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Old 05-07-2008, 07:43 PM   #1
badman
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Default ETQW 1.5 Changelog Revealed

A new blog entry has been added:

ETQW 1.5 Changelog Revealed

Quote:
Work on the 1.5 game update for Enemy Territory: QUAKE Wars is steaming ahead at full knots and we're now testing the latest version of it internally to see if there are any glaring issues left to fix. Even more exciting, we've put together the final changelog for the update, which you can find concealed somewhere within this blog update. In a smallish nutshell, 1.5 brings a number of new features and customization options to ETQW and fixes all of the issues left over from 1.4. Let's have a look:
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Old 05-07-2008, 07:44 PM   #2
Ashen-Shugar
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first haah.. nice

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Old 05-07-2008, 07:47 PM   #3
Aim High
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Wow ... can't wait!!!!!!!!!
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Old 05-07-2008, 07:51 PM   #4
silver
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sounds good. cant wait to play etqw1.5
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Old 05-07-2008, 07:51 PM   #5
retsy
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yay! thanks for the update badman!
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Old 05-07-2008, 07:51 PM   #6
Sainted
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Sounds good, nice work until now.

Btw any news regarding Punkbuster getting disabled after loading up a mod?
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Last edited by Sainted : 05-07-2008 at 08:08 PM.
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Old 05-07-2008, 07:52 PM   #7
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brilliant
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Old 05-07-2008, 07:54 PM   #8
Ashen-Shugar
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Players will no longer receive warning VO for incoming enemy artillery

glad to see this is confirmed as locked setting. Now artillery will be even more deadly

on the mines LEDS, can that be adjusted server side, kinda like the red enemy arrows? We would probably like to turn that off completly to give a more realistic feel.
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Old 05-07-2008, 07:56 PM   #9
Cool_Hand_Luke
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I dont see anywhere if they fixed the problem with messing your config all up when using mods or custom maps? still have to write new configs?
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Old 05-07-2008, 07:57 PM   #10
retsy
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Quote:
Originally Posted by Ashen-Shugar View Post
on the mines LEDS, can that be adjusted server side, kinda like the red enemy arrows? We would probably like to turn that off completly to give a more realistic feel.
that has been this engi's dream since day one
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Old 05-07-2008, 08:03 PM   #11
diseasee
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are demos and etqw:tv matches still capped at 30 fps? if that could be fixed that would be awesome.
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Old 05-07-2008, 08:05 PM   #12
anthonyda
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Quote:
Added several cvars for automatic recording of demos and generating of screenshots
of the end game score board:
Server side or client side ?
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Old 05-07-2008, 08:10 PM   #13
Sainted
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Quote:
Originally Posted by Cool_Hand_Luke View Post
I dont see anywhere if they fixed the problem with messing your config all up when using mods or custom maps? still have to write new configs?
Every mod can have its own CVARS, so what you are experiencing is not a bug. What you should do is copy all contents in your config file, create a file called autoexec.cfg and put that in your ET:QW base directory, paste all the earlier copied information into that. Now when you load up a mod you can just /exec your autoexec.cfg to load up all your settings.
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Old 05-07-2008, 08:10 PM   #14
tigrezno
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i don't see anything related to SHOTGUN/NAILGUN GRRRRRRRRRRRRRRRRRRRRRR GRRRRRRRRRRRRR STROGG STROGGGGG STROGGGGGGGGGGGGGGGGGG!!
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Old 05-07-2008, 08:14 PM   #15
soee
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so naw they will test it (3-5 months) and maybe we will see patch this year!
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Old 05-07-2008, 08:24 PM   #16
Cool_Hand_Luke
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Quote:
Originally Posted by Sainted View Post
Every mod can have its own CVARS, so what you are experiencing is not a bug. What you should do is copy all contents in your config file, create a file called autoexec.cfg and put that in your ET:QW base directory, paste all the earlier copied information into that. Now when you load up a mod you can just /exec your autoexec.cfg to load up all your settings.
Shouldnt have to do that. peeps that dont understand auto execs and writeconfig lose thier settings everytime they join a server with a mod or map will stay away. How do you expect them to stay? All other quakes before this never had that problem.
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Old 05-07-2008, 08:26 PM   #17
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Quote:
Originally Posted by Cool_Hand_Luke View Post
I dont see anywhere if they fixed the problem with messing your config all up when using mods or custom maps? still have to write new configs?
It's not a bug, it's just an unfortunate circumstance of the QW engine.

Also, finally context sensitivities & spawnscripts! If they had only added a showgun toggle based on context of weapon, this patch would have been perfect.
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Old 05-07-2008, 08:35 PM   #18
sion47
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Lol i mentioned this "auto join" button idea a few weeks ago in some feedback thread and boom its done!
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Old 05-07-2008, 08:47 PM   #19
GorkerMorker
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Quote:
Originally Posted by tigrezno View Post
i don't see anything related to SHOTGUN/NAILGUN GRRRRRRRRRRRRRRRRRRRRRR GRRRRRRRRRRRRR STROGG STROGGGGG STROGGGGGGGGGGGGGGGGGG!!
Maybe next year.
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Old 05-07-2008, 08:47 PM   #20
Ashen-Shugar
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auto join should be turned on by default imo
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Old 05-07-2008, 08:48 PM   #21
tigrezno
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Quote:
Originally Posted by GorkerMorker View Post
Maybe next year.
so, we must ignore that weapon another more year
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Old 05-07-2008, 08:59 PM   #22
Rave_Zero
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Thanks for keeping us up to date!

It's good to see that you take your time to avoid conflicts and prepare servers/services before releasing the patch.
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Old 05-07-2008, 09:01 PM   #23
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Quote:
# Fixed the "Deployable Location Approved" VO playing when the deploy
process had not successfully completed
wOOt, good job!
I had countless times, thinking I just deployed my stuff, only to discover minutes later (and miles away lol), that nothing had landed.

Great patch.

P.s. did I miss it, or is there still no way to disable the "personal best" thing, in my HUD?
Or make the opacity slider for it actually work?
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Old 05-07-2008, 09:06 PM   #24
Slade05
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That is a shitload of fixes, nice job SD!

By the way, will you make DooM4? You can tell me, I`m reliable as a rock.
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Old 05-07-2008, 09:12 PM   #25
moin moin
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nice can´t wait to play 1.5 .... good job SD!
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