Quake 4 v1.2 Full Patch for Mac
Patch details:
QUAKE 4(tm) 1.2 Point Release - README
Last updated 04-04-06
Please note that in-game console commands are not supported by Activision(r).
This update for QUAKE 4 addresses issues found in both multiplayer and single
player since the release of the game, and includes several new multiplayer
maps. A complete list of changes and additions is included below. For future
updates and more information about the game, please visit the official game
website at http://www.quake4game.com
Table of Contents:
Overview
Notes for Mod Users
Hyper-Threading Technology
Test for number of processors (HT or Dual core)
How to enable Hyper-Threading Technology in the game
New Multiplayer Maps
Fixes & Updates in 1.2
General
Multiplayer
New Features
Adjustments
Fixes
Single Player
Known Issues
Fixes & Updates in 1.0.4.0
General
Interface
Multiplayer
Overview:
In addition to a number of new changes and updates, this 1.2 Point Release also
includes the changes from update 1.0.4.0, beta 1.0.5.0 and beta 1.0.5.2. If you
have not previously updated QUAKE 4, this update will bring your installation
completely up to date. If you have previously installed an earlier update, this
update can be installed over the earlier update(s) without problems - there is
no need to re-install previous updates released through the id Software
website. Doing so may adversely affect the proper functionality of your
installation.
PLEASE NOTE:
Older savegames will no longer work correctly once the 1.2 update is installed!
Any Friends List present will no longer be compatible with the 1.2 Point
Release, and will need to be rebuilt by the player after installation. In order
to support the characters "{" and "}" in player and clan names, a new format for
the friends list had to be created resulting in the unfortunate consequence
noted above.
Older demos will no longer work correctly once the 1.2 update is installed!
If you require additional QUAKE 4 technical support, please see the help system
that is included with the game.
Notes for mod users:
Due to the vast number of updates and new functionality in the 1.2 Point
Release, mods will have to be updated to the 1.2 code by each respective mod
author in order to run correctly on the 1.2 version of Quake 4. Information
regarding mods and news related to the Quake 4 SDK can be found at
http://www.iddevnet.com/quake4/Quake4SDK. Activision does not provide any
technical support for mods.
Hyper-Threading Technology:
This update enables QUAKE 4 to take advantage of the Hyper-Threading Technology
of Intel(r) Dual core processors. Players who have computer systems with this
processor will notice significant performance gains in QUAKE 4. With the
update, systems with a single core processor which uses the Hyper-Threading
Technology will have a performance jump of up to 25% compared to non
Hyper-Threaded processors. Dual core processors with Hyper-Threading Technology
will see a performance increase of up to 87%. In short, systems with this
technology will see the game run much faster than ever before.
Test for number of processors (HT or Dual core):
To find out if you have Hyper-Threading enabled or a dual core system, perform
the following steps:
1. Press Ctrl + Alt + Delete. If a window called "Windows Task Manager" does
not appear, click on the "Windows Task Manager" button.
2. When the window appears, click on the "Performance" tab.
3. There will be a section at the top of this window called "CPU Usage
History." If you have HT or dual core on your machine, there should be two
graphs side by side under the "CPU Usage History" label.
4. If those side-by-side graphs are not present and you believe that the system
should have HT, it may not be enabled in the BIOS. For more information on how
to enable HT in the BIOS, please consult any guides or manuals from your
computer manufacturer.
How to enable Hyper-Threading Technology in the game:
By DEFAULT, the symmetric multiprocessing (SMP)-based acceleration (which is
the feature that enables the performance increase) is DISABLED. If you have a
system with multiple CPUs or cores, please follow the directions below.
From the Quake 4 Main Menu:
1. Click "Settings".
2. Click "System".
3. Click "Advanced Options".
4. Set "Multiple CPU/Core" to "Yes". (You will be prompted that your changes
will not take effect until next time the game is launched.)
5. Click "Back".
6. Click "EXIT" and relaunch the game to initialize the change.
Quake 4 will detect the number of processors in your system and prevent you
from mistakenly activating this option. If you feel that your system has the
necessary hardware to run the SMP optimization, please consult your hardware
manufacturer's guides or manuals for instructions on how to enable the
multi-processor or dual core feature on your system.
As with any new technology, SMP is reliant upon several components working in
unison. Such components include the motherboard, CPU, GPU, and sound card. For
best results, please make sure that your system's BIOS and all drivers are up
to date. If you encounter any instability while using this feature, please
disable SMP and see if the problem persists. To help us resolve any
incompatibilities, please report the issue to http://www.idsoftware.com/bugs,
and include information about your system configuration.
New Multiplayer Maps:
Outpatient (q4dm10) -
Cold, blood-stained hallways and flickering fluorescent lights set the mood in
this once active Strogg medical complex. The heart-pounding pace of this map
will keep players racing through the winding corridors, but only the quickest
will survive. In addition to traditional DM, Outpatient can also be played in
Team Deathmatch and Tourney modes.
Skeleton Crew (q4dm11) -
The dark empty void that surrounds this stranded space station offers no pity
for those lost in battle. This multi level arena generates fast paced action
that commands the attention of players in all skill levels. Expert navigation
of the twists and turns that lead from deck to deck will be your only ally.
Engage your foes in Deathmatch or Team Deathmatch games. As an added challenge
you can also battle it out 1v1 style in Tourney mode.
Mind the Gap (q5ctf6) -
This massive processing factory uses alien technology to mine from the core of
Stroggos itself - be sure to Mind The Gap in each base which only leads to an
inescapable abyss and your death. This multi-tiered structure defies
description and will leave only the heartiest and most cunning soldiers as the
victors! Contest your team s supremacy in CTF or Arena CTF modes.
Double Edged (q4ctf8) -
Double Edged revisits the Quake II(tm) classic& with a twist Capture the
Flag! The battle arena has been doubled so brush up on your long range weapon
skills, but don t fret if your Rail isn t exactly "impressive." You ll also
find some tight corridors for those of you more comfortable with in-your-face
combat. Destined to be a classic in its own right, settle those team grudge
matches in this remix of a classic in CTF or Arena CTF battle.
Campgrounds Redux (q4dm9) -
With QUAKE 4's updated technology, Campgrounds Redux now has a fresh look and
feel, revitalizing this QUAKE III(tm) classic. Excellent for any number of
players, this updated version supports Deathmatch, Team Deathmatch and
Tournament modes, where hard-core QUAKE fans can get crazy with this throw-back
to one of their old favorites.
Railed (q4tourney1) -
Set in an abandoned, rusting Strogg facility, the environment in Railed
produces fast-paced frenetic tournament style action! This new map is all about
close-quarters combat and hair-trigger reflexes as players hustle through the
winding, multi-tiered corridors. Designed especially for Tournament play,
Railed also supports Deathmatch and Team Deathmatch game modes, and is
guaranteed to provide some thrilling fast-action gameplay.
Tremors (q4ctf7) -
Built within a twisting underground cavern and peppered throughout with pipes,
bridges, and catwalks, Tremors demands tactical expertise. Enemies attack from
above and below in the enormous, multi-tiered environment, making team-play
invaluable. Tremors is perfect for huge Capture-The-Flag games, and also
supports the Arena Capture-The-Flag gameplay mode.
To use the new maps in the map rotation cycle, a new map cycle script file has
been included, called mapcycle-mp2.scriptcfg. To use the new map cycle script:
1. On the Multiplayer- Create Server screen, click "Advanced Options".
2. In the "Map cycle script file" field, enter "mapcycle-mp2.scriptcfg".
3. Click "Close advanced options".
4. Start the server.
Fixes & Updates in 1.2:
General:
The Screen Size setting will only display resolutions supported by Windows and
your hardware.
Shotgun reload animation will now play correctly.
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://www.iddevnet.com/quake4/LevelEditor_MPMapDefs 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:
Brightskins added! Pro models for Marine and Strogg have been added. They can
be selected from the Multiplayer menu. Their names are "Pro Marine" and "Pro
Strogg".
When Ready mode is enabled, player's Ready state now shows on the Scoreboard
screen.
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_tactical_elite
model_player_tactical_command
model_player_marine
model_player_marine_morris
model_player_marine_voss
model_player_marine_cortez
model_player_marine_helmeted
model_player_marine_helmeted_bright
model_player_marine_medic
model_player_marine_officer
model_player_marine_fatigues
model_player_marine_tech
model_player_tactical_transfer
model_player_tactical_transfer_bright
model_player_kane_strogg
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_helmeted_bright
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_tactical_transfer_bright
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. PLEASE NOTE: If auto-balance is on, use
the shuffle teams function to redistribute players evenly. Only restarting the
map will not shuffle players.
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 1.2 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 variables pm_bobpitch, pm_bobroll, pm_bobup, pm_crouchbob, pm_runbob,
pm_runpitch, pm_runroll and pm_walkbob are no longer cheat protected but
clients will not be able to override the server settings.
Selecting a screen size or aspect ratio that cannot be supported on a system
will revert to safe defaults and display the correct safe settings values in
the System menu.
NetDemo playbacks have gotten a little bit easier with "tab completion". The
playNetDemo command now uses tab complete to show available demos.
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 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:
The Lightning gun idle sound will not drop unexpectedly due to weapon viewmodel
cvar binds.
Shotgun animation will play its full cycle before the new weapon selection
begins.
Players falling into a void will die properly.
The "Sudden Death" message will not spam all arenas still conducting matches.
Intermittent highlighting and de-highlighting of the Voice Config tab is fixed.
Colored names now appear correctly in the Multiplayer lobby.
Voice Chat functions properly when enabled during a match in progress.
Cycling through player models after death will now properly decay both the head
and body models.
Game stability improved when switching maps and gametypes through vote or
server admin menus.
Fixed an intermittent issue with ACTF powerup effects not centering on players
correctly.
The Multiple CPU/Core selection in the Advanced System Options will now
highlight when mousing over it.
The Friends List will now properly accept names containing the characters "{"
and "}".
Name capitalization changes will now take effect immediately in game.
Fixed an issue with certain performance awards being improperly given to
players based on the accumulation of enemy and team kills.
Armor status when looking at teammates will now display correctly.
The screenshotJPEG command will correctly increment from the last indexed
screenshot image residing in the default screenshots folder of the game
installation.
Client calling a map vote will receive an appropriate message if the map that
is called does not reside on the server.
Spanish clients will see player names properly during a vote to kick a player
whose name includes a space.
Spanish clients will see the correct models for teammates and enemies.
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.
Addressed issue with crusher on the Xaero Gravity (q4ctf5) map not crushing
players when activated.
Map performance increased in Relativity (q4ctf4).
Corrected a possible geometry exploit in the Xaero Gravity (q4ctf5) map.
Corrected a geometry exploit in the Sandstorm (q4dm2) map.
Corrected two possible geometry exploits in the Tremors (q4ctf7) 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.
Fixes & Updates in 1.0.4.0:
General:
Copied map files can now be overwritten/deleted without quitting first.
The console command "com_allowconsole" will stay set after leaving the game.
Interface:
Improved Game Browser sorting and filtering: You can sort by up to three
criteria, which will be displayed just under the server list, with the more
recently clicked criteria sorting first. For example, to sort by ping time,
then number of players, then gametype, click them in the reverse order: Click
"GAMETYPE," then "PLAYERS," then "PING." The server list will be sorted by the
fastest ping, then the servers with the fewest players, then the gametype.
Clicking a category more than once will keep its position as the primary
sorting criteria, but will change the sorting order. After cycling through all
available sort types, clicking the category a final time will remove it from
the sorting. Each criteria has specific behavior with one or two clicks, as
listed:
Favorite Server: Display only favorites, or only non-favorites.
Password Enabled: Display only locked server, or only unlocked servers.
Dedicated Server: Display only Dedicated servers, or only Listen servers.
Punkbuster Enabled: Display only PB-enabled servers, or only PB-disabled
servers.
Server Name: Sort server names A to Z, or Z to A.
Ping: Sort by ping Low to High, or High to Low.
Players: Sort by Players High to Low, High to Low (non-full), Low to High, or
Low to High (non-empty).
Gametype: Sort by Deathmatch, Team DM, Tournament, CTF, or Arena CTF.
Map: Sort by map CTF1 to DM9, or DM9 to CTF1.
The Game Browser now displays more than 1000 servers.
Fixed a problem with the refresh time on the Game Browser.
Added a Game Browser filter for full or empty servers.
Players can now connect to a server while the Game Browser is refreshing.
Game Browser sorting will display the correct server information without the
need to refresh the list.
Clicking anywhere on the scrollbar except the button itself will advance a page
up or down instead of shifting to that position.
Non-full server sorting now disregards full servers.
Game Browser hover window updates when sort order is changed.
Fixed a Game Browser slowdown issue with high numbers of servers.
Added Game Browser server list scrolling with the mousewheel, keyboard arrows
up/down, and keyboard Page Up/Page Down.
The Game Browser hover window will only appear when mousing over a highlighted
server.
Sorting by server name will now ignore colored names, brackets, etc.
Multiplayer:
The dedicated server window will now be titled with the si_name setting instead
of "Quake 4".
(c) 2005-2006 Id Software, Inc. All rights reserved. Published and distributed
by Activision Publishing, Inc. under license. Developed by Raven Software
Corporation. QUAKE and ID are registered trademarks of Id Software, Inc. in the
U.S. Patent and Trademark Office and/or some other countries. Activision is a
registered trademark of Activision Publishing, Inc. All other trademarks and
trade names are the properties of their respective owners.
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