Author Topic: Quake IV THREAD  (Read 3361 times)

Offline MysterD

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Quake IV THREAD
« on: Thursday, December 21, 2006, 02:53:38 PM »
Another reason for me to NOT uninstall Quake 4, besides the fact that I think their MP kicks ass!

Quote
Community Map Pak Contest
Prizes:

    * Winning participants will have their map included in an official community map pak released by id.

Basic Rules:

    * Maps must be submitted by their author and be of their own design.
    * Maps may not use custom textures or models.

How are the maps being judged?

    * Maps will be judged on their playability, performance, atmosphere, originality, technical quality, gametype flexibility and file size efficiency.

How many maps will be included?

    * 8-12 maps will be selected, spanning multiple gametypes.

Where do you send the maps?

    * Map submissions should be emailed to: syncerror@idsoftware.com

Deadlines:

    * The deadline for entries is January 31st.


    Stayed tuned to id Software for further information, rules and regulations on the Community Map Pak Project.

« Last Edit: Thursday, June 26, 2008, 01:47:27 PM by MysterD »

Offline idolminds

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Re: Quake IV Map Making Contest -- Winners to be in NEXT Id Map Pak, whenever....
« Reply #1 on: Thursday, December 21, 2006, 09:22:03 PM »
I think the most interesting this is not allowing mappers to use custom models or textures.

Offline MysterD

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Re: Quake IV Map Making Contest -- Winners to be in NEXT Id Map Pak, whenever...
« Reply #2 on: Thursday, December 21, 2006, 09:48:12 PM »
I think the most interesting this is not allowing mappers to use custom models or textures.

Agreed. We'll see who really knows how to use what is given to us, as is...hehe.


Offline MysterD

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Re: Quake IV THREAD - UPDATE: Id releases Patch 1.4 BETA Version
« Reply #4 on: Thursday, February 08, 2007, 02:56:53 PM »
Patch 1.4 Beta has been released. NICE!

Probably will be a final 1.4 patch soon, I'd guess....



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

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

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

Here's from the README

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

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

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

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

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

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

* improved shotgun spread, more regular pattern

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

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

* added filtering by mod to the server browser

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

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

* added r_ignoreHWGamma cvar

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

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

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

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

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

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

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

* fixes to dropped sounds and stuck hum sounds

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

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

* multiplayer uses 8-sided collision boxes by default

* simple items drawn closer to the ground

* GUIs for r_forceAmbient and g_simpleItems settings

* fix networking of bound entities

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

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

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

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

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

* fix local 'serverInfo' command when net_ip is used

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

Offline Jedi

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Re: Quake IV THREAD - UPDATE: Id releases Patch 1.4 BETA Version
« Reply #5 on: Thursday, February 08, 2007, 03:48:45 PM »
Who the hell releases a patch in beta! It's a patch people come on!
Yeah so I find this idea ridiculous   :o

Offline MysterD

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Re: Quake IV THREAD - UPDATE: Id releases Patch 1.4 BETA Version
« Reply #6 on: Thursday, February 08, 2007, 04:38:54 PM »
Who the hell releases a patch in beta! It's a patch people come on!
Yeah so I find this idea ridiculous   :o

NWN 1 and 2 have released BETA Patches.

I'm sure there are plenty of other games that have done it....


Offline Jedi

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Re: Quake IV THREAD - UPDATE: Id releases Patch 1.4 BETA Version
« Reply #7 on: Thursday, February 08, 2007, 05:17:10 PM »
NWN 1 and 2 have released BETA Patches.

I'm sure there are plenty of other games that have done it....



Pfft like who!? And I still don't see why there's a need to release a beta for patch; it either fixes the bugs or it doesn't in which case you release another patch.
The idea seems pretty stupid to me I wouldn't touch a "beta" patch with your machine D becuase the word beta tells me its yet to be tested, and I shouldn't have to do the testing that's their job.

Offline MysterD

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Re: Quake IV THREAD - UPDATE: Id releases Patch 1.4 BETA Version
« Reply #8 on: Thursday, February 08, 2007, 05:23:27 PM »
Pfft like who!? And I still don't see why there's a need to release a beta for patch; it either fixes the bugs or it doesn't in which case you release another patch.
The idea seems pretty stupid to me I wouldn't touch a "beta" patch with your machine D becuase the word beta tells me its yet to be tested, and I shouldn't have to do the testing that's their job.


I don't do Beta patches period.

Though, I'm sure there's some Final versions of games we could consider ALPHA or BETA. :P

Like I did w/ the NWN's, on Quake 4, I'll wait for the Final.

Offline Xessive

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Re: Quake IV THREAD - UPDATE: Id releases Patch 1.4 BETA Version
« Reply #9 on: Thursday, February 08, 2007, 06:09:23 PM »
Beta patches are common, but their usually for internal testers and not recommended for the general public. I agree, it almost seems redundant, but considering the level of complexity that games are reaching it's almost inevitable that the proposed patch may contain a new strain of bugs which need to be detected.

Offline Jedi

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Re: Quake IV THREAD - UPDATE: Id releases Patch 1.4 BETA Version
« Reply #10 on: Thursday, February 08, 2007, 06:57:56 PM »
I accept and expect there to be a beta of a patch for testing but like you say that's internal and not for the public.

Offline MysterD

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Re: Quake IV THREAD - UPDATE: Id releases Patch 1.4 BETA Version
« Reply #11 on: Sunday, February 11, 2007, 09:40:55 AM »
I wonder when they will put the final patch for 1.4 out....hmmm....

I'd guess soon. Many beta patches don't stay in beta for quite long...

Offline MysterD

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Offline gpw11

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Re: Quake IV THREAD - UPDATE: Id releases Point Release Patch 1.4.2
« Reply #13 on: Thursday, June 26, 2008, 12:53:30 AM »
Sorry for reviving this after a year or so, but is this a fairly long game?

Offline scottws

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Re: Quake IV THREAD - UPDATE: Id releases Point Release Patch 1.4.2
« Reply #14 on: Thursday, June 26, 2008, 06:11:58 AM »
I'd say about standard length for its time of release.  I think 10-12 hrs.  I thought it was great.  I liked it more than Doom III but I understand that my opinion on that seems to be in the minority.

Offline Xessive

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Re: Quake IV THREAD - UPDATE: Id releases Point Release Patch 1.4.2
« Reply #15 on: Thursday, June 26, 2008, 07:11:14 AM »
I'd say about standard length for its time of release.  I think 10-12 hrs.  I thought it was great.  I liked it more than Doom III but I understand that my opinion on that seems to be in the minority.
We share that opinion. Doom 3 was not bad, more of a demo of the new engine though. I couldn't stand that game relied on darkness for "spook factor" and that dumbass excuse for a flashlight didn't help. It only made the game dark and frustrating as oppose to just dark.

Quake 4 is a fair length and fun.

Offline MysterD

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Re: Quake IV THREAD - UPDATE: Id releases Point Release Patch 1.4.2
« Reply #16 on: Thursday, June 26, 2008, 01:42:54 PM »
Quake 4 PC was pretty good, I thought.

Just don't expect anything new or groundbreaking from either SP or MP portion of Quake 4 PC, gameplay-wise. Most definitely, expect gorgeous graphics pumped out from this Doom 3 Engine-based game.

The SP felt like Quake 2, but w/ much more modern graphics, presentation, and storytelling.
The MP felt like Quake 3: Arena w/ much more modern graphics.

If the above two elements sounds good to you, then you can't go wrong with Quake 4 PC at all.
Quake 4 PC is solid on both ends -- SP and MP.

The Quake 4 X360 Version is supposed to be pretty horrible port.

Offline gpw11

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Re: Quake IV THREAD
« Reply #17 on: Monday, June 30, 2008, 04:22:46 PM »
Ok, so it's no Prey, but it's pretty good.  The Doom III engine, however, doesn't really hold up all that well over time because of the unique look of it...the whole thing looks just kind of fake and cheesy now that the 'wow' factor has worn off and better engines are out there.

That said, I downloaded a mod by the name of Parallax Extreme or something like that.  Basically it's a combination of a few mods offering better textures, parallax (?) mapping, slightly better lighting and a few other perks.  It makes the game look about 5X better and more up to date (for whatever reason it actually takes away from the 'cornyness' of it all), but has a few bugs (have to hold down shift to run, have to reboot the video settings through the console every time you start the game in order to have a higher resolution).  All in all though, if you're playing this ever again, try out the mod...pretty impressive.

Offline Xessive

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Re: Quake IV THREAD
« Reply #18 on: Tuesday, July 01, 2008, 02:15:08 AM »
I've been using GTX for Doom 3 and Quake 4. Minimal bugs and I felt it significantly improved both games' appearance.
EDIT:
Be careful with the Self-Shadows Add-on, it can drain some performance.