So if this is 1.2...

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Ganemi
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So if this is 1.2...

Post by Ganemi »

What's the 1.2 update with gameplay fixes that they were going to make before?
Bugsy
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Post by Bugsy »

The gameplay fixes, new content etc. is now know as Point Release 1.3. They had to change the version number from 1.1 to 1.2 because of protocol change in the code.
It's just required, even if 1.2 is just a hotfix for the widescreen bug.

So look to 1.3 for the major changes to the game, hopefully it will be worth the wait. :icon14:
Ganemi
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Post by Ganemi »

I wonder if they update it enough will it be known as Quake 4 2.0
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MKJ
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Post by MKJ »

wait, what? so all 1.2 does is fix the widescreen thing?
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TREASONIST
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Post by TREASONIST »

Bah..ah..haha but it gives you bight skins and force models too.And it only took them 7 months! Just think by oct 07 we might have the game the way it SHOULD have shipped....oh goodie!!!

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Zimbo
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Post by Zimbo »

:icon29:
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SyncError
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Post by SyncError »

The 1.2 that youre speaking of and hasn't happened yet, is what is now being called 1.3.

1.2 was not a planned patch, it was a required hotfix that was made, which pushed the changes intended for 1.2 back to 1.3. The 1.3 Point Release is being worked on. The new content for it is complete, we just have further testing and bug fixing to do. There has also been a huge list of demands for 1.3, I hope to have several (if not most or all) of them tackled in this upcoming patch.
KO
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Post by KO »

Good to hear Syncerror.

I'm sure the community would prefer 1.3 to take a little longer and get everything included. ( then again, did'nt someone say this for 1.1? )

I know you've heard it again and again, but I really feel 1.3 will be Q4's last chance, it will need to be a work of art and not leave a single thing out. Alot of my friends have switched to playing other games such as COD2, BF2, etc. This is quite worrying considering they have played Quake for 5+ years. Summer coming up, as well as playstation3/UT2007/ET:Quakewars/etc/etc. Does Q4 have a realistic chance of keeping its dwindling community? 1.3 will tell.
ppp
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Post by ppp »

Back in the day, new players were prepared to percivere with mastering the strafe jump as there were very few alternatives to Quake. It was really a 2-horse race with UT

Nowadays new players have less patience as there are a zillion alternative FPS games to migrate to

Consider a new FPS player firing up quake for the first time and leaping on a server only to get royally owned by leet strafe jumpers

It's a scary thought but that one last 'ace in the hole', the 'strafe jump 'needs to be brought to the masses and made easier to do

The other thing about Quake 4 is the 'stiff' jumping and no air control which limits 'creativity'

We like the sliding though :icon14:
Ganemi
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Post by Ganemi »

Well said, Pee pee.

I also believe Quake 4 needs better ragdolls, and directional and model dependant gibs.

But you know...though it's not neccessary, it would really add a great feel to the multiplayer environment.

Also, what's with the dead bodies disappearing so quickly? Give us a command variable, man.
Last edited by Ganemi on Tue Apr 25, 2006 11:40 pm, edited 1 time in total.
KMG
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Post by KMG »

So would not having bugs :)
Goofos
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Post by Goofos »

ppp wrote:Consider a new FPS player firing up quake for the first time and leaping on a server only to get royally owned by leet strafe jumpers
You mean 1.3 should remove strafejumps? :p
I cant spell u
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Post by I cant spell u »

There are plenty of noob friendly fps games out there

Counter-Strike
Half-Life 2:Deathmatch (one of my favs)
Unreal series

and more.
Ganemi
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Post by Ganemi »

Gah. I'm also sick of coming to a halt while strafe jumping. I used to be able to fly through Wcp5 (low) without stopping. You'd jump from the flag position, slide down the steps and out the base without slowing down at all. I bet that if someone made a crappy Q4 version (Have you guys seen the w2 and wcp14 remakes? UGH!) you would have a hard time fast capping wcp5.
Goofos
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Post by Goofos »

Porting maps 1:1 from q3 to q4 will never work. Q4 need some other sizes.
Ganemi
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Post by Ganemi »

Anyone else feel like ID needs to fix the ragdolls up?(again, I'm one that enjoys games that please you more than they should, with every kill)

It seems to me, that often times you'll kill someone with the shotgun, and they'll sort of go into ragdoll mode in mid air, and plop to the ground. It seems that the motion of the ragdoll is not dependant on where the player was hit, but actually what gun the player was hit with. Infact, I could probably tell you which guns make the ragdoll fly in its corresponding direction, and I tell ya...that ain't cool.
It's annoying, zapping someone to death with the lightning gun(And watching them get gibbed, which is totally ridiculous coming from an lg), and watching the him headbutt the ground as if the ragdoll had the utmost confidence of skull-bashing victory against it.

And shit, whenever you blast someone it seems like the ragdoll often times goes into a keyframed position, then starts whatever weapon specific motion that it needs to. The arms fly out in that wingspan way, and the model does whatever. It would be nice if down the road they made deaths more dependant on where the player was hit, and the reaction of the non-hit areas dependant on the current weight of the hit area, or something awesome like that, that I probably wouldn't understand.

Imagine railing a guy in the arm and watching him do 4 pirouettes, then slamming into a wall?

Ah, that'd probably never happen. They shouldn't have completely ditched animations, imho. They should've done partial death animations or some shit like that.
iluvquake4
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Post by iluvquake4 »

I wish they would fix the stiff back look. It makes everyone look like they have a bad case of arthritis.

Also, please, by all means, if you want to enhance and add content please don't make it a retail expansion pack. Team Arena appears to flop because people were upset for paying for content that Epic would give their customers for free.

:icon31:
kleeks
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Post by kleeks »

hmm i actually bought team arena :paranoid:


But i have to admit feeling it was worth it for the kami alone :icon32:
kleeks
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Post by kleeks »

Well you have to look on the bright side - If it wasn't for Team Arena, I'd have never graced these hallowed halls - I started to post here regularly in the TA forum.
So thanks to TA you've had my great company for all these years :icon30:
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