Maps like placebo/torment are not even playable now since you cant really make the simple ramp jumps anymore. I think it needs to be fixed very shortly or this patch will be a huge flop.
Also feels like the knockback of the LG is abit to high, 8 or 9 would be more suitable if you ask me.
The rest seems fine so far. Movement has to be fixed asap though!!
Agreed.. movement feels weird. I had got used to 1.4.0 movement and found it was nice, didn't really need changing. LG didn't really need changing either imo, except maybe a little more knockback but not as much as there is now, and the increase in fire rate is good but I think the damage over time should match what it is in 1.4.0.
Rockets for some reason feel laggy compared with 1.4.0, responsiveness as a whole doesn't feel quite as good.
In q4max I noticed the players warping to the spawns, not sure if it was supposed to be fixed in max though. Also in max, the xhair I've used for a long time (22) has gone! :( waah
I played some vanilla and one thing I noticed was that it takes a longer time to spawn, also you see yourself fly to the spawn, and when you do spawn you start at an angle (good thing I don't play much vanilla).
My personal opinion on the patch is that it should be more like 1.4.0 in its gameplay, but have the features and bugfixes of 1.4.1.
100% agree with purri.. after some hours with the new patch I found that running or crouch sliding DOWN angled surfaces like stairs/ramps feel bad now, very slow and ugly.. also just circle jumping (1 jump) up ramps are really bad too but the double jumps up ramps seem a lil better but barely noticeable. Other than the ramps the movement feels great, though.
So far the lg just seems like a bad decision making it almost all ping and lg once again, but I'll give it more time. The movement definately isn't adaptable though.
1.3 movement is best I guess Ill stick with it til id figures out how to replicate it. Judging by the posts so far there's no sense in me even trying 1.41 cause I know I wont like it.
jesus christ. there are ramps in EVERY map. you cant slide into RA with full speed on monsoon, you cant do a jump at RA and slide up the ramp to gain speed on phrantic, you cant asfhdfsduijfasojfsio
the only time i found that ramp jumps fail is when you try to use one jump without getting speed before.. like the torment ramp to YA jump. Double jumps are better than they used to be.. actually I don't want to argue with you since I agree.. the ramp jumps are fucked and need to be fixed asap :(
it's not that big of a deal because it's still playable (instead of sliding up ramps, just double jump up em).. it's just certain jumps are impossible now and it needs to be fixed
i also think the hole ramp issue _has_to_be_fixed_ it's realy annoying and yesterday i got so tired (yes ZzZZz tired) because the ramps made me mad, its like climbing a hill....
Clientprediction needs finer resolution. Even with net_clienprediction 0 I get occasional green dots, but I have to lead alot. With automatic the clientprediction was changing between 2 and 3: I still have to lead the target and location of hitbox felt a bit random with LG, while rail felt fine. This goes for 60 ping. Seems like the "correct" clientprediciton is around 2.5 in this case according to automatic settings. In my own experiences in 1.4, 60 ping was closer to 5 or 6 in clientprediction to be somewhat usefull (ping/[9-12] usually gave me a decent clientprediction).
The game seem somewhat more consistent with cmdbackup 5 than 1 or 2. I assume any duplicate packets are just thrown away by the server and it only bothers with the first instance of the packets that it recieves, hence making your ping more consistent as long as you don't saturate your connection. Am I correct in this assumption or does the server do any work on the duplicate packets other than throwing them away?
The autoadjust prediction cvar isnt documented in the changelog because I didnt consider it working enough to recommend people use it. Infact, I would recomend people explicitly do NOT use it, unless you're really sure you want to, because at times it can choose completely inappropriate values (dont do a vid_restart ;)).
It also seems to be coming out consistently too low, I think, and suffers from an issue where coming from below it comes up with a different value from ajusting from above. This may be related to your issue of it bouncing between 2 and 3.
I believe your assumption about backup is right - no problems with duplicates other than potential to saturate the connection.
I think the problem with automatic is that the client feels it is in sync every now and then even with "net_clientprediction 0". I get green dots with 60 ping (lagometer res 4) every so often, which I really shouldn't do when clientprediction is turned off since I should always be 30ms behind the server no matter what.
ah, but you're falling into the trap of assuming that net_clientprediction is the only prediction thats being done - its not. This is just a factor in the equations which you can tweak, but its not the whole thing - so 0 isnt really no prediction.
tried ur autopredict on an aim map and so far i really like it.. i dont see barely any green at all even with resolution 8, couldn't get it to do that manually.
just wanted to say thanks alot if you were the one who coded it :D
Came from discussing the issue with sync, but I ran out of time on getting it to the point where I'm officially "happy" with it
You might find you can turn it on for a while to get to the right value, and then turn it off so that you dont see the bad effects you get when you do things like vid_restart.
It updates once for every complete cycle of data in the netgraph - which is 64 snapshots, IIRC.
It is not directly looking at ping, it is using the value displayed in the top line of the netgraph, which is a measure of how far ahead/behind the client processed that snapshot (where at resolution 16, 1pix = 16ms). autoadjust is obviously using the raw numeric data, not adjusted by the display resolution cvar, and is currently working upon an average across all of the data in the graph at the time.
Thanks. I'm using the prediction one now anyway as that stuff always left me unconvinced I was at the right setting, so i'll let "it" decide.
Now if you only you could apply that to the LG and dynamically update the damage values based on ping and latency.
It's such a critical weapon in the game and it's the only one you really notice fails you when you're on a laggier server to the point where it can cost you entire games. Say playing on a new york server from Europ 110 ping vs 20 on Phrantic. GL with that.
Or a sede at 10 vs someone at 40.
There should be something which compensates the less damage you do per second (assuming 100% accuracy) as a direct result of server difference.
While some might argue it's open to abuse it's not because while you may get more damage with a wosre connection you will get less hits so it's all relative.
crappier connection = more damage, less hits.
better connection = less damage per second.
The previous movement was much better. Just as purri stated, maps like Placebo and Torment are not playable anymore since you need the ramp jump effect in order to play them properly. The knockback increase on lg is too much. Decrease it to around 8 instead. Cheers!
the game seems a bit smoother, and the addition of cg_railstyle 3 is nice.
The lg is terribly overpowered now, i gather this will be fixed as i haven't spoken to anyone who thinks otherwise so far.
On the ctf pickup we tried out today, the server was crashing often. I will ask the player who runs the server to provide an error report.
i don't think i will be continuing to play quake4 ctf anyway, as despite the most naive optimism i have carried for the game since its release, the game will never gain a decent sized playerbase. Nevertheless, may as well get the game as good as it can be for those that do want to keep playing it.
Such a shame, because it had such a large past playerbase all ready to take it up up until it was released. Raven ruined Quake
LG might be slightly overpowered.
Rampmovement fucked up =p
Occationaly no damage (no hitsounds or anything) when you hit. Seems like it just stops hitting for a wile cause its not just one or two shots, it does it for a wile. (might be q4max related)
No. I was 1 vs 1ing a few days ago. Of the few times I used LG, I quickly noticed that sometimes there was no hitsound, even though he moved back a bit, and made a pain sound or whatever.
This most likely WAS a hit, including damage to them. The hit sound is delivered by the server in the server packets. The LG fires very quickly, faster than the packets. This means, especially on servers where the snapshotdelay is higher (such as a default 80 over a server configured for 30) can cause the LG hit sounds not to occur. Is is one of the primary reaons competition servers where they care about hitsounds a lot are recommended to run at 90/30 configurations.
Vanilla to me felt ok on jolt 60fps,but as for Q4 max..
unplayable springs to mind on jolt q4max ffa server @90fps
it felt slow and laggy "again"
i have no problem in keeping a consistant 90fps but everything else just goes to pot tbh,feels like im playing on 120 ping rather than 25 - 35.
i dont care about the rest i just want it to feel lag free ,or at least as lag free as 1.3 did,its not as bad as it was in the orignal 1.4 beta but tbh i wouldnt even attempt a tdm game on q4max atm.
can see this game isnt going to get any better with regards to this lag prob when server operators insist on using higher than 60 fps.
my pc is fine with the fps obviously something causes it to be laggier when on a higher fps ?
maybe its just my pretty low speed conn (1mbit) compared to most ppl who have much higher.
The new feeling about move / connection / fps and overall is just +++++ <3 so great !
-sounds seem fixed
-7 RG ammo is ok even if I still prefer 5
-the shaft damage is a lil bit too powerfull even if I prefer this kind of shaft which isn't only a big MG. knockback is ok, lenght too. Lower perhaps slightly firerate delay, or not, with a 6 damage imho.
-the new qw crosshair is fun (but useless :)
-the lago lines looks better
-spec in tele is ++
BUT
There is a real prblm with the slide in slope going down even if I really prefer the new feeling really more handly. I never appreciated flying with so few air control. Anyway this need to be fixed.
not quite sure if it really makes 91dmg. i already noticed in 1.4b1 that when you have 90hp and get hit by rail, it shows -1. but the same thing happened if you have 100hp and get direct hit by rocket (shows -1)
It seems that yet again loonix has decided to spoil my day. It seems that q4max running under linux has a bug which is adding 1 onto all damage dealt (from initial testing, at least).
RG 90 -> 91, LG 7 -> 8, hb 14 -> 15 etc.
This may explain some of the issues with LG being particularly overpowered, as the increase from 160/s -> 175/s has turned into 160 -> 200/s. Because damage values are used to calculate the amount of knockback, this is also increased too.
This problem appears to only affect linux servers - windows servers are apparently unaffected. We've also been unable to reproduce the issue in q4mp.
We're looking into the issue, and I'll update you when there is more news.
Man, please at least try and get some attitude. Just because you're locked into MS products and apparently yourself neither develop nor actually thoroughly test on linux doesn't mean any bug popping up is linux' fault. We're all very patient about those limitations in scope, although I sure would appreciate a seasoned developer with multi platform experience working on the code. So please don't constantly imply linux support being a constant burden to you and of little benefit at the same time.
That said, and in plain words, I give a flying fuck about another browsing tool pet project. As long as the game works OK I'm perfectly fine. Thanks.
the offending code is perfectly valid C, and is correct both syntactically and semantically. As far as I'm concerned, this is a compiler issue.
Presumably another versioning issue since the same code doesnt have the issue when compiled under id's dev environment. I have no desire to spend my life working around crappy tools, hence why I'd rather not support it.
the same code doesnt have the issue when compiled under id's dev environment
I'd conclude then your development environment isn't properly set up. Might not have happened if linux was your platform of choice. Instead, bugs would be popping up on the windows side. You get the idea.
hence why I'd rather not support it
There's a lot I wouldn't rather as well. But if I nevertheless do for whatever reason, I at least try getting the positive side out of it and not constantly complain. Thanks.
Seriously, I like linux and will make a second partition with it soon, but I don't believe for a second that it is completely bugfree.
Just as an example the ubuntu installed at a friends computer seems to be unable to read DVDs in the udp format (for files > 2gb)
Sure you can say now it's al window's fault because the dvd was burned there, but come on...
Anyway, I personally believe some linux people are becoming the new apple fanboys, as in "Mac OS never crashes".
I recommend reading this subthread again and maybe reflect a moment on it. You likely will realize that it had little to do with the age old school yard argument you're trying to open up here again.
As a additional reminder, there is no 'Linux' apart from the kernel. When talking about bugs, it's custom to refer to either a particular kernel version or a distro and a particular software package version coming with that distro or, in case you built your own linux system, a particular software package version. Custom because anything else makes little sense.
Crouchsliding covers the same basic desire to be able to change direction without losing speed. It's different, and requires different skills, but then it is a different game.
Nice to see old and familiar bugs coming back and best of all we have wide variety of new ones!
(Btw wasnt original idea of software patch to fix bugs, not create new ones?)
do you really think it was their intention to create new bugs? thats how it usually works, if you work on a game/mod new bugs will appear unfortunately
When I play online with a ping of 10-20 it now feels like about 80 with 1.4b2 (it felt great on 1.4b1). And I saw the problem of the air rockets not registering a few mins ago - the explosion happened but no hitsound or damge. Also, there were a lot of times where I thought I had hit, but I hadn't, and where I thought I had easily dodged, but I took damage anyway ;/
We've been investigating this, and are pretty sure that the problem is a client mis-prediction of the hit. ie, it shows you it hitting, but it did not really hit.
So to be clear, if you fire, it hits someone, and does no damage, then it is not denying you your frag. You simply missed, but by such a small amount that your client has gotten it wrong and displayed the explosion before it realised that it missed.
The 1.4.1 projectile collision prediction is significantly better than previous versions (think no double explosion fx like before), but clearly its not close enough.
The next q4max release will likely have the collision prediction disabled again (think g_clientprojectilecollision 0).
I still have g_clientProjectileCollision 0 in my config and no damage explosions happens alot, regardless if my rockets do no damage or i stand in the middle of a explosion and dont take any damage.
g_clientProjectileCollision is obsolete - it does not exist beyond your cfg file anymore. Regardless of your setting, 1.4.1 is attempting to predict projectile collisions, and is unforuntately getting them wrong.
The new (post 0.78a) q4max behaviour is to never attempt it (cvar still not checked to prevent those who may have it at 1 in a .cfg seeing errors).
I'm not completely sure what you are saying btw - are you saying that 1.4.0 and 0.78 can make use of g_clientprojectilecollision, and if you set it to 0 it will not use it and set it to 1 and it will, but 1.4.1 and 0.78a dont use g_projectilecollision but use something different, and that its turned on by default?
If thats the case is there any way to get back the feeling of pre 1.4.1, some kind of cmd maybe? Or is that what you're talking about re: the next version?
1.3 has g_clientprojectilecollision, which when set to 0 doesnt do prediction
1.4 does not do any prediction regardless of g_clientprojectilecollision
1.4.1 does not have a way to disable prediction, but its prediction is better than 1.3 (but still not good enoough)
The next q4max will revert to similar to the 1.4 behaviour, and I wouldnt be surprised if q4mp follows suit, unless id have any more ideas on how to better handle the mispredictions.
caveat 1: 1.4 actually always does prediction unless the weapon is tagged as not to be predicted in a .def file, but all weapons are tagged, since id werent happy with the prediction
caveat 2: in q4max 0.77a g_clientprojectilecollision was renamed to cg_clientprojectilecollision as too many people ignored the readme.txt telling you to start with +set fs_game q4max, so it was defaulting to 1 as per q4base, not to the 0 that q4max was trying to set.
Cheers m8 :)
I guess my next question has to be: is this is a big thing to fix or is it something that can be released fairly soon? Its just that I would rather not get used to 0.78a if the next ver isn't going to take long.
- still some weapon hums get stuck
- there seems to be a problem with hit detection (especially rockets)
they explode but dont do damage
- warping to spawns still exists
- lg is too strong, bring back the lg from 1.4b with 8 knockback
- movement is buggy, bring back the 1.4 movement without stairs-ramp bug
I was looking forward to the next beta but now I'm very sad...
I planned a Lan with about 16 people but now we have to use 1.3 and I think we have to use it forever...
nope the servers do definitiv crashing while try/vote loading a map with an addon.conf file like ruiner_beta2 in the map. we have testing different server (nl,ger), pickup servers, same issues, it crashes, without addon.conf the maps are voteable
i was just moving around q4dm1 and it happened twice that i moved on the jumppad and it "overbounced" me and i crashed against the wall ^^ Some kind of extra boost
Yes and it gives a feeling of more mayhem, and this to me hasn't come a moment to soon. I now feel (apart from missing sounds and sticky ramps) quake4 is really quit fun just playin, win or lose.
I have waited sooo long to say this.
well it starts out as 20fps then slowly goes up to 60fps but everything is choppy/stuttery and many visual glitches like 5 different gun models when ui_showgun is 1 and lg trail is weird along with more bugs probably but i turn off the demo to see
There appear to be two versions of that on q4files. I'm guessing its because one of them is the one which has a mapbug that prevents it from working on anything but a listen server.
I dont have time to look into what is almost certainly not a bug right now, so if you want me to look further, post a link to the map, and a condump of the server shutting down.
FWIW, I have a version of it... no errors on my server:
---------------------------------------------
5341 msec to load mp/l4ctf2_beta2
Repeater spawned on port 28104.
hitch (26 msec)
Sending heartbeat to 192.246.40.28:27650
Sending heartbeat to 192.246.40.28:27650
Spectator bug in CTF. When specing a flag carrier and he caps the flag, the indication in the bottom right corner is still there indicating that he still has the flag even though he just capped it.
Just watched 2 min of a game :) might find more when i actually play :P
what is the purpose of the lg knockback value increase? to counter rl? if thats the case i would suggest to set the knockback back to 6 and increase the range.
I think it's hard to know if just one weapon is changed that every thing is sorted. Imo the waepons need to be balanced as a whole rather than one at a time. i'm prolly wrong though.
Be consistent.
With 20 charges per second and 6 kockback you have 120 units of kockback per second
With 25 charges and 11 - 275.
Its insane and stupid, thats for sure.
On practice it means you can stop with charge even fast moving players and you force people to use LG against LG because every attempt to get closer to the enemy with RL will fucking fail.
So the ESWC and the i30 have chosen to play with 1.4.1, so forget about the i30, it's lost... But what about ESWC? Will you @ ID Software be able to set up a patch with "working" movement and "working" sound and "working" projectiles and "working"...
Another question to Sync, what was the reason to change the movement? I never had any problems since 1.3...
Spawnsystem - spawning in front of 3 players is simply gay.
Shotgun is to weak in lowrange.
Lg start ammo is to low, it should be enough to kill at least one player.
q4 is simply much to tolerant registering hits with low pings (<=20).
pb spikes - if the clientprediction theory is true than i dont want pb spikes =)
This has nothing to do with aiming if the server is simply to stupid to register all your hits (i think sometimes its fairly 60 ms where it dont register anything) :P Normally (perfectly aimed) i hear "blink ... blink .... .... blink ...." but it should sound like "blink blink blink blink".
every week we learn new movements that disappear next week ..are these intended or bugs showcased as new movement changes ..we didnot have as many movement issues as in q3 development phases..was it because q3 movement was fundamentally simple ? and q4's has many things to offer ?
I never have seen the new GUI with Ambientlight, Forcemodel options or the new serverbrowser, is it included in the beta patches?
Still missing the "regeneration" sound :P
"Humilation" award sound is global?
Nope, I think not, but I can't exactly say. I was too concentrated to focus on that, but it would be realy strange if he had changed to the gauntlet ^^
No it was in FFA on Monsoon mom I have to check if I've recorded a demo via autoaction...
Mhh It looks like there is another bug or the demo is broken. I start the demo, it counts down 3,2,1, and then black! I have just a black screen and sometimes you can hear a pickup or respawn sound. Then suddenly I can see the game but can't move or change the view to the pov of one of the players. Another thing is that after demo playback it leaves me with the console all over the screen and i hace to "disconnect" to get back to the main menu
yep, im glad im not the only one.. that and many other bugs like missing frames cause it tries to play it back at 20fps or 60fps when it was recorded in 120fps and many others i noticed.
Well since everyone has already complained about the ramp jumping bugs on how you cannot ramp jump anymore, then my only other suggestion is just please put lg the way it used to be i see it as 1 put the range the old way and cells the old way lower the dmg to 6 and keep the .4 and lower the knockback to 8 or maybe 9 even
2. just put the lg back to the way it used to be just with 8 knockback (i like this idea personally :))
3 keep it how it is lower the knockback and let the lg rule all the other weapons of q4 because with the lg like it currently is you can be fully stacked and then killed before you shoot 3 rockets :/ which isnt fun for me anyway
otherwise i think everything else is perfect, imo should release a quick lil 1.4.2 for the lg and movement so that everyone doesnt /uninstall or get really bored/annoyed, Keep up the good work id looking better though :)
after reading all the comments and the this:
eswc: Organizer will have to use the new 1.4.1 beta version of Quake 4 and Q4MAX latest version
i30: The tournament will use Quake4 version 1.4.1 and Q4Max 0.78a.
i think its time someone tells them to stay with 1.4 until the issues with 1.4.1 are solved
1.4.1 is way to unbalanced and thats what everyone is saying, ramp jumps need work, lg need to be back to what it used to with 2 more knockback imo, rockets splash needs to be decreased a little amount, other than that all other weapons are fine at least thats what i think, but i think that quake 4 would be alot better if high ping didnt warp you, for instance if you have over 70 ping its hard to play because you get warped and weird stuff happens should try to make it more like quake 3 where the shots are just delayed and not the players movement etc
i actually found 1.4.0 was very RL heavy.. that was the dominant weapon.. now with the higher knockback it seems to even out RL, LG, and RG more which is a good thing imo.
the movement is actually better besides the obvious ramp jump bugs but that's being fixed.. instead of crouchsliding up ramps, just double jump them until they get it fixed.. and use stairs more
The other day I was playing a 1 vs 1 on the frags o' plenty server(only populated place with low ping for me) and...I encountered an incredibly weird glitch.
When I'd first join, I'd be able to take damage, like normal. But after getting hit a few times, every shot that hit me would only do 1 damage. SG did 11, damage, but that's because there are 11 different hits.
Also, rockets don't hit too often, even when I hit the ground in front of someone, it makes no hitsound, and deals no knockback or damage.
Hitsounds don't register sometimes with LG.
LG is overpowered (please don't make Quake more hitscan heavy)
In a way to beta test the patch, I'll probably play some ffa in q4mp (not q4max because I just want to beta test and report bugs of 1.4.1 patch, and not mixing it with q4max code ; anyway there are plenty of duelers to report q4max bugs)
I would like to know :
-is there a command for autorecording demos in q4mp ?
if not, can someone give me a bind to record when a game begin ?
that way if I encounter a bug I may upload the demo to SyncError
-is there anything else I should do ? condump command, something like that (btw what's the command ? I can't remember exactly) ?
SyncError :
maybe you should put these commands in your 1st post so everyone could bring materials (demo, condump, etc..) with their reports
In that box you could add "+set logfile 1" (without the quotes), and it'll create you a qconsole.log file.
He actually meant that you can bring down the q4 console at any time when it errors and type "condump error.txt" and get the error.txt. Assuming you can get the console ;)
should I use "+set logfile 1" or "+conDump error.txt" ?
isn't "+set logfile 1" a q4max command ?
"Assuming you can get the console"
that's why I want it automatic :)
btw I got some stuff to tell/ask you about maxbrowse :
-is it normal that the refresh is extremely longer than in q4 embebed browser ? (like 30-60 secs instead of 2 secs)
-it would be cool if there was a country filter (I don't have any interest in viewing anything else than european servers) for a better read
set "ua_record" "vstr ua_start"
set "ua_start" "addchatline 'recording ON';recordNetDemo;set ua_record vstr ua_stop"
set "ua_stop" "addchatline 'recording OFF';stopNetDemo;set ua_record vstr ua_start"
bind "F5" "vstr ua_record" // F5 start/stop netdemo recording
use F5 to start demo record, and F5 again to stop. Think I got this off upsetchaps quake 4 guide. I have not tested it for awhile, cos Q4Max does them auto. Oh and as ever the placement of the ' and " very inportant.
Even though I don't like the lg being at 11 (I think 10 would be much better), I think that with the 1.4 movement and rockets, the lg is useless without so much knockback. Also, if the LG push is taken down some, add more ammo on pickup. 100 is too little, it should be 130 or 140. Other then that, the ramps could use fixing, and the rockets that don't register should be fixed.
P.S. Also fix the tourney mode bug where it crashes the server.
Get me a condump or two then, and maybe I can fix it.
But wth are you using tourney? When we say it sucks, thats because it sucks. You'll be loosing fairly significant amounts of FPS because of it, hitting loads of issues, and no ability to do things like timeout.
Tourney is the only way to have more then two players duel at the same time on one server, which is the only advantage i see. It still sucks, if for nothing else than at least for accumulating waiting/spec times, which in my experience result into annoying restart fests.
I'd prefer a mode where several duels could proceed on the same server, in a flat parallel duel mode. Like duel 'slots' or 'chambers' one could join.
True, that would be better... no one really cares about the "tournament" side of tourney anyway afaik, they just want more than one duel slot on the server.
The requirement would be that "any even number of players, up to a max, who happen to be on the server can play if they want to, without disturbance of any ongoing games" ;)
Would have some implications though either. While giving each slot it's own time/restartability, some of the votable actions likely should be bound to individual slots either, like voting for a restart. Question is where to draw the line. I.e. giving each slot even it's own map would imply lengthy map load times on slot change, but on the other hand a successful vote on (server) map change would cancel all ongoing games regardless. So it needs a little thinking.
Anyway, the general idea of a server being a meeting place for duelers with minimal forced spec time doesn't seem far fetched to me. I bet though we won't see this or similar coming with some future mod and/or patch as I suspect it reaches too deep into the code ...
A small bug - in q4max when I use cg_railstyle 3, it doesn't fire in the colour of my hitscantint, it comes out a kind of pale orange(the colour the gladiator has I guess). It works for everyone elses rail though, and looks really cool :D
not that I like ramp jumps but it seems we need an excessive amount of speed to be able to do one now. keep it easy to keep the flow of the game going..i dont like having to back up and do something again just because I didnt have an exact amount of speed to do it...its aggravating and not fun.
player models need to be shorter, and player pov needs to be lower to match.
jump height needs to be atleast high enough to jump over other players.
rocket and grenade explosions are still too big.
bio gun(or whatever its called) still doesnt belong in the game..its just a spamhappy gun and that kind of gun only belongs in UT.
the explosion of the bfg clone gun needs to be lightened up a bit...waaay too many polygons in it...think along the lines of the suicide bomb powerup in Team Arena...less polys but still got the point across...and had a cool skull in it.
the "pro models" need to be brighter. and there also needs to be user adjusted colors...(mod or not...doesnt matter)
stop forcing ppl to have ALL the maps on a server in order to play there...give the option to d/l a map when its loaded but dont force me to download a map when I might not even be on the server long enough for it to come up in rotation.
allow zoom for all weapons and remove the one click one shot thing on the MG when zoomed in..its dumb. also allow the option to toggle zoom off and on (talk to the devs of q4max if you dont know what i mean) instead of having to hold a button down to use it.
Alright, I guess that's true enough. HB kills are satisfying in Q4, but that doesn't mean the gun isn't super spammy. Takes 9 hits to kill a spawned player, and 30 to kill someone with full health/armor. That's a bit much for a projectile weapon.
Imho, Q3's PG is way better, though the two seem to be about even in dmg/seconds. Just seems to take too much effort/luck to kill someone who's using LG, which is one of the easiest and most powerful guns to use, considering the general range of fights in Q3/4.
"player models need to be shorter, and player pov needs to be lower to match."
"the "pro models" need to be brighter. and there also needs to be user adjusted colors...(mod or not...doesnt matter)"
"allow zoom for all weapons and remove the one click one shot thing on the MG when zoomed in..its dumb. also allow the option to toggle zoom off and on (talk to the devs of q4max if you dont know what i mean) instead of having to hold a button down to use it."
"allow zoom for all weapons and remove the one click one shot thing on the MG when zoomed in..its dumb."
if you ever took the time to look @ the q4 sdk and def files you'd have noticed that while you shoot with the MG using zoom, you deal more damage per bullet, have a lower fire ratio and a lower spread. i'd say making the choice of zooming is something more than a visual thing, as of now...
if idSoftware guys ever wanted to accept your request, however, they'd have to get rid of these things or at least reevaluate them all *accurately*...but guess what? i bet it's just not gonna happen =)
ok first of all..why would you shorten the player models, thats just stupid, 2nd the Napalm launcher or "bio gun" as you call it isnt used in duels so thats not that big of a deal, and why would you use zoom for sg, rox, hb, nades, ng, napalm, i mean seriously. I do however agree on the idea of the decrease in the rox explosion, but i do like the nades as they are. Otherwise i think that the zoom idea for mg is a good idea and as for your idea for players being able to jump over other players? thats just dumb imo anyway its quake 4 and the last idea that i havent gotten to that i see atm is the map downloading idea and i like that its a great idea, maybe that way it wont be so hard to make listen servers :)
SyncError,
Any chance we get a new beta with the ramp jump and ramp slide fixed ? I thought the movement in 1.4 was fine and can see no reason for it to have changed (please enlighten me if you will)
Anthony J,
Will we see an updated Q4Max for Linux to fix the +1 damage problem before the next major release ?
i was just watching a ctf game on qtv and i noticed bugs concerning awards. It would show defence, impressive and excellent awards of all players, and not the player spectated, wich makes it pretty annoying to watch. I can send the demo if you want.
I thought that was covered a while ago? I know as a freefloat spec you maybe get em all, but I thought while following an individual you didnt. Or were you multipov?
And yes, demos are always useful, although you cant generally record a demo on a q4tv as a viewer, afaik. Demos from a client on the server would be useful, and possibly even more useful a serverdemo from either the q4tv or the gameserver.
it was in q4max and i wasn t using multipov, i was looking at an individual. And i don t have the demo, i have autoaction on and thought it recorded q4tv but it doesn t :/. Also when you spectate the team that uses your enemy model and when they take the flag, you still hear "the enemy has your flag" (when it should say: your team has the enemy flag).
You can record serverdemos on the Q4TV server now (which can be rebroadcast by Q4TV as if its live Q4TV or watched by clients using the playNetDemo command), but I believe you cannot record them on the viewers.
Serverdemos ftw tho, it just takes people knowing how to record them, and that its worth doing ;)
This is how I've got a demo of some of the i30 final to test with ;)
1. Weapons sometimes don't switch or take forever to switch.
2. There is a weapon shot delay, it used to be almost instant. Now the railgun is more like the quake2 railgun.
3. Crouch slide problems on ramps/stairs.
4. Rockets don't register. Especially, air rockets.
before the patch I never had the warping corpses and stuck hum (fixed on the player) bug, now I sometimes have both. My buddy had warping corpses before though. Crazy gamecode!
However I had stuck hums on map locations before.
The sensitivity feeling has changed for me, did you do anything there or is it part of the new movement code? I had it at 4 and never overshot an enemy, now its too fast :(
q4tv-noticed from watching i30 and other matches
-rockets exploding in air way too soon.
-Sometimes only spawn point cams -forcing us to multipov- sometimes the server will fix itself on next map load.
-how do you change pov's when using multipov?
-make it so one q4tv server can have multiple games from different servers going like gtv
To switch povs in multipov, you cycle using the same keys as normal to cycle. That you dont know this implies that it wasnt working at the time - this is probably linked to you not being able to cycle players too.
Interestingly I saw behaviour that was somewhat similar when watching a serverdemo of i30, which was quite freaky. Did everything else update properly, or were you basically left watching the score + chat, and occasional bursts of activity?
sometimes there was no scoreboard, it would appear during warmup but once the match went underway all players were shown as spectators.
/this from the i30 q4tv.
my friend is CONSTANTLY getting LG sound bugs. Like every game. I only got it once since I installed 1.4.1 though. I'll have him send a demo with it to syncerror
What type of LG sound bugs? There seems to be a second type of LG soundbug of the sound following the player, and not stuck at a fixed position.
It would be worth you checking that you get the soundbugs when playing his demos before sending them to either me or sync (q4max demos should probably go my way, since id wont be able to directly debug into q4m demos in the same way they can in q4base).
yeah it follow him.. he says he gets like dif types, one is the actual hum and isn't that loud and sometimes he says it sounds like 2 or 3 lgs firing at the same time following him which is unplayable.
last version I sent a q4max demo to syncerror and it didn't have the sound during playback but he said it did help anyways.. I'll have my friend send it to both of you guys I guess, pm me your email address or something plz
Lag/packet-loss
I have noticed that some servers are suffering from massive packet loss/lag after the 1.4.1 patch. Anyone else experience this?
Also, I haven't seen many people talk about the weapon switch delay problem, this annoying bug has been always around since the early patches of q4. I am not sure if this problem is related to the quake engine itself or the q4max mod.
Switching between weapons is usually somewhat instant. But sometimes, it takes about 3 seconds for the weapon to switch or it doesn't switch at all until you press the weapon button 20 times. This bug seems to be random, I wasn't able to execute it when i wanted.
I can help vauge the weapon switch one up a bit. It goes like this for me.
Happily switching weps not noticing it. I'm using the railgun, the battle changes and switch to hb, rail fires! what? switch again, rail fires again WTF? I look at my hud, thinking I must not have a hb, but I do, DOH! also happened to me when trying to switch too shotgun.
The only thing I could think of is that I was holding fire whilst trying to change weps, was that stopping it?
Like I said, nice and vauge :D maybe its me PICNIC
A player can not join a server when a timeout has been set, we need to time in to allow him join and it's really boring to play a 3v4 in a TDM cause of this bug.
There"s also often some bugs on the q4tv's (timer not shown especially or a wrong time as well sometimes)
Dunno quite how you managed to see the time at all in a q4max q4tv - custom hud or sth? IIRC, its explicitly hidden as known to be inaccurate. Was this in duel or TDM?
1. Smaller rocket splash area and damage. Smaller direct hit area.
2. Lightning gun similar to beta 1 but *very slightly* more powerful
3. Ramp jumps and crouchslides etc fixed (similar to 1.3 as possible)
4. Less powerful shotgun at mid/long range
5. Netcode
6. *Very slightly* faster weapon switch
If you can manage that, Q4 should be much better all around. I can't stress enough about the rocket launcher.
Like #12 said, getting stuck on walls when moving. you could be walking, running, crouching or sliding and come to a complete stop if it's near the floor and the wall.
please fix this, was not an issue in 1.4.0
soo in short (i haven't read most of the comments here...):
* OLD BUG CAME BACK: Exploding rockets / No dmg (really the rocket explosion happens because of some error, but the rocket itself keeps flying and does damage behind the target, but no second explosion)
* Stuck on walls (read above)
* Movement, although once you get used to it it's not that bigga problem, it's just annoying!
1. Implement an easier way for people to download maps, a lot of servers don't offer downloads and leading some people to delete q4 since they cant play.
2. Implement a client-based maxfps command rather than having it enforced by the server. It would be better for each player to use whatever fps they prefer.
3. LG knockback is far too much, 8-9 would work. Range should be around 745. Either bring back the old firerate and keep the new less damage, or vice versa.
4. Allow number-sign ( # ) in say text
5. Speed up weapon switch, sometimes it takes too long to switch between weapons.
6. While floating around the map in spectator mode, I seem to be getting stuck on walls and certain textures on the ground, especially stairs/ramps.
Re bob, I believe thats a configuration issue of the multiplay repeaters used for i30 - it seems they perhaps werent started with fs_game q4max, so had the usual issue.
yea lg hum is happening a lot to me and it last the whole match.(no openAL)
bobbing gets turned back on after i use q4tv (i30 tourney) even tho it is off in the q4max settings. I had to reload my config to get it to turn off.
True lightning - Please implement a way to actually see your lag. Similiar to the Q3's true lightning. I know the arguement of client and server are now in sync, so we don't need it. But obviously we do when we have to a lead straight LG 3inches off the person to hear a beep sound.
Fast Sky - Abilty to get the sky totally black, or a different color then default. On a map like Death Before Dishonor, it becomes terribly hard to see your xhair in the sky.
Rocket through floors - Was playing a 1v1 on monsoon(only time i noticed this) And at the rail platform, i was standing low near the teleporter, and dude shot a rocket, which would have made him RJ up, but instead it went through the floor and hit me below him.
Ramps - Obviously we know ramps are screwed up on a lot of 1v1 maps. Also CTF map Spider Crossings(cp9)...But i would assume when ramp jumps are fixed in general, this will also be fixed. (PLEASE FIX THEM SOON)
AJ-
Maxbrowse - There are A LOT of features that need to be added to this. Is there somewhere else I can suggest these features? And is there another version out, besides 1.0? It's pretty basic now...but I can see a bright future if updates are regular.
Yes, the initial release of MAXBrowse wont be its last. However I dont plan to bloat it with too many features (thats whats wrong with most other browsers imo) - post your wanted list somewhere, and I'll consider them.
Well might as well post it here.
I like the way you can choose versions, but I think the layout itself could use some work, it's kind of hard to navigate.
-One request is for a button to refresh all/refresh selected/refresh visible/add server, instead of having to go through the menu.
-There should also be a better way to filter. Based on location/ping etc. Similar to ASE modifiers.
-Would like to be able to see scores/frags etc when viewing info of a server you have selected.
-Also when you add a server, when it's pasted with the :port, it doesn't automatically transfer to the port spot. It is pasted as is.
-A way to copy a server with more then just the IP info. Name/Ping/Players are important info when pasting a server to someone.
-Not a big deal, but a buddy list would also be a neat feature to add.
-Check for updates? Auto-update?
**Those are the important ones I thought it was initially lacking. Couple other features, that are also not a huge deal. But, IRC integration? Msg the server you just joined to your active irc channel. Double click on an IP in irc and it opens the selected server up in maxbrowse. Remove favorite after being 999 for set # of days. Option for modifiers not effecting favorites.
Anyways, most of my beef was the first 5 on my list there. Besides that, I am pretty grateful you made this program, there isn't much out there in way of a good Q4 browser.
1. More toolbar buttons is certainly a possibility. Keyboard shortcuts are also useful (and already there) - I tend to use F5 a lot to refresh visible.
2. A location filter may happen, although I'm undecided. I will not be adding complex filter rules a la ASE / Gamespy filters. Perhaps you should experiment with changing the filter-tree structure (eg putting "nationality" at the top would group all the US servers under a single "US" node - Selecting this and then refresh visible would refresh only US servers. ATN there is no "continent" value though, which EU players want).
3. Yea - I've not put any special q4max scores parsing in yet. Note that D3 / q4mp etc dont provide this info.
4. Yea, someone else commented on this. How often are you really adding servers like this - surely they're all in the master server list already, and just a "find" would do?
5. Copy details (ctrl-shift-c) - although doesnt currently have players (does in my local copy - I commented on this when wanting to paste the i30 repeater with > 100 viewers).
6. Buddy list isnt gunna happen - it just ends up merging with IM tools, and MSN etc are better suited. This is why I dont like X-Fire.
7. Autoupdate - maybe. Requires a bunch of infrastructure behind it, which atm I dont have.
Hey AnthonyJ (or Sync), I know this has been asked forever, but I think we never recieved an "official" response: is there any chance we recieve bots for 1.4 final or his Q4Max related version?
I know you added some new features with 1.4 beta 1 for bot developers, so i was wondering if we will ever recieve bots to practice with =)
Imo, bots would really help new players to learn and play Quake 4.
Q4Max has had bots in development (albeit very slowly) for a long time. Q4Max 0.78a is using the new bot API, and as I commented on the q4max forums the observant amongst you will notice that the bots now move a little better.
They will not be "complete" by the time of 1.4 final release though.
Mmmm... after doing a runBotAAs mp/mapname and doing an addbot bot, the bot doesn't moves in my map. Am I missing something in order to configure then and make them move/shoot?
Ooooh, really really nice, I see a lot of advances with the bots now =) Sure they aren't like the CPMA ones, but hey, at least they now run, they jump, they shoot and they try to dodge =)
Can't wait to see the final version of them, sadly in my country there aren't many good servers with viable ping for me =(
Btw, and this is my last question (=P), is there any FAQ on a site with an explanation of the bot_* commands? If not, could you at least explain what bot_maxJump does?
Nope, they're not currently documented anywhere - most of them are simply debug aids and not really intended for use by players (eg bot_enemyNumber sets the enemy. When its done, obviously it'll decide its enemy automatically).
For bot_maxjump, I dunno, never looked at that code :)
At a guess, its linked to the max distance the bot will attempt to jump rather than run. It wont affect the max distance they can actually jump, because all movement is through the same interface as players - they arent capable of jumping further than real players.
Its great to fine tune the game,but adding bots i think will make Q4 so much more easy for noobs.
I am constantly seeing obviously new players trying thier hand on the Jolt publics.The standard of play is too far advanced for them and they really take a battering.They need to be able to get a better grip of the game before they go online,that is exactly what i did with Q3 bots and i am sure many others did to.
Adding bots and a wider variety of models will not only give the noobs a decent practice platform but also up the FUN factor for everyone,
Edited by ALonDonThinG at 12:20 BST, 12 April 2007
To be able to fire around corners and through crevices without having the rocket apparently hit nothing and explode, since its hitbox is fat. Better precision and all, I suppose. :)
At the moment the difference between a rocket god and just a good rocket user is far less than any other quake because the rockets are fucking fat which means even if you miss a direct rocket "really" it still does 100 damage.
As far as I'm concerned that's a bullshit reason. Sacrificing precision and "skill" in order to make the game slightly less rail and shaft based is just stupid (How can you justify not changing it on those reasons while upgrading the fucking shaft??????). It's lazy game design and shows to me a complete lack of care in the multiplayer design from Raven, it's a single player game mechanic to make rockets feel more real not a multiplayer balancing technique.
Most other games seem to manage some sort of balance with the rocket launcher, shaft and rail without resorting to lowering the skill required to use a weapon and using essentially random elements.
Also forgive me if I'm wrong but wasn't the rocket launcher just tweaked down in power because people said it was too strong and the shaft made more powerful because some people said it was too weak? Perhaps the rocket launcher was too powerful because it would do 100 damage if you got a shot anywhere in the general area of the player.
Although I'm sure it's probably a case of the engine being totall wank and not being able to handle the rockets like that and/or id not being able to code.
Well firstly I'd change it to one pixel and then test it, then tweak stuff. Personally I don't think it would require as much tweaking as it might seem, the lack of direct rockets throws the opponents about instead as you start to get proper knocks ups etc.
"the lack of direct rockets throws the opponents about instead as you start to get proper knocks ups etc."
Speak French please.
I don't understand this sentence, sorry ; cannot continue the discussion until you reformule it or until I find someone to translate into french or simplier english
edit : after analysis, and asking several friends about your sentence : you write like shit
me too, but that's not my native language
anyway, I think I managed to understand you (smaller rox's hitbox size = accurate splash damage and possibly a better knock back management -especially knockback's height) but fuck I'm le tired, gonna take a nap
............I'm talking about the rockets being wide. Currently a shot that "would" be a miss and splash damage in other quakes/ut's etc is resulting in a 100 damage direct hit.
I'm saying the rockets should be 1 pixel wide, this allows
A) You to shoot around corners. This is beneficial to combatting rail/shaft dominance as it allows you to shoot rockets without having to go all the way around a corner and get 90 damage planted on your ass
B) It means that those with great rocket skill are rewarded with 100 damage and good knock ups as opposed to everyone being rewarded with 100 damage and tiny knockups.
Of course the splash damage might have to be tweaked to be bigger or do a little more damage, or even maybe the rockets made faster.
I partly agree with you
anyway I think this need some tests
I don't care about the rox at corner thingy vs a shaft because I don't duel, but a better managed knockback should be great
is gtr dead ? it could provide a good testing platform
"don't care about the rox at corner thingy vs a shaft because I don't duel"
it will effect any gametype :) - in ctf for example, you can take out the flag carrier with an air rox through a small gap - or on tdm you can blast away the quad carrier with a 180 air rox through the hole.
Duel maps Ravage and Torment will benefit hugely as you'll be able to shoot rockets through the small holes/grates. This could also be developed in tdm/ctf maps.
sure that's an improvement, but a little one to me. I don't play competitively and I'm not too regarding about these kind of stuffs ; e.g. things like netcode have to be improved before thinking such details (that's just imo)
but why not
anyway, I'm interested by a better knockback (better hit location, more height gained if well aimed -a better lift management in other words), and the 1pixel large rox tweak could help I think
this would be great, and I would really see a gameplay difference (rox's knockback seeming so random atm)
When you're in a situation where you really need to get a rocket around a corner, or in a tight place, ie under a ledge and you need to shoot up, you have much more room to do it. There are sooooo many times when I fire a rocket which would most likely hit, but is stopped by the side of the wall or something because the rockets are so large. And there in those kind of situations its basically impossible to fire the rocket where it will get through without exposing yourself a lot more, leaving you open to a rail shot. Another thing that can happen is the rockets explode on the wall, which damages you and can push you off a ledge. IMO 1px rockets might make direct hits a bit harder, but it would make splash damage hits and firing around corners a lot easier to pull off, so it should level out.
Maybe it is a bad idea and wouldn't work with Q4 (I doubt it though, seeing as it worked very well in all the other quakes), but it would be nice to at least give it a chance.
The only way this wouldn't make RL gimp is if you made it 1pixel, but raised splash damage. Either radius or dmg itself. For now BECAUSE the pixel is so large, the splash damage is that much more effective cause it thinks it's closer to it's target then what it seems. If you make the pixel smaller RL would become that much less powerful, and it's already the 3rd sometimes 4th weapon of choice in a melee fight. I agree with making the pixel smaller...But only way to do this and make it fair is if you buff something about the rocket. By either
1) Give direct rocket more dmg then just standard 100
2) Give splash damage more radius
3) Make Splash dmg more powerful.
Also don't agree with lowering knockback of rockets. It's the greatest feeling to shoot someone that pops them into the air, then hit an air rock killing them. They already made this a little harder by making hitbox smaller.
Another issue with 1.4.1. SMP 1 is now working AGAINST my frame rate. My CPU is E4300 @ 3.3GHz. The 1.4.1 patch also introduced several performance issues I never had before. Especially in single player.
Suggestion for Q4MAX. Use everything CPM/OSP has. j/k
easy ones please.
Auto lock teams once game starts.
/Topshots (show the person with best stats for each weapon)
CTF - Show Flag Time
Show damage given and received.
Well these could be made by ID themselves if they wanted. But they won't do it. I'd love for them too, but it's usually the MODs that put all the cool features in there.
yeah, I don't understand why such usual features arn't in the vanilla game
we arn't in 1999, esport is real and well alive, and such features are appreciated even on public servers
yet there are some progresses, thx to Sync (brightskins, force model & co), but so much more could be done on simple things without much coding efforts (plus some features are already coded by moding teams)
make me think I'll fucking laugh when I'll see there is no brightskins in vanilla ut3, and stuffs like that, still missing in an online esport oriented game (I soooooo wanna play hide and seek in a fast paced fps against morrons who pick the thinest/darkest skin..)
A small thing: when you are spectating in FFA, it counts as time spent playing. I don't really like it because if you spend 5 mins observing and 5 mins playing it looks like you've been playing for 10 mins. The timer should reset when you join the game imo, and shouldnt even be on when youre observing. Another thing is maybe make the timer more accurate, such as 7m52s or something.
Don't think it is addressed (as default) in 1.4.1 - I was playing on a vq4 FFA server last night, specced the first half of a game, but my timer at the end of the game looked like I was playing the whole game.
There is one thing that annoys me in q4, and that is weapon priority. I don't know of any way to set this, but it should be possible. Say I have very little ammo left but I think it might be enough to finish my opponent, then as I run out of ammo it switches to rail and fires a shot leaving me without the ability to get another weapon up for close to 2 seconds. It shouldn't be a major risk to fire all the ammo you have in a weapon. Letting me setup the priority so it will always switch to say RL or HB or whatever I prefer, as long as I have it, would be nice.
after playing a bit more i have to say that the shaft is nice. now the rl under the mega on monsoon is no longer a deathtrap since the shaft can't reach as far, also the time it takes to take someone down is longer.
hey guys i got a GREAT idea ;p
lets use the weaponswitch and weapondamage from quake 3
that way everybodys happy we all know q3 weapons where balanced good
so why we havin this discussion fix it ! =:)
@syncerror
2 serious bugs:
1. when a player model is spawned, it looks like it's not ready to be shot, in fact there're at least 500ms in which any shot to that model results in no hit, and also i can still see the player model being "dragged" to the spawnpoint, which is totally crap. any visible rendermodel should have a clipmodel *as soon as it becomes visible*
2. huge bug with collision detection or prediction, can't say what of the two. my net_clientPrediction is 0, i shoot a rocket which i see hitting *the middle of the chest of the moving target* which is just falling down some normal edge, and thus is not moving really fast, and i don't get any damage for the hit... ping? 6ms... this must be fixed somehow.
if it's not a clipping error, then in the next patch i want to be able to see *exactly* the infos the client gets from the server, and screw frametime prediction or crap used to smooth anims, i want an option allowing me to see what was really going on at the time the server sent the data...
my keyboard's character repeat delay becomes slow in windows after loading q4 and quiting, but it doesn't happen every time. Anyone else experience this?
I had that problem, until (like AJ said) I found out it was just my keyboard. You'll just have to bind back to a different key (I use WASD and tried back on my X key, and it worked). I guess some keyboards just aren't made for pressing certain buttons at the same time.
- Optimize netcode more, it's too damn sensitive to pingspikes.
- Keep LG as it is now, just get the bug with linux servers fixed and I'm sure it's alright.
ow and yeah, fix the rampjumps, now all my jumps fail =P
I tried to watch a demo today of a game i had yesterday. And i had this weird problem.
When i played the demo it seems i had died during warmup. I didn't bother to spawn as the game was about to start. But the cam stayed at the point where I died. I was running around in the game just the cam stayed at the point where i died.
This only took about 30s then the problem fixed itself. I got the demo and will up it if needed.
I haven't tried this without q4max loaded (I will later today) but when I'm in a server and either disconnect and use the ingame browser to connect to a different server or just go straight to the in game browser without disconnecting from the first server and connecting to another one quake4 will crash everytime.
LG spends bolts way too fast, this needs to be slowed down a bit. Increase the damage, decrease the knockback. Also, it seems like the lg damage isn't registering properly as I am not hearing the damage beeps like i used to before the 1.4.1
sometimes you don't hear the beep when its actually hitting on a server with like a 50 snapshotdelay setting. i did not experience this on any servers with 30
when playing in a lan game...server downloading is a pita. id like it so that the person trying to connect to the server, only has to download whats being played. also, make it so the creator of the server can choose how to send the files. right now i think the only way is to link to URLs afaik. itd be cool if the creator of the sevrer can send files directly.
After seeing how bitchy it seems to be to get the movment to 1.3 standard with the new hitboxes I figure the best thing would really be to go back to the old hitboxes.
The new hitboxes seems to cause alot more trouble than they do good tbh =/
aiming requires more skill and crouchsliding/moving around corners and people feel much better. The only con was the ramp jumps by stairs like on placebo and monsoon but it wasn't that big of a deal and it was adaptable. I say let id work on their new movement, I'm sure it'll turn out to be good (they already helped with part of ramp jumps in a way, see my placebo jump thread)
Well, I don't know if aiming takes more skill, more like, everyone hits less. No real diffrence in the skill it takes.
The movement feels all around pretty fucked for me, haven't found anything possitive with it =/
What needs to be done imo, is to keep the 1.4 hitboxes but give them the exact same movement that 1.3 had. If id can do that then theres nothing to worry about ;)
squarical (I know this word doesn't exist, but you get it anyway) hitbox sux regarding to bump-into/pass a player comparative to octo hitbox (franglish ftw when you're drunk - anyway you got it)
q3 : you can jump over player
q4 : you can glide along player (right word ? take a look x)
else : fail@GoodGameplay
edit : sorry I don't understand how this old comment from 20 April 2007 got highlightnened today
Sync i dont know if something has been changed about that but since 1.4.1 it seems that i have really bad performance on my pc. I used to have 80+ fps in most of the maps (about 70+ in ctf) and now i get an avreage of 30-40 fps in duel and about 15 fps in ctf. I have also formatted with no more results. :( It only does that in q4 since i run cod2 and cnc3 flawlessly.
dunno if this has been noticed yet, but this happened to me yesterday:
I started a singleplayer map with map game/waste.map, entered give all and after a few shots it crashed.
haven't tested other maps yet.
stop making errors in the default.cfg... plz (or atleast give the important settings the right value) and theres probably a reason why ppl prefer playing pr 1.3 instead of 1.4 beta..
i seriously think that adding delay caused by the default config isnt the way 2 go..nuf said.
make pickup radius for flags and powerups larger in ctf. As of now, I often feel like I run through one or the another, but find I don't actually pick the item up. Items were the perfect size for 1.3, but w/ the smaller hitboxes I think the pickup radius should be slightly enlarged.
Make the arms part of the hitbox? Can shoot trough them even when both players are standing still, which is probably the reason for alot of complaints regarding rails going straight trough. Situations like this is so annoying: You see someone camping with regen to gather HP, you only see his arms but place a rail on them and it goes straight trough.
I'm getting this bug in my server with the autodownload function: using net_serverdownload 2 it tries to download pk4s from bahblahblah/ase instead of bahblahblah/q4base. I have tried both with my server and with the default quakecommunity one, none of them work.
For the time being I have bypassed that bug by renaming my baseq4 folder to aseq4.
Also, I just joined a Q4TV server for the first time, and I noticed three more bugs:
- While in timeout you can't show the scoreboard. It flashes for a 1/10 of a second every once in a while though.
- The countdown VO keeps playing even if you stop it. In this case someone called timein, the countdown started, then someone called timeout, but I could hear the VO down to "PLAY" or whatever it says.
- In the Spanish localization, when typing something to chat, the "Enviar" (Send) text overlaps the typing box.
And, as this is a suggestion thread too, I suggest fast mode/fullscreen changes.
I would like to know the technical reason why a player connecting to a server must download all the maps available on it ; why can't this be solved ?
this is still a major q4 problem, as much as netcode issues or movements bugs :
the consequence is "there are no new maps on the servers because admins don't want to force players to download 50MB before playing on their server"
I'm bored of the same maps over and over ; and admins don't install neither FPS map versions (which have a better gameplay than the vanilla ones) for the same reason.
like known bugs, this is also badly hurting q4 growing, but on a less obvious way (yet effective)
please fix that, I can't believe it's impossible
finally, I would like to know where is my damn 1.4-final patch, ffs
:)
"I would like to know the technical reason why a player connecting to a server must download all the maps available on it ; why can't this be solved ?"
There is no reason, because you do not need to - addon.conf solves this. At a cost of a whole bunch of other issues tho, so I think you should really forget about this issue.
Its not as if anyone playing q4 hasnt got a good net connection anyway, so downloading some maps that you'll probably need for other servers isnt a problem.
serioulsy that's an important problem :
-I sometimes do not enter on a server that requiers to dl 50MB (of useless olds beta maps most of the time. servers admins fault, I know, but what can I do about it ?) because I don't want to wait to play
-"Its not as if anyone playing q4 hasnt got a good net connection anyway"
yes it is, and also the most used redirected-maps-ftp is escapedturkey and it's slow as fuck. waiting 5 minutes facing a black screen to play a game is bad. this obviously deserve the game.
-I know at least one server admin who doesn't instal new maps, even if he knows they are better than vanilla ones, because of this dl problem. and I bet there are numerous server admins reasoning the same way.
that's just facts, and these facts are hurting q4.
I hope when netcode and movements problems will be fixed that this will be the next thing on the iD todo list.
it's A solution, not THE solution.
and it's far from being the best one.
and if you wanna know about me : I try to help this game when I can, I even get banned doing this from servers which have assholes admin (hi DAD team :>)
I'm not saying "wtf iD and q4m team are doing, do the work quicker ffs", I just wanted to know what is the state of this particular problem which I found particularly underestimated (but I may be wrong). that's all
But addon.conf is the solution, and its all you're ever gunna get. This allows you to join servers without the maps - but only if the pak contains the addon.conf. This is the reason why Sync tried to convince everyone to release new maps with the addon.conf's.
There is little we or id can do to remove the pk4's that dont have addon.confs (like the said FPS maps).
The only way that could be done would be to do something like refuse to start the server with a bunch of non-addons to force people to update. However since addon.conf's have significant disadvantages there is no way I'd ever recommend that.
I think only few people understood the benefit of addon.conf, and especially how to use it.
because if it's just a 2KB file to add into the pk4 of the map, it's 100% sure that every mapper would include it if they were all aware of it.
rebuilding all of the well known and played maps (20 maps max ?) will not take much work (I would do it if I had knowledge to) ; biggest problem would be to convince server admins to delete the old ones and upload the new versions.
doable
e.g. I'm sure Jolts admins care enough to do it ; and I play a lot on jolts, so I would be motivated (I'm fucking selfish, yep \o/) to learn to rebuilt maps the way they should be.
in the mean time we (#care4q4) should pay some hot cheerleaders to advertise the benefits of addon.conf to the mapper community, thinking of their next releases
sounds machiavellian
"addon.conf's have significant disadvantages"
WUT ?
like what ? can it be "easily" fixed ?
masterplan sounds titanical now
It is still entirely up to the server as to what maps are playable and what will be downloaded, so there while it would be easy to setup, there really is no need for a separate download service to be established in parallel.
if these dang server admins would clean up all the old crappy betas of maps and whatnot, it would be fine, but i hate connecting to a server, d/l mb's of old builds of a maps that NOONE plays.
also... why can't admins put the version they are running in the server name?
If you highlight a server in the server browser, it lists the Game Version and you can filter by mod using the filter cycle in the upper left of the server browser.
Maybe you could for 1.4 PR ask in bold in the readme the admins to make sure they have only the maps they want or something like that... Like to encourage them to remove all maps from their server and keep only officials maps & the ones they are really sure they want to use like recent beta maps :)
Not only crouch-sliding doesn't work on ramps/stairs. Sometimes sliding doesn't work at all and just stops you in place regardless of how fast you are going. For example, I would be running at a fast speed and crouch to slide, but crouching would stop me in place rather than actually slide.
Nah, it happens quite often on every server, both high and low pings. It's frustrating to know that one actually manage to do it every time but for some reason one just stops, like the movement is killed. It's almost like the wall bugg, but it happens on open spaces also :/
It's not lag, get it all the time, even on LANs happens when there's many on the server (more then 3 that is) playing at the same time. Pretty irritating.
naymlis: i am 100% sure its not lag nor its something to do with q4/drivers. I've talked to several people about it already and some are having this problem as well. You can easily exploit this problem in CTF since theres a lot of open spaces so you can easily gain high speeds for crouch sliding.
0.78b has a fix to a problem introduced in 1.4.1 (and in 0.78a) which caused players to completely stop (0 ups) when hitting a wall in some scenarios. This is unrelated to crouch sliding, but I guess is likely to occur at times when you might be crouching.
Yeah know q4max has solved that issue, but the stop we are talking about is almost the same but not near a wall. It's just suddenly all keys and the movement where just killed. It doesn't happen at given times but comes and goes at random. Probably even got it on demo :) I'll check.
im 100% sure its not a q4 issue since I play a shitload and this is something I'd definately notice. The more I read about this the more it reminds me of how its like playing with packet loss / lag even tho you said you're certain its not. I still think its either that or you're just hitting crouch a lil too late which causes you not to slide.
Agreed, the only time this ever happends to me, other than when I know that I actualy screwed up my movement by pressing something to late/to early, is when I get laggspikes.
A suggestion to what to add or remove, i would still bring up the sky, with commands that are locked for MP by using certain ones of them sky is turned off (also with some other stuff making the game look overall horrible) but the point is why hasn't it been added?
Many maps have bright and dumb textures as sky making models hard to see, either a nosky/blacksky variable should be made or a way to just tone down brightness/gamma of the sky and not the whole game.
everytime i do s_restart during a timeout, my pc crashes, i can t even go back to windows or close quake4, i have to reboot it by pressing the power button. Considering all the soud bugs i have (lg loop, rail loop, etc...), that s pretty annoying :)
I've seen a few people posting q4max specific bugs into this thread. Given the size of it and the high likelyhood of me not checking every single post, you really should post this sort of bug in the q4max forums.
Just to remind you, timeout + pause are a q4max feature (or you could be talking about DCTF or XBM for all I know). Having said that, I have nfi why that'd happen, and its probably an OpenAL only issue, so I guess you're sol. Dont do s_restart during timeout ;)
The ability to give Q4 an IRC channel, and everything said in it get's displayed inside Q4 as say. Very nice when servertesting and new ips are given etc. or you are warming up and waiting for other team to show, pretty nice to see when they do inside Q4 instead of switching back and forth all the time. Just a suggestion, nothing more.
no it doesn't... you can't alt tab out of quake4.. itll always be on top of ur screen.. u might be able to use the system tray but you cant see mirc without closing or window mode (which causes lag and crashes)
CTRL+ALT+DEL, then from applications menu "right-click" quake 4 and select minimize. Sometimes it's bugs a bit with mouse cursor not beeing shown on task-manager but pressing alt and selecting something from the menu usually fixes that. Haven't had any bugs or needs to do s_restert or similar with this method and it works.
Easiest is just by making irc always on top and ALT+TAB to it :P but that's not my point, don't wanna do that. Just wanna listen in on text in a certain channel. (More like seeing everything in a war channel and still be inside fullscreen quake playing)
I would like to see an option to disable the display of awards such as Impressive/Excellent/Rampage/Flag Captures/Defense etc, as they can be really annoying.
Also, the pickup radius for flags should be slightly increased.
So many versions of q4 are being released periodically and it is becoming confusing to know which demo belongs to what version. Demos should have the q4 version in their filenames or should be grouped in different folders in the demos folder.
Was not thinking standalone, but engine side converter in q4base/q4mp which would be accessable to mods. Pretty much like a module that checks demo version and loads the appropriate network packet reader for demos and correct set of assets needed for playback.
Is the major problem that demos run in pure mode? Would it take a major engine/demo-sytem rewrite to make demos playable if they are using a different set of pk4 files than the quake version beeing loaded? Not enterily sure how demos work in q4, other than it's a hassle at times to get demos playing, are based on network packets and require certain pk4 files to play. Seems to me that the doom3 engine is the direct opposit of Quake 3 engine, built for SP and MP respectivly.
I think it would benefit Quake 4 a lot more if splash damage weapons had their own hitsounds, like one deeper than the regular hit sound. That way, when shooting rockets, you'll know you didn't do 100 damage. A lot of times it's easy to tell for rockets, like if you hear a hit sound well before it could have touched a wall, but for HB or NG it's different. Both of those weapons have a large blast radius for rapidly firing weapons, making fighting someone in a tight corridor somewhat confusing. I hate hitting 30+ HB shots, and still hearing the armor hit sound. If I knew it was all splash, I would've backed off, knowing my aim was being shitty.
i think it would be difficult to implement since there are already 2 different types of sounds; if the person has armor, the hit sound is kinda shallow and if health only remaining, sound becomes deeper but i do like your idea nonetheless.
weapons are currently overpowered, this is how i believe to fix them (priority order):
1) Rocket Launcher - Splash is huge + inconsistant. Also knockback is too high when you hardly hit. Change back to 100 splash radius from 110 and reduce knockback slightly.
2) Lightning Gun - Silly amount of damage in small time frame. Preferred old beta1 and 1.3 version. Knockback should be lowered at the very least. Back to 0.05 fire rate with 8 damage/9 knockback
-alternative 0.04 fire rate, 7 dmg/8 knockback, 120 ammo on pickup
3) Shotgun - Splash radius is too small; damage at long range shouldnt exist - Splat size increase to 142 from 128
4) Grenades - Projectiles are too big; unit size 3 - smaller splash radius and more bounce also needed
Rockets are pretty much fine, easiest weapon to dodge atm, and not even close to overpowered. (Theres always something wrong with every weapon but this is minor issue.) Rockets are rockets, splash damage is supposed to be medium to large. Ever seen a actual rocket impackt? It's not even close to small so why should it be in the game? If you make the splash damage smaller heres on thing you really fuck up: ROCKETJUMPING! If you fuck up that, the game has lost its touch and people will stop playing it for sure.
LG is overpowered yes, but think it has more to do with the difference in netcode since 1.3 rather then the weapon itself.
As you do none damage the first ms then you do max the next ms. That seems more to be a delay somewhere and that seems to be from the new stuff in the netcode. Knockback is a bit BIG yes, one can actually stear the way an opponent move by shooting him away from you in desired directions, which is pretty fucked (esp when you have haste and stil can't come close to the shooter cause of knockback).
Shotgun is a weapon that has become better, now one can actually use it in a workable range. So it shouldn't be fucked more with. If anything 2 less in splash damage but then it's not the same anymore.
Grenades? wtf it's a weapon perfection. It's either spam and no hit or nice shooting and 1-10 hits per 100 gl. It's to big only for one reason, stop running into mid air grenades =). If you don't do that, then they are pretty small \o/
If you play 1-10 games every second week you should actually not have anything to say on these matters. If you play like 10-20 A DAY then you know whats wrong. But every weapon has something positive or negative, but its all about getting used to it in most cases.
If you want a weapon that is fucked, then you should look at the gauntlet. The time it takes to actually get it to spin is huge. Your pretty much dead every time if the enemy isn't nice enough to do the same and you stop for some seconds before both are good to go. That weapon should have on the spot spinning, as it is a weapon of finishing a person off in a humiliating way.
None has brought this up in a while so why should I when every other person complains about every other weapon. Theres always somebody whining about something, but LG has a huge knockback everything else is minor detail compared to the larger picture of the game. There are other issues that should be addressed WAY before grenades and rockets.
i am not satisfied with the range of the lg. Imho it is a low-range weapon now. A little less knockback and an increased range could be perfect.
BUT all the whining about weapon balance and so on will result in a next beta patch instead of a final... So plz don't care about weapon balancing anymore. Just fix the bugs and release the final patch :)
when downloading files/maps, the estimated time is only in seconds.. i think it would be handy if you had minutes and seconds opposed to just seconds..
The new LG is fine. I think it counters rockets a lot better now. With less knockback, your opponent with rockets would be able to get closer and you would get owned.
Not a Request or something but a question.
When i watch a demo and i am dead and spectating another guy on the server (still in demo) why his movement looks kinda weird.
I hope you know what i mean, same happens when i am spectating a guy on q4TV..
BUG:
Wow, 1.4 has killed singleplayer ... or maybe i need to reinstall.
SinglePlayer (Ubuntu Linux):
Where - In Tram Hub station, when you go to get the repair bots, and at spot with 2 bersekers dropping down.
What - Instant the lights go out, my projectiles disappear. No blaster, no bullets, no shells, nothing. Interesting that my rockets and grenades show (but not the explosions).
Firing the DMG crashes back to main menu. LOL game crashes anyway after I fire about 50 shots from any gun.
The map is still beta, and hasn't evolved since a while, but it doesn't seem to requiers much work to finish it :
-add the weapons and their ammunitions needed in particular rooms
-RL in the Rocket-jumping rooms and the Vmax room
-GL in the Grenade-jumping rooms
-RL/GL/HB/NG in the freestyle room
-optimise fps performance and fix lightning bugs (there is one in the Vmax room when using r_forceambiant>0)
-checking the overall map gameplay design : I'm not able to finish the Advanced Jumping room, and the Expert Jumping room is like omg impossible ; some tricks in the Freestyle room seems unfeasible too, etc.. but anyway I'm not really skilled and so maybe not a good analyst about that. Also it lacks of Ramp-jumping, and something to train Crouch-sliding (maybe a slalom, e.g. a line to track between some pilars in the Freestyle room)
-maybe add a Hyperblaster/Nailgun-climbing room
note : Trickjumper's H0m3 has 500KB of custom textures, hardly replaceable I think ; but I guess id Software could do an exception about the CMP rules for this special map ;)
I just mailed TaLaTro about finishing his map and including it in the CMP, hoping for a positive response ; maybe he'll not have desire or time to finish it, but maybe he'll allow another mapper to do it ; and there are plenty of talented mappers on esr : Lukin_, g0th, killat0n, dnky, MrKat, and more. I guess some of them would be glad to give us a helping hand =)
I just notice that nearly nobody knows how to play this game apart from the duelers community ; go on a CTF, a CA, a DM/TDM public server and you will see that 9 players out of 10 don't know how to do a single trick, and especially the more important in quake basic gameplay : strafe/circle-jumping. You could ask me why do I care about it since I know, me, how to do these tricks, and I would reply :
-Playing against players who don't even know the gameplay basics is boring (also mind that I'm just an average skilled player) ; imagine you are playing a Warcraft game and your opponent is only creating peons, because he only knows this. it's the same : boring
-Playing in a team mod with players who don't even know the gameplay basics is frustrating ; they are not even newbies, because most of them don't even suspect that they are missing a big part of quake's gameplay and so will never improve, and that's what is frustrating.
-These players have to counterbalance there lack of moving technics : most of their game is to camp, hide, rail abuse, and they get in the way of strafe-jumpers, slowing down the whole game and sadly welcoming everybody to their fat paced fps world ; Also they choose ArenaCTF, which introduce unbalanced gameplay to CTF and so is complete crap in my opinion, over normal CTF. This is just slow paced fps annoying bullshits and certainly not how I consider fun in quake, and I believe anybody who know how to play quake would think the same way.
So,
Why not give quake 4's newbies a BIG clue about quake true gameplay ? Adding this map seems to me a good idea (I learned all Quake 4's movement tricks on it) and moreover an easy realizable one.
There isn't any miracle solution to bring some more life to quake, but at least this seems to me an important step in this direction.
By the way, I would like to request too :
-have the HB-climb improved, at the moment its climbing height is limited (maybe add more knockback would fix it ?)
-have an option like the one in Q4MAX to display speed on the HUD, this would really help newbies (no need to reply "they should instal Q4MAX" : I doubt they even know its existence since it's a pro mod)
This Map was made by talatro. He made quick Updates. But since July 06 ( last update of that map ) i heard nothing from him. This version came before Patch 1.3. That means some of the Strafe,circle jumping halls etc. are a little bit easy.
Seriously, is it that hard to implement perfect CPMA's netcode into Q4? Do it ASAP.
If you have 60-70ms you are completly fucked vs a 20-30ms. The netcode is still bollocks, it has that lagged OSP sensation that made you get the BAD habit of aiming kilometers before your enemy moves to compensate the huge lag. As a result, you wouldn't hit shit, specially if you are comming from CPMA, where you have to aim to the enemy, and not to the air.
Also, get rid of that ridiculous and disgusting hitsound and replace it with Q3's one, just like Doom3 and ET:QW did. Trying to be innovative with that is pointless. You can't beat that sound, its perfect, so do it with the next release. And if you don't want to replace it, add it and make it selectable. It can be done in a second and will make some people happy.
Edit: Forgot to add:
Something that should have been gone long time ago, its the ridiculous footstep sounds when you strafe left and right continuously. Its also tedious to see the animation of the marine moving the feets like an overdosed Billi Elliot.
Seriously, it needs to be done. With those two in the next patch, you'll help to end with the gayness model related. Ofc, the game still need some proper Keel/TankJR-ish models, ffs. Near 3 years and still the same stupid ones.
Yeah, Keel-like model is so fucking needed. I think that next q4max version could have a Keel model with brightskins support... that could be really, really nice.
Oh, and like i said in the other thread, CPMA hitsound system, please. As a option, at least. That metallic "titititic" kills me >_<
Oh, and nerf the RL's splash. It's a rocket, not a hidrogen bomb.
The map is still beta, and hasn't evolved since a while, but it doesn't seem to requiers much work to finish it :
-add the weapons and their ammunitions needed in particular rooms
[hide=list]-RL in the Rocket-jumping rooms and the Vmax room
-GL in the Grenade-jumping rooms
-RL/GL/HB/NG in the freestyle room
-optimise fps performance and fix lightning bugs (there is one in the Vmax room when using r_forceambiant>0)
-checking the overall map gameplay design : I'm not able to finish the Advanced Jumping room, and the Expert Jumping room is like omg impossible ; some tricks in the Freestyle room seems unfeasible too, etc.. but anyway I'm not really skilled and so maybe not a good analyst about that. Also it lacks of Ramp-jumping, and something to train Crouch-sliding (maybe a slalom, e.g. a line to track between some pilars in the Freestyle room)
-maybe add a Hyperblaster/Nailgun-climbing room
note : Trickjumper's H0m3 has 500KB of custom textures, hardly replaceable I think ; but I guess id Software could do an exception about the CMP rules for this special map ;)
I just mailed TaLaTro about finishing his map and including it in the CMP, hoping for a positive response ; maybe he'll not have desire or time to finish it, but maybe he'll allow another mapper to do it ; and there are plenty of talented mappers on esr : Lukin_, g0th, killat0n, dnky, MrKat, and more. I guess some of them would be glad to give us a helping hand =)
I just notice that nearly nobody knows how to play this game apart from the duelers community ; go on a CTF, a CA, a DM/TDM public server and you will see that 9 players out of 10 don't know how to do a single trick, and especially the more important in quake basic gameplay : strafe/circle-jumping. You could ask me why do I care about it since I know, me, how to do these tricks, and I would reply :
-Playing against players who don't even know the gameplay basics is boring (also mind that I'm just an average skilled player) ; imagine you are playing a Warcraft game and your opponent is only creating peons, because he only knows this. it's the same : boring
-Playing in a team mod with players who don't even know the gameplay basics is frustrating ; they are not even newbies, because most of them don't even suspect that they are missing a big part of quake's gameplay and so will never improve, and that's what is frustrating.
-These players have to counterbalance there lack of moving technics : most of their game is to camp, hide, rail abuse, and they get in the way of strafe-jumpers, slowing down the whole game and sadly welcoming everybody to their fat paced fps world ; Also they choose ArenaCTF, which introduce unbalanced gameplay to CTF and so is complete crap in my opinion, over normal CTF. This is just slow paced fps annoying bullshits and certainly not how I consider fun in quake, and I believe anybody who know how to play quake would think the same way.
So,
Why not give quake 4's newbies a BIG clue about quake true gameplay ? Adding this map seems to me a good idea (I learned all Quake 4's movement tricks on it) and moreover an easy realizable one.
There isn't any miracle solution to bring some more life to quake, but at least this seems to me an important step in this direction.
Look at these : 1, 2, 3, 4, 5, 6
These textures weigh 432KB once zipped.
I believe these tutorials can even be greatly simplified.
By the way, I would like to request too :
-have the HB-climb improved, at the moment its climbing height is limited (maybe add more knockback would fix it ?)
-have an option like the one in Q4MAX to display speed on the HUD, this would really help newbies (no need to reply "they should instal Q4MAX" : I doubt they even know its existence since it's a pro mod)
So, what do you think SyncError and ESR fellas ?[/hide]
because I would like to be answered.
id cannot make an exception on the no textures rule, because the issue with textures is knowing the original source. I'm sure id dont want to release textures from Tomb Raider or STALKER in the patch.
Besides, if its not even a finished map suitable for 1.4.2 physics, and the original author isnt responding, its a complete non-starter of an idea.
but what I would like to read is SyncError opinion ; if he tells something like "ok, but create the map, textures included, and we will see if it's good enough", maybe we (meaning q4 community) could do this.
don't you see I do allthis (which seems to me the most obvious steps) to help q4 not dying ?
e.g. atm I cannot play anymore this game : the mod I played, ctf, is dead.
I found this fucking rude you don't answer Mr "I'm the guy hired by id to be in touch with the community", but hey I guess it's part of q4 style : doomed from the start