quake live update 22/9

Locked
Zyte
Posts: 888
Joined: Tue Aug 26, 2003 7:00 am

quake live update 22/9

Post by Zyte »

Some interesting changes yesterday: http://www.quakelive.com/forum/showthread.php?t=35361
  • 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)
  • 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.
  • Added cg_crosshairHitStyle <0-8> (default: 0) to allow the same information given by cg_HitBeep to be displayed via the crosshair.
  • Changes to shotgun pellet spread. Inner ring now does more damage than outer ring, for a total of 110 damage.
The hitbeep option might be nice especially for ppl coming from CPMA. Haven't tried it yet.

This update did decrease my screen size and reset my hud for some reason. Probably has something to do with:
  • cg_hudfiles will now default back to ui/hud.txt when incorrectly set.
menkent
Posts: 2629
Joined: Sun Jul 23, 2000 7:00 am

Re: quake live update 22/9

Post by menkent »

yeah, i've been having problems with it resetting some visual elements of my cfg when i die.
Zyte
Posts: 888
Joined: Tue Aug 26, 2003 7:00 am

Re: quake live update 22/9

Post by Zyte »

Well i like the changes so far. Bleep sound might gives a considerable advantage especially when spamming since it's probably more efficient to do in qlive then CPMA.

Also shotgun dmg is even lulzier now when you can properly aim with it..

solved my screen size thing, wasn't NUM -/+ but regular :clownboat: Now figuring out my hud.
+JuggerNaut+
Posts: 22175
Joined: Sun Oct 14, 2001 7:00 am

Re: quake live update 22/9

Post by +JuggerNaut+ »

ooh, i didn't know about the hitbeep. 2 makes it cpma sounding, although, the different pitches don't make sense to me yet.
4days
Posts: 5465
Joined: Tue Apr 16, 2002 7:00 am

Re: quake live update 22/9

Post by 4days »

liking the new hitbeeps, apart from the fact that i can still hear them for half an hour after playing.
+JuggerNaut+
Posts: 22175
Joined: Sun Oct 14, 2001 7:00 am

Re: quake live update 22/9

Post by +JuggerNaut+ »

:olo:
User avatar
Eraser
Posts: 19174
Joined: Fri Dec 01, 2000 8:00 am

Re: quake live update 22/9

Post by Eraser »

Hitbleeps could be useful, but the damage sounds from the models themselves (the "ugh", "aargh" and "oooooghbrubledweeploinktshjeew" sounds) already indicates the amount of damage done. There's different sounds for different amounts of damage done. Although these may not always be clearly audible in the heat of battle.
User avatar
MKJ
Posts: 32581
Joined: Fri Nov 24, 2000 8:00 am

Re: quake live update 22/9

Post by MKJ »

also if you machine gun someone on the other edge of the map you dont hear him say ouchie
User avatar
Eraser
Posts: 19174
Joined: Fri Dec 01, 2000 8:00 am

Re: quake live update 22/9

Post by Eraser »

That is true I guess.
4days
Posts: 5465
Joined: Tue Apr 16, 2002 7:00 am

Re: quake live update 22/9

Post by 4days »

not entirely on-topic, but is anyone else playing instagib ctf? had forgotten how excellent it was.
User avatar
Foo
Posts: 13840
Joined: Thu Aug 03, 2000 7:00 am
Location: New Zealand

Re: quake live update 22/9

Post by Foo »

4days wrote:liking the new hitbeeps, apart from the fact that i can still hear them for half an hour after playing.
Ugh I used to get that playing promode. Go to bed and keep hearing faint bloop and the armor 'ssshink-ssshink' :miffed:
Zyte
Posts: 888
Joined: Tue Aug 26, 2003 7:00 am

Re: quake live update 22/9

Post by Zyte »

On another semi-ontopic note; z4muz is back kids. Remember quakecon 2k3 and eswc? :)
Locked