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Office
15-05-08, 18:16
ETQW 1.5 Status Update (http://community.enemyterritory.com/index.php?q=node/257)

Submitted by badman on Thu, 2008-05-15 15:19. Just a quick update on where things are at with the Enemy Territory: QUAKE Wars 1.5 game update. We're currently doing some last minute testing with id Software to track down a few issues that have turned up, but we don't anticipate this to take too much time. We really just want to make sure that all the issues we're aware of are actually addressed rather than pushing out an update with a big asterisk and a list of It'll-break-if-you do-this-ers attached to it.
Distribution is being sorted out at the moment as well and if there are no further complications, we anticipate having the update out next week. We'll try and keep you as updated as possible from here on out, so as soon as we've got a definite release date, you'll read it here first.



surprise surprise its delayed again :@>

Primz
15-05-08, 23:02
Hmmmm well its taken them long enough but at least now there is something to look forward to and also maybe a mention about some new maps might be good!!!! In regards to the changes wil this be a gd thing or bad (ie, jumps, shooting, aim,)

I like the idea of a new patch but to be honest we all new there would be one as last time when the previous patch came out it sorted out some old problems but came with a few of its own.

hopefully they release the new patch with a few new maps........ what ya think? :p:c:

ozzy
16-05-08, 13:54
Should be a very welcome update to spice the game up a bit

Office
16-05-08, 19:49
hopefully they release the new patch with a few new maps........ what ya think? :p:c:

ETQW 1.5 Changelog (http://community.enemyterritory.com/index.php?q=node/254)

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:
User Interface Improvements


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We've packed tons of small UI and HUD improvements into the 1.5 update, lots of which are the result of feedback from our players. We've added new customization options for turret lock-on warnings, so you can now get the full warning (beep and text), just the warning tone, just the HUD text, or nothing at all. Mine trigger warnings can similarly be toggled on or off and it's also possible to set the size of the mine indicators on the HUD or turn those off completely.
The Limbo menu sees the addition of an Auto-Join button, which, as the name might imply, joins the team that is currently short in numbers. We also found that a lot of people didn't quite understand the Hot Servers tab in the server browser, so we've thrown that out in favor of a much more straightforward 'Join Best Server' button. The functionality is still the same, of course, so pressing that button will put you on an available server that's close to you.
New Customization Cvars

A lot of our players are really into the game and would like to customize as many aspects of it as possible. To that extent, 1.5 brings a variety of new cvars that can be used to really adapt the game to how you want it. It's now possible to set mouse sensitivity on a per-vehicle basis, so if you'd like your mouse to be really twitchy in flying vehicles and far less responsive in, say, the Trojan APC, you can do just that. We've also included new cvars for quickly switching spawn points for those who want to avoid the limbo menu whenever possible.
Matchcasters will no doubt enjoy the new spectator mode functionality in 1.5. There are several new commands that allow spectators to switch to the next/previous player, and to directly hop to a specific client. You can also jump to players currently completing the objective, and even set a custom camera position and angle that you can hop to at the touch of a button.
Ranks and Statistics

In the statistics department, the in-game scoreboard once again correctly displays player ranks, so you can quickly tell who's experienced and thus safe to follow around in the game. Vehicle and deployable kills are now counted correctly in your statistics, and there have also been a few smaller fixes related to objectives giving no or too much XP.
On the Ranked Server side, servers are now restricted to a maximum number of 24 players, since that is what the maps were balanced for. It's also no longer possible to start a ranked match with fewer than six players.
Bot Improvements

John Dean over at id Software has been busy teaching the ETQW bots new tricks for the upcoming console versions. We didn't want our PC players to miss out on these, so 1.5 features a truly colossal number of bot-related improvements. In general, bots now understand the battlefield even better than before and will act more like a human player would. Your AI teammates have also been conditioned to pay more attention to what you're doing and they'll better support you in vehicles and when attacking objectives. There are loads of other bot-related fixes and improvements - check the changelog below for more.
Miscellaneous Fixes

1.5 also comes with a large number of bug and exploit fixes. Some of these are actually quite inventive, such as using the Third Eye Camera to transmit an objective when the player is actually nowhere near it, or using an Icarus vehicle drop to teleport inside a building. There were also several map holes that have now been plugged and number of smaller fixes that were made (such as the MCP sometimes dropping in sideways).
Closing Thoughts

We've completed internal testing of the update and we're now coordinating with all the other companies that are part of the actual release process. This is actually a tad more complicated than it sounds since we've got quite a few moving parts there. 1.5 has to be coordinated with id Software (Windows and Linux), Activision, Aspyr (Mac version), Valve Software (Steam version), DemonWare (online accounts), and all the game server providers to make sure they update their servers in time for release. But fear not, we're currently coordinating with all of the involved parties to figure out the best release timing for the update. As soon as we've nailed down a date, we'll announce it here in the blog.
Before I tumble back into my storage closet, let me extend a special thank you to all the people who participated in the public beta and left their feedback on the boards. We also appreciate your patience during this longer than anticipated beta beta phase - we know waiting for the thing hasn't always been the most joyous of activities, but we're confident that 1.5 is a better update because of it.
If you're still reading, you're probably looking for the full changelog. Not to worry, it's right below this line of text.
Enemy Territory: QUAKE Wars 1.5 Full Changelog

Fixes in grey were included in the 1.5 BETA.
User Interface


Added an Auto-Join button to the Limbo Menu
Added new server browser filter. Players can now filter servers by the maximum number of bots playing
Revised the 'Hot Server' weightings so lower ping servers are given higher
priority than before
Replaced Hot Server list with a 'Join Best Server' button in the server browser
Fixed custom maps confusing the map voting system
Fixed the Flyer Drone personal best being referred to as Flyer Hive
Fixed the 'Most Vamptire Damage' typo in Personal Achievements
Fixed the final Objective in a map not counting towards the Most Objectives Completed end-game reward
Fixed Player Ranks not showing in-game or on the Scoreboard
Fixed spectators seeing a defaulted string in the end-game scoreboard
Fixed transparency options for Tooltips and Subtle Motivators not always saving
Fixed video options not always saving if a player is using a 'Set as Default' profile HUD


Fixed the Buddy Player Arrows showing when a friend playing on the enemy
team took a disguise
Fixed the Objective Bar sometimes flashing red while an objective was being
completed
Fixed the first bar of a two-part objective sometimes being empty when a
client connected to a server
Fixed the deployable HUD icons being affected by picmip
Players will no longer receive warning VO for incoming enemy artillery
Added g_aptWarning for toggling APT warning on the HUD
Restricted the g_mineIconSize cvar to values between 0 and 20
The Fireteam menu will now not show 'next page' unless there are 9 or more players (instead of 8)
Fixed Buddy Player Arrows showing up as the incorrect colour if that player had a Clan Tag
Fixed the Objective Bar sometimes changing colour Ranked Servers


Locked si_maxPlayers to 24 on Ranked Servers
Fixed being able to start a match on a Ranked server with less than 6 players Map Loads, Auto-Downloads, ETQW:TV


Fixed downloading modifications from the server not working with Vista and UAC
Fixed the intro movie overriding the Accept Download prompt for mods on game restart
Fixed the map loading music continuing to play after the load had completed
Fixed the server crash when clients are downloading files
Fixed ETQW:TV Relays crashing when clients tried to connect too early Player Statistics


Fixed capturing the Energy Cells on Quarry giving no XP
Fixed certain Achievement stats, such as Vehicle and Deployable kills, not being counted
Fixed ranks above Supreme Commander displaying as ##### or emptyname
Fixed Mining Laser objectives giving an additional 40 Soldier XP to the constructor
Fixed XP Save not working on reconnects Miscellaneous


Added several commands for spectating:
spectate Client - Jumps to spectating a specific player based on the client number or the player name entered e.g. "Specate Client 1" or "Spectate Client Tapir" for a player called Tapir
spectate next - Jumps to the next player
spectate prev - Jumps to the previous player
spectate objective - Jumps to a player currently attempting to complete the objective or jumps to view a planted HE/Plasma charge (only works on Primary Objectives)
spectate position - Jumps to a specific point on the map, looking in a pre-set direction, essentially jumping to user defined camera.
Added the setSpawnPoint command:
setSpawnPoint next - selects one spawn ahead of the player's current selection
setSpawnPoint prev - selects one spawn back from the player's current selection
setSpawnPoint default - selects the current front-line spawn point
setSpawnPoint base - sets the player's spawn point to the main base (Command Center/Domination Hub)
Added several cvars for separate vehicle sensitivities:
m_bumblebeePitchScale - adjusts the vertical sensitivity in the Bumblebee
m_bumblebeeYawScale - adjusts the horizontal sensitivity in the Bumblebee
m_heavyVehiclePitchScale - adjusts the vertical sensitivity in the Titan, Cyclops and Desecrator
m_heavyVehicleYawScale - adjusts the horizontal sensitivity in the Titan, Cyclops and Desecrator
m_helicopterPitchScale - adjusts the vertical sensitivity in the Anansi and Tormentor
m_helicopterYawScale - adjusts the horizontal sensitivity in the Anansi and Tormentor
m_lightVehiclePitchScale - adjusts the vertical sensitivity in the Trojan, Armadillo, Hog and Husky
m_lightVehicleYawScale - adjusts the horizontal sensitivity in the Trojan, Armadillo, Hog and Husky
m_playerPitchScale - adjusts the vertical sensitivity as infantry and in the Icarus
m_playerYawScale - adjusts the horizontal sensitivity as infantry and in the Icarus.
Added several cvars for automatic recording of demos and generating of screenshots
of the end game score board:
g_autoScreenshot - automatically take a screenshot of the scoreboard at
the end of a map
g_autoRecordDemos - automatically starts & stops demos at the start & end
of a map
g_autoScreenshotNameFormat - auto screenshot name format
g_autoDemoNameFormat - demo name format
Fixed the "Deployable Location Approved" VO playing when the deploy
process had not successfully completed
Fixed the intermittent server crashes some users were experiencing
Fixed unintentionally skipping through multiple weapons and tools when using the mousewheel
Fixed the 'Aborting Bombardment' VO not playing when the Airstrike/Violator beacon is in an invalid location
Fixed spectators sometimes hearing hit-beeps when switching between players
Fixed player landing sound sometimes playing multiple times
Fixed some cases of vehicle wheels occasionally being above the ground when they spawn
Fixed a disguise spotting issue
Fixed lock-on issues when the MCP is disabled
Fixed visual MCP deploy issue where it would sometimes come in sideways
Fixed objects sometimes showing up in the wrong place when playing back demos Bots


Bots in single player are much more focused on the player and the commands the player gives
Mission Critical bots will follow you to the objective then complete it once you lead them there
Bots skill with the Anansi and Tormentor has been improved
Bots in flyers are now much more dangerous on the higher skill levels
Bots on Easy difficulty have been made easier
Bots now understand the MCP changes implemented in 1.4
Bots are better at accomplishing objectives
Bots are better at guarding their teams HE/Plasma charges
Bots keep focused on their current enemy when they jump into a vehicle
Bots will no longer use mounted MGs if there are no enemies around the MG to attack
Bots are much better at attacking deployables
Bot gunners now target deployables
Bot gunners will more often stay in the vehicle with you
Bots now drop health crates dynamically
Fixed bots not driving the MCP on Slipgate
Fixed lots of cases of the bots having issues pathing to a goal
Fixed potential bot freeze issue with enemies & hunting
Fixed Medics not seeing obstacles when giving supplies
Fixed Anansi pilots getting stuck chasing Icarus players around the map
Bots will now avoid vehicles 'booby trapped' with Charges, unless it's the MCP
Bots will now stop and give engineers time to repair their vehicle
Bot Oppressors will use their Energy Shields more effectively
Bots can now use all seats in the Bumblebee
Removed some debug prints
Lots of miscellaneous bot tweaks, fixes, and improvements Tooltips


Fixed the 'Press F3 to Ready Up' tooltip not always displaying
Fixed the Tooltip frame being completely white on first map load
Fixed decoy tooltip not always playing
Fixed Strogg Hack tooltip not playing on Volcano
Fixed players not turning to face final objective on Outskirts during tooltip
Fixed not resetting proficiency upgrade VO when resetting tooltips Fixed Exploits


Fixed map holes in Salvage, Refinery and Area22
Fixed an exploit with the Third Eye Camera
Fixed clients having incorrect spread values for the Scoped Assault Rifle whilst unscoped
Fixed exploit that allowed GDF to get past Strogg Energy Shields
Fixed being able to complete certain objectives at a distance
dont look like any new maps tbh:@>

Primz
17-05-08, 16:10
Im likeing it, sounds like they plan to deliver on this one but of course we have to wait a very long time for it but seems like its worth the wait it seems.

Maybe after this patch ETQW might atract some more players to the game, it got me quite excited *-*->>>:

Trieb
21-05-08, 19:50
1.5 out now (http://community.enemyterritory.com/index.php?q=node/263)

Trieb
23-05-08, 10:43
First impression of the patch is that it took far to long to get it out.
Now all we have is that we got players that do all but not objective.
Just whoring in vehicles to get vehicle-medals and rocket-launching naabs blowing everything up except the objective.
Nice to be in to a team like that....not.
Bah!

Primz
23-05-08, 14:14
Yeah i have noticed that also, to much rocket nabs but its to eairly to tell the benifits just yet. but the best thing about it i persoanly think is that you have the in game ranking system so if there are to many nabs we see who is the worst and kick, much better may to find out the true nabs i think.

Trieb
28-05-08, 14:42
GDF planted on refinery...it happened to be Office....and I diffused it as a Strogg, with two soldiers of the GDF standing next to me waiting to disarm. All they wanted was to plant themselves... the wankers.
That's we have now on our hands on a ranked public server with this patch coz it took to long to solve stats-things like that. Vehicle-whores and soldiers nicking each others charges.... or as stated: wait for the diffuse...then kill...and plant themselves.
Have fun. :@>

Primz
28-05-08, 15:55
Yeah but nothing can be done about the messed up game play at mo as most if not all have been waiting for certin tasks and objedtives to be completed so now they have the chance to do so they are just raping the shit out of it, wich of course is bad for all the normal people that want to play but all we can do is just kick the dick heads for the time being. ``:@)::