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quake live update 22/9

Posted: Wed Sep 23, 2009 4:04 pm
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.

Re: quake live update 22/9

Posted: Wed Sep 23, 2009 9:03 pm
by menkent
yeah, i've been having problems with it resetting some visual elements of my cfg when i die.

Re: quake live update 22/9

Posted: Thu Sep 24, 2009 10:53 am
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.

Re: quake live update 22/9

Posted: Thu Sep 24, 2009 1:09 pm
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.

Re: quake live update 22/9

Posted: Thu Sep 24, 2009 3:44 pm
by 4days
liking the new hitbeeps, apart from the fact that i can still hear them for half an hour after playing.

Re: quake live update 22/9

Posted: Fri Sep 25, 2009 1:53 am
by +JuggerNaut+
:olo:

Re: quake live update 22/9

Posted: Wed Oct 07, 2009 7:24 am
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.

Re: quake live update 22/9

Posted: Wed Oct 07, 2009 8:39 am
by MKJ
also if you machine gun someone on the other edge of the map you dont hear him say ouchie

Re: quake live update 22/9

Posted: Wed Oct 07, 2009 2:23 pm
by Eraser
That is true I guess.

Re: quake live update 22/9

Posted: Fri Oct 09, 2009 1:09 am
by 4days
not entirely on-topic, but is anyone else playing instagib ctf? had forgotten how excellent it was.

Re: quake live update 22/9

Posted: Fri Oct 09, 2009 2:03 am
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:

Re: quake live update 22/9

Posted: Fri Oct 09, 2009 11:45 am
by Zyte
On another semi-ontopic note; z4muz is back kids. Remember quakecon 2k3 and eswc? :)