050 Delirium Fixed teleporter
3051 Devilish Removed new spawns from TDM
3052 Hektik Fixed teleporter
3053 Hidden Fortress Removed new spawns from TDM
3054
3055
3056Source: QuakeLive.com
3057
3058https://www.esreality.com/post/2617196/quake-live-updates-july-9-10-2014/
3059
3060 Quake Live Updates - July 9-10, 2014 (209 comments)
3061( Major News: QL)
3062Posted by SyncError @ 21:48 BST, 9 July 2014 - iMsg
3063Today we have released a small update for QUAKE LIVE. As of today, several of the classically "premium-only" features have been cycled into the realm of standard-content for everyone to enjoy.
3064
3065In the coming updates we will now be adding new features for our subscribers to enjoy, but we felt that now was a good time to begin making some of our long standing perks available to everyone who plays. In addition to this we've also included a number of small fixes and improvements.
3066
3067 Features moved to Standard accounts
3068
3069 Advanced Scoreboards, including a newly added Freeze Tag scoreboard
3070 Killbeep Sounds
3071 Quad and Battle Suit Kill Counters
3072 Weapon Config Menu
3073 Define your preferred order of starting weapons (cg_preferredStartingWeapon)
3074 Force Team Skin and Force Enemy Skin options
3075
3076 Game Updates
3077
3078 New overhead teammate indicators (friendly triangles) that relay teammate health status
3079 Reduced default cg_drawHitFriendTime to 100ms to better suit the new icon system
3080 New teammate death icon to clearly distinguish hurt teammates from dead teammates under the new health icon system
3081 Teammate crosshair names now use the same health color indicators as the new overhead icons
3082 Don't display dead teammate icons in FreezeTag (as their frozen icon will be present)
3083 Broadcast a power-up pickup chat message to inform you who picked up a freshly spawned power-up
3084 Crosshair hit style now defaults to damage colors.
3085 cg_drawCrosshair was defaulting to different values in cg_main and ui_main, they now both default to "2"
3086 All clients will now use cl_maxpackets 125.
3087 Print when an admin passes or vetoes a callvote.
3088 Fixed a bug that would add marks to the surface of thin volumes of liquid near an impact. (Reported on Terminatria)
3089 Fixed crosshair 14's broken alpha channel
3090 For the nostalgic ones, added the original Q3 crosshairs: 20-29
3091 Minor fixes to the UI/HUD files
3092 Fixed a lot of non-power of two textures that were reported to be causing issues.
3093 Added Start-a-Match commands to tab auto-complete
3094 No longer default to using forced bright models.
3095
3096 Arena Updates
3097
3098 Arcane Citadel - Battle Suit switched for MH, JP added at MH ledge, PG (at high YA) switched for RL
3099 Arkinholm - Added Race support
3100 Blood Run - Fixed clipping at YA ad
3101 Brimstone Abbey - Fixed doubled over health bubbles in team modes, Fixed clipping in curves
3102 Double Impact - Removed the RA room. Placed RA in mid. Teleporters in mid low, go to mid high.
3103 Hen House - Added Race support
3104 New Cerberon - Race and DOM support
3105 Overkill- Fixed stray quad stuck in solid
3106 Pillbox- Added two spawns in mid.
3107 Silence- Fixed wall supports near RA that didn't touch the wall.
3108 Terminatria- Fixed NPOT item decals
3109
3110
3111 Site Update - July 10, 2014
3112
3113 We've just applied a promised follow-up update to address a few outstanding issues before we move forward to QuakeCon!
3114
3115 Game Updates:
3116 Fixed undesirable 'joined the spectators' join messages
3117 Fixed remaining player indicators on FreezeTag scoreboard
3118 Fixed stuck "vote in progress" menu after disconnecting during a callvote
3119 Fixed dropped power-up decay issue caused by pauses and timeouts
3120
3121
3122Source: QuakeLive.com July 9th, QuakeLive.com July 10th
3123
3124https://www.esreality.com/post/2638770/august-12-quake-live-engine-web-update/
3125
3126 August 12 Quake Live Engine & Web Update (11 comments)
3127( News: QL)
3128Posted by Teen Queen @ 21:58 BST, 12 August 2014 - iMsg
3129A smaller update was just released for ql Quake Live. Concerning mostly smaller bugs, design changes and other minor improvements and fixes that occurred during the launch of the new design.
3130
3131 Engine Changes
3132
3133 - Disabled online/offline friend notifications while in-game. Those who wish to restore them will be able to in a future update, when we tie the in-game messages to the Site Preferences in Account Settings.
3134 - Fixed mouse4/mouse5 back/forward navigation working sporadically.
3135 - Fixed issue where alt-tabbing out of game and clicking back in would cause navigation to fail unless clicked twice
3136 - Updated Awesomium to latest version to improve browser history in general.
3137
3138 Web Changes
3139
3140 - Fixed match details popping when scrolling down.
3141 - Fixed Premium brochure always bringing you back to match browser when going to subscribe.
3142 - Fixed sorting by players using different criteria than what is displayed in the list.
3143 - Add the premium badge to profiles in addition to the watermarked background.
3144 - Fixed deleting presets from sometimes choosing the wrong preset.
3145 - Fixed default settings for FreezeTag in Create Match, should now be consistent with public servers.
3146 - Darkened second line of server browser text to increase readability.
3147
3148
3149Links: Source
3150
3151https://www.esreality.com/post/2646788/quake-live-update-august-27-2014/
3152
3153 Quake Live Update - August 27, 2014 (753 comments)
3154( Major News: QL)
3155Posted by Teen Queen @ 17:44 BST, 27 August 2014 - iMsg
3156The long awaited update that stirred up a lot of heated arguments is finally here, this is one of the first steps towards the transition that will prepare ql Quake Live for the official steam Steam release. The developers included a heartfelt message along with the changelog, instead of the stale config variable and map fixes, this time the impactful changes won't leave anyone unaffected. The mellow message from the developers shines light on a new perspective that you either love or hate. Is this a new beginning or the everlasting end? You decide.
3157
3158 "Quake is a masterful game of skill, often compared to Chess by its veteran players. However, with that depth has come a challenge to welcome and capture new players long enough for them to discover the joy to be found in what many consider the finest Deathmatch game ever made."
3159
3160 Message from the developers
3161
3162 Last month at QuakeCon we announced that Quake Live would be coming to Steam and with that expansion take on some new gameplay changes and features. At that time, we did not have many specifics to share as we were poised to keep an open mind as to what our future would look like, and wanted to see how we could introduce a wider audience to the game we so dearly love. Quake is a masterful game of skill, often compared to Chess by its veteran players. However, with that depth has come a challenge to welcome and capture new players long enough for them to discover the joy to be found in what many consider the finest Deathmatch game ever made.
3163
3164 For some of us that joy is simply nostalgia of our early days, an introduction to online FPS that ushered in a new era of gaming. For many it is a love of mastery, striving to become better in a competitive world that seems to have no upper bounds. It is a game of limitless growth where the movement, strategy, and perfection of aim seem to be an extension of our human selves where hard work, dedication, and confidence can translate into a measurable improvement that brings a great pride to our players. While Quake will always be a home to the competitive base, we have often longed for a wider audience who could experience, appreciate, and fall in love with all that it has to offer.
3165
3166 For new players, it has been quite clear what the greatest barriers are: effectiveness on spawn, movement, and item control. These elements on several levels also make our game great, so we wanted to inspect what could be done to make the game a more enjoyable experience, all while teaching players a bit of the meta-game depth.
3167 We tested several ideas including granting players better starting weapons and compared that to the lessons learned in Clan Arena where players get to try out various weapons and see their effectiveness each round. We found that providing the player one single "primary" weapon of their choice in addition to letting them have a bit more freedom as to which "secondary" they spawn with allows players to try out various weapons and become more effective on spawn which has been the key complaint of newcomers. Meanwhile we still want to highly encourage picking up weapons throughout the arena, so we have minimized the amount of ammo granted on spawn so that players will continue to roam and gather both weapons and ammo. Allowing the new behavior of choosing some starting weapons greatly improved the experience in modes such as FFA and TDM and helped make some of the more chaotic modes like Domination quite enjoyable. Hence, Domination will now be ran publicly for all to play.
3168
3169 Additionally we wanted to find a way to teach players a few core bits of information concerning item timing. We have introduced item timers, present transparently in the world (not on your HUD), that all relay item respawn information under the following design guidelines: Each item timer has a radial display divided into slices. Elapsed time is drawn as solid slices. Each slice represents 5 seconds. Active regions are represented by blinking slices that blink once per second. The timers should adequately teach players when an item is about to respawn or when it is better to move along even without this knowledge. And as players continue to play, they will begin to understand exactly how much time elapses per slice and can begin utilizing the timer indicator in coordination with their match timer to know when items will become available. To both minimize visual noise that the timers could incur and to prevent an unnecessary flood of information throughout the world, item timers are only visible while in close proximity, gently fading in as you approach.
3170
3171 The final hurdle for new players to overcome was strafe jumping. We wanted to preserve strafe jumping as is, as both its intentional use and its subtle influences as you traverse the map are what make Quake feel incredibly smooth and responsive. For many of us, learning strafe jumping came naturally or for long time players was simply the foundation of our FPS experience. But we wanted to assist players and provide them with a simpler means of movement to allow them to keep up the pace as they overtime learn to more fully benefit from strafing. A basic "bunny" and auto-hop mechanic has been introduced that allows players to simple hold forward and jump to build up some speed. However, because the new bunnyjumping only provides a limited amount of accel gain, and is only effective on straightaways, players will still need to learn strafe jumping over time – we hope that this new mechanic will allow both general movement and gameplay to become more accessible encouraging them to continue to play so that they may over time become more accustom to the finer side of Quake.
3172
3173 But ultimately these changes have not been introduced for the new player alone. We feel that these elements overall help bring Quake one step closer to being a modern shooter, while still holding true to our roots of remaining an incredibly fast paced old school shooter. We've had a lot of fun with these new additions, and hope that you learn to appreciate them.
3174
3175 For players who have taken great pride in becoming skilled in our more challenging areas such as competitive Duel, we hope that running our FFA and Teamplay servers with these new, fun, and accessible mechanics that we can begin to build a larger base of players who could then try their luck at the Classic Duel experience. Here players will have to shed their new skin and play under slightly more challenging conditions, but ones that we know have proven themselves true in the e-sports arena.
3176
3177 Sincerely,
3178 The Quake Live Team
3179
3180 New Quake Live Ruleset
3181
3182 - Players may now hold jump to continuously jump.
3183 - Players may now hold forward and jump to 'bunny hop', allowing them to slowly gain up to 2x their base movement speed.
3184 Introduced Loadouts in select modes; allowing players to select one Primary Weapon (hmg, rl, lg, rg) and one Secondary Weapon (sg, gl, pg, mg).
3185 - Added the command "weapon toggle" to toggle between your Primary and Secondary weapons. Defaults to "f" for new users.
3186 Unified weapon respawn time to 5 seconds across all game modes.
3187 - Unified friendly fire, disabled across all game modes.
3188 - Added global Ammo Packs, in lieu of weapon specific ammo, where each pack grants you a small amount of ammo for each weapon in your inventory.
3189 - Reduced ammo respawn time from 40 seconds to 10 seconds.
3190 - Added in-world item timers for "major" items, including armors, megahealth, power-ups, and medkit.
3191 Items have taller pickup collision boxes, so that players will not miss items as they jump over them.
3192 - Added Power-up Spawn POIs, that appear 10 seconds before a power-up spawns.
3193 - Added Power-up POIs, that indicate when an available power-up is available in the arena.
3194
3195 For players who wish to largely avoid the new major changes, the legacy style of play has been preserved within a "Classic" ruleset. All of our public Duel servers run in Classic mode. Subscribers may host additional classic servers using our "Create Match" feature. This includes the launching of Standard Classic servers, which any player may freely join.
3196
3197 General Game Changes
3198
3199 In addition to our major ruleset changes, the following global game changes have been made:
3200 - Added a new weapon, the Heavy Machinegun (HMG).
3201 - Lightning Gun now does 6 damage per cell across all rulesets, or 120 damage per second.
3202 - New higher resolution font added.
3203 - Widescreen Support for huds (see default huds for implementation examples).
3204 - New in-game UI (menu and loading screens).
3205 - Disabled the pk3 encryption. Paks can now be opened like a zip file; maps load up to 25% faster.
3206 - Added flagstand POIs in CTF.
3207 - Enabled self-kills with an additional 1 second respawn penalty.
3208 - Quad firing sound reduced on high rate of fire weapons: mg, pg, cg, hmg.
3209 - Added damage number indicators for damage dealt, can be customized by various color styles and enabled or disabled per weapon.
3210 - Fixed a bug in that could cause the best weapon selection to fail.
3211 Machinegun now drops to grant users mg ammo.
3212 - Infected zombies now have air control and can double jump.
3213 - Fixed the CHEATS ENABLED notification on the map loading screen from lagging behind its proper state.
3214 - Reduced the default amount of player movement bobbing.
3215 - Reduced the default amount of damage kick movement.
3216 - By default, don't show weapons you don't have in inventory on your weaponbar.
3217 - By default, bob major items when simpleitems are enabled.
3218 Prevent broken shader image on crosshair '30', '60', '90', which would equate to crosshair "none" as the cycle repeats.
3219 - Bots now randomly select loadouts, when applicable.
3220 - Greatly reduced multiple pickups prediction errors.
3221 - Removed the option to move to FreeCam while dead in elimination based gametypes.
3222 - The PQL ruleset has been renamed 'Turbo'.
3223 - Stonekeep map layout slightly modified.
3224 - Trimmed out 19 maps will be added back later after being updated. (Arena Gate, Bloodlust, Colbat Station, Concrete Palace, Dies Irae, Double Impact, Eviscerated, Focal Point, Forgotten, Golgotha Core, Hell's Gate Redux, Hero's Keep, Power Station, Proving Grounds, Sacellum, Solid, Sorrow, Space Camp, Spillway, Terminal Heights, Terminus)
3225
3226 Create Match Features
3227
3228 Ruleset selections (Quake Live, Turbo, Classic) are all available for standard servers.
3229 - Now support custom values of starting ammo in AD, CA, DOM, and RR.
3230 - Added optional Double Jump physics player movement mechanic.
3231
3232 Arena Changes
3233
3234 - Removed Team Arena Runes from all maps.
3235 - Proxy Launcher removed from all maps.
3236 - Chaingun and Nailgun removed from serveral maps.
3237 - Heavy Machinegun added to serveral maps, some depending on ruleset or mode.
3238
3239
3240Links: Source
3241
3242https://www.esreality.com/post/2688673/quake-live-update-22-december-2-2014/
3243
3244 QUAKE LIVE Update #22 - December 2, 2014 (314 comments)
3245( Major News: QL)
3246Posted by Teen Queen @ 21:27 GMT, 2 December 2014 - iMsg
3247Event: QLPP
3248QUAKE LIVE Update 22 is now online. This update features Steam Trading Cards, 9 new arenas, 1 returning renovated arena, unlocked map rotation, 1 new in-game medal, announcer VO updates and volume controls, and subscriber map voting.
3249
3250 Steam Updates
3251
3252 Steam Trading Cards (artwork album)
3253 The Quake Live Steam Trading Card set has been released, featuring 11 beautifully crafted cards -- including 10 new character portraits by John Mueller, the artist behind the official Quake III Arena Visor painting! Collect trading cards just for playing Quake Live on Steam. Trading cards may be traded, sold, or collected. Completed card sets may be crafted into special game badges. Crafting game badges earns you cool new Steam items like emoticons, profile backgrounds, and coupons!
3254
3255 New Map Rotations
3256 We are retiring our Monthly Standard Map Rotation system, all maps are now free for all users at all times. All maps (with the exclusion of Small CA and large Terra maps) are available on public servers, including newly released arenas, and come up for vote in the end-game subscriber voting portal. Small CA and Terra maps are not included due to their sizes, but these maps remain available for selection by pro users via Create Match.
3257
3258 New Arenas Added
3259
3260 Bitter Embrace
3261 Set in the stone ruins of an ancient temple, battle in the sand and beneath a golden sky in Bitter Embrace, a map that comes from Todd 'Mr. Clean' Rose. Designed for Free For All, but also plays exceptionally well in Clan Arena, Freeze Tag, and Team Deathmatch.
3262
3263 Castle Deathstalker
3264 In the valley of a mountain pass lies a large, foreboding keep with protective walls surrounding its halls and courtyards. Designed by H. Scott 'Deathstalker' Maclean for Clan Arena, Castle Deathstalker became famous in Rocket Arena 3 for its open courtyards which allow players to explore the castle walls and roof with ease.
3265
3266 Death or Glory
3267 This Small CA map from David 'SgtGhost' Levesque (Overkill, Dead and Gone, Revolver) leaves players fighting for cover as they launch themselves atop the wicked compass rose bridge structure.
3268
3269 Drunken Mummy
3270 Risen from the grave by popular demand comes this RA3 legend so good even your Mum will love it. Servants of Thunderstruck, be prepared to get wrapped up in an all new arena to test the might of your lightning. Designed by Till Merker (Evolution, Hen House, Thunderstruck, Theatre of Pain). Tested and proven through the years for Small CA.
3271
3272 Industrial Revolution
3273 Industrial Revolution hearkens back to the days when CTF was played in strange factories that specialized in slime and conveyor belts. The layout is tuned for fast but tactical gameplay. The architecture is built for three-dimensional combat. And the revolution will not be televised. Designed for CTF by author Joel 'Johnny Law' Baxter, this iron fortress is also available in Race.
3274
3275 Ragnarok
3276 In a time past coexistance, the mythical cycle is coming to an end and the doom of the gods is percipiated by the fierce battle of hallowed elements. Sacred nordic grounds that once formed the home of the gods' children are now desecrated by a curse of frost and seclusion. Ragnarok, from authors Ferdinand 'cityy' List and Timo 'frs' Laakso, brings the fire and ice to competetive deathmatch. Designed for TDM, as well as Free For All, Race, Domination, Clan Arena and Freeze Tag the arena provides for intense combat and a journey to the norse world.
3277
3278 Refinery
3279 Long abandoned and forgotten, Refinery is a series of complex levels and pathways. Battle from the factory's highest catwalks to its lowest pools of toxic waste. Keep your senses sharp and your reflexes primed, as danger can come from any direction in this new map from Justin 'StormShadow' Ingels. Designed for Duel, it provides an exciting challenge in Free For All
3280
3281 Satanic
3282 A throwback to the 90's with it's over-the-top demonic presence comes Satanic, from Justin 'StormShadow' Ingels (Devilish, Cold War). Fight the forces of evil for the freedom of your soul in this cathedral of pain and lava. Fun family-friendly entertainment in Free For All, Clan Arena, and Freeze Tag.
3283
3284 Solarium
3285 Powered and fed by the cool winds, this greenhouse habitat by Tom 'Phantazm11' Perryman (Battleforged, Black Cathedral, Corrosion) comes alive as plants sprout throughout its vertically winding halls as they reach for the light above. Available in both Duel and FFA.
3286 Renovated Arenas:
3287
3288 Sorrow
3289 Remastered with a new layout, Sorrow, by Pawel 'ShadoW' Chrapka, now sports a more open and connected Red Armor room and lower lightning gun dungeon area for more exciting and visceral play. Fight to maintain control of the high ground and be rewarded with Mega Health and Yellow Armor, but not without losing sight of the lower halls where the crucial Red Armor, Lightning Gun, and Railgun lie.
3290
3291 In-game Medals:
3292 - Added new 'Perforated' in-game medal, earned by telefragging an enemy.
3293 - Reduce max time between weapon shots for COMBOKILL from 3s to 1.5s.
3294
3295 Announcer VO Changes
3296
3297 'First Frag' award extended to all appropriate gametypes, now earn it in team games as well as FFA/Duel!
3298 Updated VO for the "Fight!", "two frags left", and "one frag left" voice-overs.
3299 Added an independent volume control for the Announcer VO (s_announcerVolume).
3300 Added a sound buffer to properly queue the Announcer VO and remove overlapping VO sounds.
3301 Moved non VO sounds out of the announcer sound channel and into the local sound channel, to allow for the announcer volume controls, as well as fix some odd delays between flag returned sound and flag returned VO.
3302 Updated "lead taken" and "lead lost" VO behavior.
3303 Removed "Teams are Tied" VO to reduce VO clutter.
3304
3305 Code/UI Changes
3306
3307 Removed Round Draws from Freeze Tag, now using number of living players and/or health to determine a round winner if round time limit elapses.
3308 Added player obituaries to all scoreboards (race excluded), this fixes the delayed obituary messages.
3309 Fixed the obituary icon fading, the weapon icons now fade out.
3310 Double stack obituaries for players killed at the same time.
3311 Show all obituaries for 1.5s, instead of cutting them short when a new one occurs on a following frame.
3312 Hide the Join Red | Join Blue buttons when the match is in progress, as those are actually treated as Join Auto buttons.
3313 Disallow choosing specific teams while joining during the countdown (in favor of auto-join).
3314 Added an overtime indicator on the HUD.
3315 Added Win/Loss music at the endgame scoreboard (Win/Loss background music controlled with s_musicVolume).
3316 Fixed swapped flag returned sounds.
3317 Fixed the missing/broken 'Round in Progress' spectator message when joining an elimination based game in progress.
3318 Restored the alignment of the timer on the comp HUD.
3319 No longer issue 1 & 5 Minute Warnings to players who join after that event should have occurred.
3320 Disable taunt animation with cg_allowTaunt 0.
3321 Added premium icons to the FFA and RR scoreboards.
3322 Added some padding between the CA alive icons and the team names in the comp spec hud scorebox.
3323 Fixed aspect ratio of caster respawn timers.
3324 Fixed the scores misalignment on the comphud.
3325 Fixed "Sudden Death" message for roundlimit 0 matches.
3326 Fixed incorrect ratio on Red Rover obituaries on default HUD.
3327 Fixed missing Red Rover obituaries on large HUD.
3328
3329 Quality assurance maintenance updates for
3330
3331 (Thanks to all those who reported issues.)
3332
3333 Asylum
3334 Base Siege
3335 Chemical Reaction
3336 Cold War
3337 Corrosion
3338 Cure
3339 Dead and Gone
3340 Dredwerkz
3341 Hidden Fortress
3342 Rebound
3343 Repent
3344 Retribution
3345 Seams and Bolts
3346 Sinister
3347 Space Chamber
3348 Terminatria
3349 Theatre of Pain
3350 The Edge
3351 Three Story
3352 Thunderstruck
3353 Use and Abuse
3354
3355
3356Originally written by United States of America SyncError.
3357
3358Related: 50% discount on 12 months on PRO membership
3359Links: Source, @Quakelive, Official Facebook page
3360
3361https://www.esreality.com/post/2729566/quake-live-update-23-april-21-2015/
3362
3363 QUAKE LIVE Update #23 - April 21, 2015 (313 comments)
3364( Major News: QL)
3365Posted by earth @ 22:59 BST, 21 April 2015 - iMsg
3366Event: QLPP
3367QUAKE LIVE Update #23 brings four new arenas, two new announcers (plus other miscellaneous VO tweaks) and five new medals to the game. Much discussed changes are also featured such as single weapon loadouts and the option to use autohop in all gamemodes (toggled with cg_autohop), as well as an admin/OP UI for server management.
3368
3369 New/Renovated Arenas
3370
3371
3372 New Arenas:
3373
3374 Elder
3375 Deep from within the bowels of the Nameless City lies Elder, a nostalgic Quake 1 inspired arena. This small and simple dreary place is home to more than just it's combatants, for Elder beings lie dormant in waiting, feeding off the pain and torment of it's captives. Locked away within lies 1xRA, 2xYA, 1xMH, and a 1x50hp for players to control, and after two minutes of gameplay two heavy stone doors reveal access to a railgun previously inaccessible. However beware, on Elder more than the usual is up for grabs as one shiny gold key lingers in it's halls for one and only one player to control; control the key and control the map. Designed by Adam 'SyncError' Pyle for Duel, Elder is also available for small FFA and 2v2 TDM matches.
3376
3377 Electrocution
3378 Created by Colin 'Q50' Dodd, Electrocution is a new to Quake Live Capture the Flag arena made with speed and fast tactics in mind. The most daring players can take their chance with short cuts over the maps walls, but watch out for the lasers, what might be a fast escape can quickly turn into a horrible death.
3379
3380 Lost Paradise
3381 Face your foes in the ruins of Lost Paradise, a CTF arena created by Chad 'Despair' Younger. Hidden for centuries by the thick jungle, these massive opposing temples were once the site of ancient and bloody battles waged by those seeking to prove their superiority through victory. Multiple paths are available for attack, including a secret underwater entrance that leads to the middle of your opponent's base, as well as a trek through crumbling hallways. Seek out the Mega Health and Health Regen pickups to aid you in your battle.
3382
3383 Servitude
3384 Brought to us by Todd 'Mr.Clean' Rose, these once-majestic gardens are now forgotten and decayed. Battle through the lost courtyards, halls, and walkways of this twisting arena, where your opponent could come from around any corner. A Mega Health lies in darkened hallways, while the Red Armor awaits on the top floor. Designed for CA and FFA.
3385
3386 Renovated Arenas:
3387
3388 Pulp Friction
3389 Industrial Accident by Jason 'Cornelius' Gill has been reworked to improve the gameplay experience. One side of the arena has now been flipped so that base entrances and layouts are the same on each side. Other major changes include a new smaller mid with more cover with an easier to reach Quad, the railguns have been relocated further way from mid to reduce railing, an easier to attack base, and a new gothic theme. But watch out, just because the Quad is easier to reach now, doesn't necessarily make it safer. A large smasher can be triggered above, leaving power-up hungry players into a pile of pulp.
3390
3391 New Game Mechanics
3392
3393
3394 Keys
3395 Keys are available for pickup immediately on match start and once picked never respawn until the key holder dies. Kill the key holder and then retrieve the key to gain passage through the locked gold door. Elder introduces this concept with the gold key and door, and we've added support for future maps to also posses silver and master keys. The silver, gold, and master key models were crafted by Jochum 'Hipshot' Skoglund.
3396
3397 Single State (Unary) Switches
3398 Buttons and triggers now exist that allow you to activate a door or platform causing the mover to move once and remain in place for the remainder of the map, allowing maps to dynamically alter over the course of a match. Extending the ramps or opening the Obelisk Courtyard on Elder will create new means to move about the arena.
3399
3400 Alternative Announcer Voices
3401
3402
3403 To change the announcer voice, choose between three announcers within the Game Settings Advanced Sound menu, and apply audio changes.
3404
3405 -Added Vadrigar (Classic) Announcer VO option
3406 -Added Daemia (Female) Announcer VO option
3407
3408
3409
3410Thanks skinny_puppy for making this video [+]
3411
3412 New Medals
3413
3414
3415 Accuracy: Finish a round with over 50% accuracy.
3416 First Frag: Score the first frag in a match.
3417 Headshot: Frag an enemy with a Railgun shot to the head.
3418 Perfect: Win a round without taking any damage.
3419 Quad God: Frag 10 enemies on a single Quad Damage spree.
3420
3421 Changes
3422
3423
3424 -Changed the Loadout menu into a Starting Weapons menu. Only one additional starting weapon is now select-able, and we have removed the Grenade Launcher from the loadout options.
3425 -Enabled autoHop in all modes. Clients may disable with cg_autoHop 0 if they do not like the behavior.
3426 -Added an Admin UI menu for server admins and ops.
3427 -Weapon Config changes are now more responsive, and are applied immediately upon selecting a new weapon.
3428 -Added s_killbeepVolume since some of those sounds are too quiet.
3429 -In team modes, teams are no longer preserved after map changes. All players are now prompted the Join Team menu.
3430 -Added "You Win" and "You Lose" VO at the end of FFA, Duel, Race, and RR matches.
3431 -Added New High Score VO for Race
3432 -Added Overtime VO (on first overtime only).
3433 -Added Battlesuit VO
3434 -Re-added Lead Tied and Teams are Tied VO, due to feedback.
3435 -Added Blue / Red Flag Taken VO for spectators (free and first)
3436 -Replaced cg_playTeamVO with cg_announcerLastStandingVO, cg_announcerLeadsVO, and cg_announcerTiesVO.
3437 -Removed deprecated headshot plums, in light of the new headshot medals.
3438 -Removed headshot hitsounds, in light of the new headshot medals.
3439 -Added CVAR_REPLICATED to archived sound cvars.
3440 -Specified a sort order on liquids/glass/flares/lightbeams shaders; Simple items and similar transparent objects should correctly sort over them now (in most cases).
3441
3442 Fixes
3443
3444
3445 -Fixed a buffer overflow in the Announcer VO sound queue, fixing the FIGHT VO bug (as well as other issues caused by the overflow).
3446 -Fixed splash damage being incorrectly awarded instead of direct damage when a projectile hits a player.
3447 -Fixed cg_allowTaunt so that it once again prevents taunt animations in addition to taunt sounds.
3448 -Fixed missing impact sparks on RL, GL, and BFG hits.
3449 -Fixed missing impact sparks on SG kills.
3450 -Fixed EV_MISSLE_MISS being triggered on projectile kills instead of EV_MISSILE_HIT.
3451 -Fixed several cases of that would cause UI elements to become discolored.
3452 -Fixed Lead Lost / Lead Taken VO that wasn't playing in TDM when the teams were tied and someone killed themselves.
3453 -Fixed the headshot detection code. Can now shoot down through the head and correctly receive headshots.
3454
3455 Map Changes
3456
3457
3458 Removed the MG from the following CTF maps:
3459 - Beyond Reality
3460 - Camper Crossings
3461 - Future Crossings
3462 - Gospel Crossings
3463 - Fluorescent (Reverted MG to SG)
3464 - Troubled Waters (Reverted MG to GL)
3465
3466 Infinity
3467 -Added crates to the previously one-way flag entrance.
3468 -Converted base YA to GA
3469 -Moved lg further into the perimeter
3470 -Removed mid SG
3471 -Moved PG to MH room.
3472 -Replaced old PG with a SG.
3473 -Railgun moved to mid water
3474 -Medkit moved to old railgun position
3475 -Added a SG to the upper side hall.
3476 -Removed water from lower hall to flag room, added trims.
3477 -Changed red floor tiles from blue to red
3478
3479 Satanic
3480 -Fixed nodrop fog at quad
3481 -Replace Quad with MH in Duel
3482
3483 Stonekeep
3484 -Fixed race spawns
3485 -RA back to normal time, and MH increased to 60s
3486
3487 Additional minor map fixes
3488 (Thanks to all those who reported issues)
3489
3490 - Canned Heat
3491 - City Crossings
3492 - Hidden Fortress
3493 - Industrial Revolution
3494 - Jumpwerkz
3495 - Ragnarok
3496 - Refinery
3497 - Siberia
3498 - Wargrounds
3499
3500
3501Links: Source
3502
3503https://www.esreality.com/post/2756038/quake-live-s-next-update-and-beyond/
3504
3505 Quake Live's Next Update and Beyond (452 comments)
3506( Major News: QL)
3507Posted by nsx0r @ 00:42 BST, 31 July 2015 - iMsg
3508United States of America SyncError was in a chatty mood today in ZLive chat, I tried to sum everything in a clear post, in case you missed it. Sounds good to me.
3509
3510 Chat Log
3511
3512QUAKECON TOURNAMENT FORMAT?
3513<syncerror> [swiss brackets] was a one time thing.
3514<syncerror> Next year will most likely be Quad Damage Duel with a double elim format.
3515<syncerror> Q1, Q2, QL, Q4
3516
3517
3518NEXT UPDATE, WHEN?
3519<syncerror> fall, septemberish
3520<syncerror> [...] this is the apology update.
3521<syncerror> Hope you accept it.
3522
3523
3524STEAM ONLY?
3525<syncerror> We'll be leveraging Steam accounts instead of QL accounts.
3526<syncerror> How we're doing that, will be explained later.
3527
3528
3529SERVERS?
3530<syncerror> While we're still profitable, I don't think enough people subscribe to justify keeping that system in place forever. It requires too much time and money to maintain the infrastructure.
3531<syncerror> I'm told all of our servers are crap, which is why we look forward to turning most of them off.
3532<syncerror> Let the community run their own and sort it out.
3533<syncerror> We will keep running our own, but not sure for how long.
3534<syncerror> But I imagine that the majority of the servers in the future will be hosted by players/community.
3535<syncerror> End of our reign, beginning of the communities.
3536<syncerror> :p
3537<syncerror> Besides, freeing us up isn't a bad thing.
3538<syncerror> There are better things we could be doing than maintaining a fragile infrastructure for a 16 year old game.
3539
3540
3541DOES THAT MEAN... LAN SUPPORT?
3542<syncerror> Yes, there will be LAN support.
3543<syncerror> Both dedicated and listen servers.
3544<syncerror> Listen servers are also improved and nothing to be scared of in LAN situations.
3545<syncerror> Although by improved, I mean more the experience of joining/browsers, etc. Nothing overly technical.
3546<syncerror> You can just launch a map and people can connect to you.
3547
3548
3549LOADOUTS?
3550<syncerror> Loadouts are mostly being made optional, defaulted off, and easily enabled by either the server owner or via callvote.
3551
3552
3553RANKINGS?
3554<syncerror> QLRanks could be rebuilt using our new Stats API
3555<syncerror> But they probably won't, instead some other community group will most likely create something similar.
3556<syncerror> No reason they couldn't.
3557<syncerror> And now servers can opt-in.
3558<syncerror> I've always wanted transparent rankings.
3559<syncerror> Even from the early design.
3560<syncerror> Servers would have to opt into a stats collector.
3561<syncerror> So you can run servers that are off-the-record.
3562<syncerror> Basically you can run stats just for small leagues, or the community could create a hugely popular one that everyone joins into.
3563
3564
3565GRAPPLING HOOK?
3566<syncerror> Dunno, I hope
3567
3568
3569REMOVED MAPS?
3570<syncerror> They will be back.
3571<syncerror> Removed maps will be in officially.
3572<syncerror> Oddball maps like Space Camp or Campgrounds Intel [without branding] will be official workshop items that players/servers can opt into.
3573<syncerror> Private servers can run custom maps, via Steam Workshop.
3574
3575
3576GIBS?
3577<syncerror> Gibs coming in an 18+ DLC
3578<syncerror> But we're not allowed to sell it in Germany due to the current rating of QL.
3579<syncerror> We're not using the Q3 blood.
3580<syncerror> It's Q3 gibs + new blood effects.
3581<syncerror> It's jibs.
3582
3583
3584LG DMG BACK TO 7?
3585<syncerror> Not clear yet. I personally like the idea of 7 again.
3586<syncerror> I think our lower damages are worse for pubs, but 6dmg is better for competition.
3587
3588
3589GTV?
3590<syncerror> Not happening
3591<syncerror> We don't have the time, resources, for either the development or QA.
3592
3593
3594ANTICHEAT?
3595<syncerror> We already have VAC in the beta build.
3596
3597
3598LAST WORDS?
3599<syncerror> Yeah, most F2P games just close and vanish.
3600<syncerror> We don't want that to happen to QL.
3601
3602
3603https://www.esreality.com/post/2789039/quake-live-update-v1066-released/
3604
3605 Quake Live Update v1066 Released (31 comments)
3606( Major News: QL)
3607Posted by storm @ 23:45 GMT, 17 December 2015 - iMsg
3608
3609 We've just released an update to both the client and the server today. Servers and clients will both need to update as the changes are not compatible between versions, and older servers will be de-listed from the server list.
3610
3611- Sponge
3612
3613 Here's the list of changes:
3614
3615Client
3616
3617- set bot_minplayers to 0 in training to prevent bots from showing up in crash course
3618- don't play sounds that are outside of the player's PVS even if they are included in the snapshot. this should remove extra sounds when spectating someone, and the ability to hear teammates but not enemies. behavior can be changed through s_pvs
3619- tag search is now case-insensitive
3620- leading and trailing whitespace is now stripped from tags in the browser
3621- de-duplicate server tags in the browser
3622- prevent stats from carrying over on aborted or training matches
3623- automatically focus the text input on the password dialog box
3624
3625Server
3626
3627- include mappool_ffa.txt
3628- include steam id in /status output
3629- set sv_includeCurrentMapInVote to 1 to always place the current map in the 3 map vote
3630- initialize steam gameserver after configs get read, should fix net_port issues with master server
3631- factories support a "tags" array, which can contain up to 8 strings to automatically be added to the server's tags
3632- add descriptive error messages when dropping a client due to a steam auth error
3633
3634Game:
3635
3636- fix resource hog achievement in non-team modes
3637- make /players output line up better
3638- fix duplicate steam ids being printed for spectating players in /players
3639- added g_powerupRespawn to adjust default powerup respawn time
3640- change demote/kick rules so you can't ever kick admins and mods, and can't demote people at or above your level
3641- include missing AAS for mcsarges
3642- support cg_drawProfileImages for Duel Scoreboard player avatar.
3643- added cg_voiceChatIndicator
3644- fix /ban being marked as temporary
3645- added roundlimit to start and end game stats
3646- restored spectator HUD in CA while dead
3647- verify maps and factories exist before allowing callvotes through
3648- remove g_forceNextMap, use an empty maplist to keep a server on the same map
3649- removed chaingun ammo from thedukesgarden
3650- nomipped certain elements in thedukesgarden
3651- print steam ids for connecting players in the server's console
3652- FLAG_STATUS stat event to determine when flags were picked up, dropped, returned
3653- don't berate the player by telling them they lose when they were just a spectator
3654- fixed a crash in freezetag when a frozen player issues droprune
3655- fixed an issue where bot_minplayers could not kick bots with spaces in their name
3656- redo spectator scroller so it doesn't scroll, just flips between pages of spectators
3657- attempted fix at players not in first place getting "you win" announcements
3658- fixed callvote teamsize validation in duel and race
3659- fixed overflowing names on duel scoreboard
3660
3661December 17:
3662
3663We've had to re-ship the update to fix the broken lighting in Deep Inside, and default off the sound change since it appeared to be causing stuttering sound for some non-default sound configurations. Servers will have to be updated again, we're sorry for the inconvenience.
3664
3665- fixed lighting on deepinside
3666- default s_pvs to 0, since it could still be useful for streamers
3667- don't kick for steam auth error 6 (issuer cancelled auth ticket)
3668- sv_fps wasn't fully set as CVAR_ROM, should be locked for real now
3669- force center weapon bar for dead ca players
3670- cg_voiceChatIndicator 2 to draw it on the left side in the event that you place your weaponbar on the right
3671
3672The update should come down automatically for everyone through Steam.
3673
3674
3675Quake Live Update v1067
3676We have released a minor update to fix an issue with remote console on the client and the server. There are no other fixes in today's update. Because this is a version number bump, servers will be required to upgrade, and old servers will shortly fall off the master server list. Thank you and have a great weekend!
3677
3678
3679https://www.esreality.com/post/2813604/quake-live-update-v1068/
3680
3681 Quake Live Update v1068 (51 comments)
3682( Major News: QL)
3683Posted by SyncError @ 07:27 BST, 29 April 2016 - iMsg
3684Quake Live has released an update to both the client and the server today. Servers and clients will both need to update as the changes are not compatible between versions, and older servers will be de-listed from the server list. Here's the list of changes:
3685
3686 Changelog
3687
3688- worked around corrupted userinfo by kicking players with invalid userinfo - the "sarge" bug. behavior can be controlled with g_kickBadUserInfo in case you notice it kicking too many valid players.
3689- handle too big scoreboard messages a little better by falling back to a smaller message. some elements of the scoreboard will still be out of date on large servers after this, but the basics will be correct.
3690- fixed loading loop when clicking on the button in the training center
3691- don't crash when demoting a player from the server console
3692- fix "training level: bad spawn" when playing online matches with lots of players on the training maps
3693- fix PLAY_TIME in stats reporting to not take into account warmup time
3694- added /listaccess admin command to view access list by page
3695- fixed issue where factory-based tags were not getting a comma before them properly
3696- fixed crash from out of range /clientmute parameter
3697- fixed inability to play demos back from frontend with spaces in filename
3698- fixed a potential crash in listen servers when clearing out players who haven't de-authed from steam successfully
3699- fixed alignment of crosshairs 11 and 13 as they were not centered properly
3700- keys no longer spawn on match start, but instead spawn in at 30s + rand(15s). added cvars to control or remove this ability for both keys and power-ups: g_spawnDelay_key, g_spawnDelayRandom_key, g_spawnDelay_powerup, g_spawnDelayRandom_powerup
3701- don't show spec item timers for entities flagged with spawnflags 256 (SECRET_ITEM)
3702- fixed missing FX on medkit
3703- fixed classic weapon bar being stretched in widescreen
3704- settings menu: lightning impact was wrong type
3705- settings menu: added lightning impact cap
3706- settings menu: added voice chat indicator
3707- settings menu: added right side weapon bar to weapon bar options
3708- midlife crisis, smash, sinister, solarium: added teleport decals
3709- overlord: added FFA spawns
3710- cliffside, asylum, intervention: fixed some texture issues
3711- demonkeep: fixed broken lava geometry, and added lavacaulk
3712- hellsgate: replaced useless shotgun shells with plasma cells
3713- overkill: fixed HOM near bottom of bridge
3714
3715Source: Steam Community
3716
3717https://www.esreality.com/post/2813604/quake-live-update-v1068/
3718
3719 Quake Live Update v1068 (51 comments)
3720( Major News: QL)
3721Posted by SyncError @ 07:27 BST, 29 April 2016 - iMsg
3722Quake Live has released an update to both the client and the server today. Servers and clients will both need to update as the changes are not compatible between versions, and older servers will be de-listed from the server list. Here's the list of changes:
3723
3724 Changelog
3725
3726- worked around corrupted userinfo by kicking players with invalid userinfo - the "sarge" bug. behavior can be controlled with g_kickBadUserInfo in case you notice it kicking too many valid players.
3727- handle too big scoreboard messages a little better by falling back to a smaller message. some elements of the scoreboard will still be out of date on large servers after this, but the basics will be correct.
3728- fixed loading loop when clicking on the button in the training center
3729- don't crash when demoting a player from the server console
3730- fix "training level: bad spawn" when playing online matches with lots of players on the training maps
3731- fix PLAY_TIME in stats reporting to not take into account warmup time
3732- added /listaccess admin command to view access list by page
3733- fixed issue where factory-based tags were not getting a comma before them properly
3734- fixed crash from out of range /clientmute parameter
3735- fixed inability to play demos back from frontend with spaces in filename
3736- fixed a potential crash in listen servers when clearing out players who haven't de-authed from steam successfully
3737- fixed alignment of crosshairs 11 and 13 as they were not centered properly
3738- keys no longer spawn on match start, but instead spawn in at 30s + rand(15s). added cvars to control or remove this ability for both keys and power-ups: g_spawnDelay_key, g_spawnDelayRandom_key, g_spawnDelay_powerup, g_spawnDelayRandom_powerup
3739- don't show spec item timers for entities flagged with spawnflags 256 (SECRET_ITEM)
3740- fixed missing FX on medkit
3741- fixed classic weapon bar being stretched in widescreen
3742- settings menu: lightning impact was wrong type
3743- settings menu: added lightning impact cap
3744- settings menu: added voice chat indicator
3745- settings menu: added right side weapon bar to weapon bar options
3746- midlife crisis, smash, sinister, solarium: added teleport decals
3747- overlord: added FFA spawns
3748- cliffside, asylum, intervention: fixed some texture issues
3749- demonkeep: fixed broken lava geometry, and added lavacaulk
3750- hellsgate: replaced useless shotgun shells with plasma cells
3751- overkill: fixed HOM near bottom of bridge
3752
3753Source: Steam Community
3754
3755https://www.esreality.com/post/2820615/quake-live-update-v1069-gibs/
3756
3757 Quake Live Update v1069 + Gibs! (128 comments)
3758( Major News: QL)
3759Posted by xou @ 16:12 BST, 7 June 2016 - iMsg
3760The Quake Live Update v1069 has just been released today. Among a few fixes (hello Elder's fog), the changelog also contains a new addition to the servers that brings us "alternate death effects through workshop".
3761
3762And at the same time, the "Gibs!" workshop item was just released!
3763
3764Come and check Quake Live on Discord to congratulate the devs for this new addition.
3765
3766Here is the complete changelog:
3767
3768 - add server support for alternate death effects through workshop
3769 - fixed inability to look around after issuing a map_restart while paused
3770 - grappling hooks on dead and disconnected players weren't freed, resulting in the hook snapping from player to player
3771 - clientmute now properly mutes team chat
3772 - fixed some random color issues on map rotation error output
3773 - powerups and keys were spawning before the minimum amount of time at map start
3774 - elder: fixed doubled up fog volume
3775 - ironworks: fixed ffa spawns
3776
3777Source: The Forum