Quake 4 Interview with RavenSoft

Ver1tas
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Joined: Tue Jan 31, 2006 12:42 pm

Quake 4 Interview with RavenSoft

Post by Ver1tas »

Quake 4 GameType Revolution mod
http://gtr.quakedev.com
GODLIKE
Posts: 387
Joined: Tue Nov 30, 1999 8:00 am

Post by GODLIKE »

Who writes the questions for these things? Jesus. I mean, why not ask "Where is the patch?", or "What's with the crappy dedicated server logging?"
jester!
Posts: 969
Joined: Mon Oct 31, 2005 1:55 am

Post by jester! »

In a previous interview there where questions omitted by Raven, maybe the same happened here?

Atleast now we know why the patch has taken so long. Since its obviously a near impossible effort to make a single post detailing changes, tweaks, fixes, whatever on a forum where a mod is part of the company, consider the herculean amount of time invested into that interview!

fuckin zzzz...:icon29:
Oeloe
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Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

We try to be very proactive when it comes to issues that might have shipped with the game.
*COUGH*
jester!
Posts: 969
Joined: Mon Oct 31, 2005 1:55 am

Post by jester! »

Its pure BS. I honestly feel bad for guys like rgoer, who are or where active in the community and due to whatever red tape, publisher bullshit, whatever, come out looking like idiots who dont give 2 shits about the game and the online community.
Ver1tas
Posts: 71
Joined: Tue Jan 31, 2006 12:42 pm

Post by Ver1tas »

I can't belive they killed the Quake Community like this. :/
There are 500 - 700 people online all over the world...
Everybody is waiting for the "big" patch...
Last edited by Ver1tas on Tue Feb 21, 2006 9:03 pm, edited 1 time in total.
Quake 4 GameType Revolution mod
http://gtr.quakedev.com
4days
Posts: 5465
Joined: Tue Apr 16, 2002 7:00 am

Re: Quake 4 Interview with RavenSoft

Post by 4days »

Ver1tas wrote:http://www.gotfrag.com/q4/story/31467/
lol infomercial.
pingni
Posts: 4
Joined: Thu Aug 22, 2002 7:00 am

Post by pingni »

riddla wrote:"at this time, there are no plans to add any shit that will keep people playing the game - and we're too thick to realize the game has already been a monumental online failure as a result"

:p
:icon23:
The game is a sad story

pingni
GODLIKE
Posts: 387
Joined: Tue Nov 30, 1999 8:00 am

Post by GODLIKE »

Given the great stuff that's happening with Quake 4 and the tourney communities.. I'd say that Q4 is far from an "online gaming failure".. It's a great game, specially with some of the mods... But it DEFINATELY needs fixing; the community shouldn't be expected to do ALL of the work.
xchaser
Posts: 280
Joined: Sat Dec 04, 1999 8:00 am

Post by xchaser »

Ver1tas wrote:I can't belive they killed the Quake Community like this. :/
There are 500 - 700 people online all over the world...
Everybody is waiting for the "big" patch...
Thats what I wrote on post #48

"Wow....wow...wow..I can't belive they killed the Quake Community like this. Is it that hard to add bots and fix the 60fps and add a few new extra models and skins? Why can't they listen the cummunity that plays the game and add what we want like Q4tv. Q4 will never be like the previous Quake game. ggs Quake time to look for a new game like Battlefield2 at least they listen to the community."
|-----|
jester!
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Joined: Mon Oct 31, 2005 1:55 am

Post by jester! »

GODLIKE wrote:Given the great stuff that's happening with Quake 4 and the tourney communities.. I'd say that Q4 is far from an "online gaming failure".. It's a great game, specially with some of the mods... But it DEFINATELY needs fixing; the community shouldn't be expected to do ALL of the work.
Online, not the pros who are keeping this thing alive for the sake of the CPL and so on. Its NOT a great game, even with the mods trying to make it playable and the online numbers show it.

People who get money for playing this cannot always bring themselves to play ffs as fox showed in the later stages of the EC.

On lan it may be fun, but at this point I dont think it will survive the coming of UT07 and thats pretty damn sad.

As an online game, at this point, it is a failure really just on numbers alone, and the complete detachment between the community and the devs has simply made things worse as nobody really has any expectation of the game improving because we havent been told anything more then "Yeah its coming, just sit tight".

I gave this game a fair shot, and enjoy it, but when i can find more ppl playing ra3 then I can Q4, its an online failure at this stage. The End.
Oeloe
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Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

Expecting a post from rgoer anytime now to tell us to hang on and not give up on the game. :ninja:
iluvquake4
Posts: 941
Joined: Tue Dec 13, 2005 1:47 am

Post by iluvquake4 »

I guess I'm an optimist. Once URL Redirect (downloads) start working, this game will sky-rocket. Especially with the Quake4world.com/files project.

:icon31:
Mogul
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Joined: Wed May 23, 1973 12:48 pm

Post by Mogul »

GotFrag sucks so much.
This line only remake is total rubbish I've ever seen!!! Fuck off!!! --CZghost
Robcq
Posts: 47
Joined: Sat Oct 29, 2005 9:13 pm

Post by Robcq »

From what i am hearing on esr is that id has taking over the reponsibility of creating the patches for quake 4. To me that is awesome. It makes me feel very optimistic about q4' s future.

Also, I hear that they have the guy that coded on the q3 1.32 point release working on the quake 4 patch(s). Actually check this post out, http://esreality.com/?a=post&id=1016749 . There is also metion that there will be server client demos which will allow you to cycle betweem each players pov and that there will be freelook.

With autodownload being fixed, ra4 on the horizon, and the future developement of q4max and think q4 will be fine.
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

Awwright. Good to hear iD taking more interest in the game.

Apheleon @ ESR:
i heard in #quake4 on etg, <SyncError> new (and working) voting options, unprotected bob options, Q3A style spawn code, smooth stafe jumping on stairs, increased volume on lg and rg, new hit sound at extremely low health.
i heard a beta patch will be released tomorrow, wed 22nd. no sdk though. AnthonyJ from #q4max said in irc, "btw, info on it not being compatible with existing mods is from TTimo, so is likely to be accurate. Obviously not officially confirmed, but I thought was 99% sure when I asked anyway".
iluvquake4
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Joined: Tue Dec 13, 2005 1:47 am

Post by iluvquake4 »

Robcq wrote:From what i am hearing on esr is that id has taking over the reponsibility of creating the patches for quake 4.
I wish it were true, but that's hearsay. Proof?
GODLIKE
Posts: 387
Joined: Tue Nov 30, 1999 8:00 am

Post by GODLIKE »

jester! wrote: I gave this game a fair shot, and enjoy it, but when i can find more ppl playing ra3 then I can Q4, its an online failure at this stage. The End.
Well, I guess there's no further point in discussing this. Some dude on the internet has decided it's over. :icon29:
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

You DO know this question set was asked in DECEMBER, right? So dont expect them to answer all your questions now.

But yeah, they need to fucking sort this out, its a joke. Activision are delaying the patch for no reason, its not like its going to cost money is it...
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

iluvquake4 wrote:I wish it were true, but that's hearsay. Proof?
Well, that IP (192.246.40.231:28004) from that id beta server is located in Dallas, Texas while id software's headquarters is in Mesquite Texas (12 miles away from Dallas). That could mean something. :) Edit: id's own servers are in the range 192.246.40.230:28004-192.246.40.231:28006 according to idsoftware.com so this beta server is really id's.


@o'dium: of course it will cost them money. Activision just wants those people to work on six other games first, rush those releases too. Maybe after that they're allowed to take a break and do the Q4 patch in their time off. :p
xchaser
Posts: 280
Joined: Sat Dec 04, 1999 8:00 am

Post by xchaser »

well if you look at http://www.idsoftware.com/ the server is their.
We will be featuring the new maps on the id Software servers, so jump on and enjoy our bandwidth:

CTF 192.246.40.230:28004
DM 192.246.40.230:28005
Tourney 192.246.40.231:28004 <--------
Team DM 192.246.40.231:28005
Arena CTF 192.246.40.231:28006

they had posted that when they released the new maps.
|-----|
Oeloe
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Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

xchaser wrote:well if you look at http://www.idsoftware.com/ the server is theirs.
That's what i said.
[TJD]Rico
Posts: 109
Joined: Tue Oct 18, 2005 8:19 pm

Post by [TJD]Rico »

Oeloe wrote:
iluvquake4 wrote:I wish it were true, but that's hearsay. Proof?
Well, that IP (192.246.40.231:28004) from that id beta server is located in Dallas, Texas while id software's headquarters is in Mesquite Texas (12 miles away from Dallas). That could mean something. :) Edit: id's own servers are in the range 192.246.40.230:28004-192.246.40.231:28006 according to idsoftware.com so this beta server is really id's.
Even more evidence, if it were needed, is the reverse DNS on the IP address: resolved 192.246.40.231 to q4server2.idsoftware.com
Requ!em
Posts: 62
Joined: Wed Mar 08, 2000 8:00 am

Post by Requ!em »

http://www.idsoftware.com/documents/rea ... 11beta.htm
Fixes & Updates in 1.1:

General:
  • Corrected an issue with skipping the ending cinematic.
  • Pentium(r) M processors will now be properly detected.
  • When using right-click to lower the video quality, the user will be prompted to apply the change immediately.
  • Corrected a stability issue related to old sound drivers.
  • Added doImpulse and doButton commands to support button actions and impulses via the console. For example:
    bind l "doButton +_moveup; wait 5; doButton -_moveup;"
    bind l "doImpulse _impulse1; wait 10; doImpulse _impulse5"
  • Several sound issues have been corrected.
  • Added mouse acceleration functionality with the m_accel cvar. This is only available through the console. Higher values give more acceleration.
  • Video option changes can be applied immediately instead of restarting the game.
  • Widescreen option will no longer affect the menus adversely.
  • The FOV (g_fov) can now be adjusted higher than 110. We do not recommend values higher than 110.
  • Application stability improved when setting the Sound Device to General Software with a Creative X-Fi sound card.
  • Implemented an AddOn PK4 system similar to Doom 3(tm) v1.3. Please see http://zerowing.idsoftware.com/linux/doom/AddonPaks for more info.
  • Resolved an issue with the level editor not working correctly with SMP enabled.
  • Corrected a few localized string errors.
  • Added a new cvar for adjusting the look speed while zoomed: pm_zoomedSlow (defaults to 100). This can be adjusted from 1 to 100: lower numbers are slower.
  • Finalized network demos: replay client or server recordings of network game or run performance tests. Please see http://www.iddevnet.com/quake4/NetworkDemos for more info.


Multiplayer:

New Features:
  • Voice chat for Multiplayer is now available! To use voice chat, a microphone must be present and working on the system. After setting up the microphone correctly in your operating system, a Voice Chat key must be set in the Settings/Controls/Other tab, which is accessed from the Main Menu. Configuration of the voice chat options such as Mic Input Volume, Receive Volume, etc can only be accessed in the ESC menu’s "Voice Config" option once you have successfully loaded into a multiplayer match. When in any team game (TeamDM/CTF/ArenaCTF), only teammates can hear the speaker.
  • When in a non-team game, all players can hear the speaker.
  • Added sorting functionality for the Multiplayer Friends List.
  • Added a forcemodel option. Typing one of the three commands below and using tab complete will bring up a list of usable models for that command:
    g_forceModel forces all players displayed on the client machine to one of the models listed below, in non-team gameplay modes. The available models are:
    model_player_failed_transfer
    model_player_slimy_transfer
    model_player_corpse
    model_player_marine_tech
    model_player_tactical_elite
    model_player_tactical_command
  • g_forceMarineModel will force all Marine players displayed on the client machine to one of the models listed below, in team gameplay modes. The available models are:
    model_player_marine
    model_player_marine_morris
    model_player_marine_voss
    model_player_marine_cortez
    model_player_marine_helmeted
    model_player_marine_medic
    model_player_marine_officer
    model_player_marine_fatigues
  • g_forceStroggModel will force all Strogg players displayed on the client machine to one of the models listed below, in team gameplay modes. The available models are:
    model_player_tactical_transfer
    model_player_kane_strogg
  • Variables for private clients have been implemented. All of these options must be set from the console or in config scripts:

    si_privatePlayers: This is the number of private player slots reserved on the server. It subtracts from si_maxPlayers, so a server with si_maxPlayers 16 and 4 private player slots will only allow 12 public players to connect.

    g_privatePassword: This is the server-side password setting.

    privatePassword: This is the client password used to access a server's private player slots. This must be set from the console.
  • Added a voting option to shuffle teams.
  • Added a one-minute warning for tournament matches.
  • Added a server-side console variable that will allow enabling or disabling of voting options. si_voteFlags (which defaults to 0, meaning nothing disabled) is the variable, and it uses a bit mask system:
    bit 0 (+1) restart map
    bit 1 (+2) min players
    bit 2 (+4) auto balance teams
    bit 3 (+8) shuffle teams
    bit 4 (+16) kick player
    bit 5 (+32) change map
    bit 6 (+64) change gametype
    bit 7 (+128) time limit
    bit 8 (+256) tourney round limit
    bit 9 (+512) capture limit
    bit 10 (+1024) frag limit
    Sum the total of the parenthetical numbers for each of the vote options you want to disable. For example, to disable voting on "kick player," "change gametype," and "frag limit," add the numbers: 16, 64, and 1024 (total of 1104), and set on the server: si_voteFlags 1104. Please note that any changes will not take effect until after a map restart, and anyone viewing the voting options during that transitory phase will not see the changes unless they back out to the game and then enter the shell again.
  • When aiming at a teammate in a team game, their health and armor level shows under their name.
  • When spectating and following, viewing the MP Statistics (default key 'Z') now shows the stats of whoever you are following.
  • The Game Browser now has scroll bar arrows to scroll through one server at a time.
  • Players will be notified when teams are rebalanced.
  • There is a new system by which players may anonymously report their usage statistics to the developers, such as type of video card, amount of system RAM, the presence of a DVD drive, etc. After installing the 1.1 patch, the first time the game starts, a confirmation window will appear. At this point, the player may choose to enable anonymous usage statistic reporting. Alternately, this may be set ahead of time with a cvar, net_reportUsageStatistics.
  • Added a "simple items" cvar so that item pickups will appear as icon representations instead of the actual model. Use g_simpleitems 1/0 to enable and disable. This is only available in the console.
Adjustments:
  • The serverInfo command will now report more accurate data.
  • After playing a Multiplayer game and disconnecting, the Game Browser will be displayed instead of the Main Menu.
  • Name coloring in team game death messages is now disabled.
  • The variables pm_bobpitch, pm_bobroll, pm_bobup, pm_crouchbob, pm_runbob, pm_runpitch, pm_runroll and pm_walkbob are no longer cheat protected.
  • The dedicated server executable no longer requires a sound card or a pixel shader-capable video card.
  • With Weapon Stay enabled, a notifying sound will play when running over a weapon you already possess.
  • Player spawn code has been adjusted to mimic the spawn style of Quake III Team Arena.
  • Strafe-jumping on stairs is smoother.
  • When under 25 health, the player will hear a different pain grunt to indicate that health is especially low.
  • Increased the volume of the sound that plays when you hit an opponent in Multiplayer.
  • Slightly increased the volume of other player's Lightning Gun and Railgun hum noises to make them easier to hear.
  • Spectators will no longer be counted as "on a team" for auto-balancing purposes.
  • The CTF "Defense" award has been adjusted to provide the achievement within a larger radius from any team flag and enemy flags carried by a teammate.
  • Improved Gametype selections to properly display the appropriate map types in the map selection pane of the Create Server menu.
  • Adjusted the text "You are not ready" when ready mode is enabled so that it is more obvious to players.
  • Spectator players will only see chat messages from other spectators, and will not see team chat.
Fixes:
  • When a player disconnects from a Tournament match early, the server will now seed the remaining players correctly for the remainder of the match.
  • PunkBuster(tm) now properly enables and disables in the server setup screen.
  • Muted icons now display properly on the scoreboard tab of the End-Game Summary window.
  • The Ammo Regen powerup now functions correctly when using the Machinegun.
  • The Invisibility powerup sound no longer carries over to arena 1 from other arenas.
  • A Dedicated server will no longer crash if warmup is off and all players disconnect from the server.
  • Tournament mode matches will enter sudden death properly after players reach the frag limit simultaneously.
  • Corrected an inconsistency with falling damage in Multiplayer.
  • PunkBuster rcon output will now be displayed properly to connected clients.
  • Projectiles will no longer appear to travel through map geometry on clients with slower internet connections.
  • Jump sounds will no longer get stuck occasionally when gibbing someone.
  • The "One Minute Warning" will no longer be heard during warm up.
  • Projectiles will no longer fly sideways through teleporters.
  • Player corpses will not disappear so suddenly if the player force respawns.
    Item effects will now always be aligned with the item pickup.
  • Icons no longer lag behind the player model.
  • Players will no longer hear old countdown announcements when spawning into a new tournament arena.
  • Powerups in tournament games no longer drop into the wrong arenas.
  • Switching between the Summary and Statistics screens of the End-Game Summary window will no longer reset the Statistics to 0.
  • Items will not bob so quickly after a server has been active for a long while.
  • Improved server stability.
  • In Tournament games, gibs from other arenas will no longer be visible.
    Corrected an issue dealing with connecting to password-protected servers while running the game in windowed mode.
  • The video settings should no longer revert to default when connecting to servers while running the game in windowed mode.
  • Clicking "Get New List" in the Game Browser will no longer create phantom servers in the list.
  • Fixed call vote stability for clients running a Spanish or French version of the game.
  • Playing back net demos will no longer cause a crash.
  • When playing back a net demo with a mapchange in it, the game will no longer attempt to connect to the server on which the game was recorded.
  • Fixed announcer not understanding zero fraglimit setting when negative numbers are expressed from client suicides.
  • Gametype can be changed to CTF with the RCON command.
  • The number of votes will be displayed correctly for the player calling for the vote.
  • If a spectating player votes at the end of a tourney, the vote announcement will be properly heard.
  • The map list will properly display when calling a vote to change the map.

Single Player:
  • The player will now always pick up ammo if they are not carrying the maximum amount of ammo.
  • The player will properly die when killed by clamp and barrels in the Putra level.
  • Corrected a progression break in the Hub 1 map.
  • The player will properly die when killed by the plate compressor in the Tram 1 level.
  • The player will no longer be able to exit the Medlabs ride at the beginning of the level.
  • Fixed Gladiator's AI state when his shield is disabled with the Lightning Gun.

Known Issues:
  • Surround Speakers option in Advanced Audio settings cannot be enabled if Windows Sound options are not set correctly on the local machine. Players with 5.1 surround sound must set their Advanced Speaker Settings to Surround 5.1 instead of Desktop Stereo:
    1. From the Windows(r) Control Panel, select "Sounds and Audio Devices."
    2. In the "Speaker Settings" area, click the "Advanced" button.
    3. Make sure that the speakers are set to "5.1 Surround" or "Surround 5.1" instead of "Desktop Stereo."
    If this is not set correctly, then enabling the Surround Speakers setting will not apply, and will default back to off
Requ!em
Posts: 62
Joined: Wed Mar 08, 2000 8:00 am

Post by Requ!em »

ftp.idsoftware.com/idstuff/quake4/win32/Quake4_1_1_Beta_Patch.exe
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