On esreality arQon said that the CPL puts a lock on mod changes a month before a tourney. However in the case of the winter tournament they relaxed that to a week so that the Q4Max team would have a chance to make use of the SDK release.
Therefore it makes some sense that there will be a release a week before the tournament, which I thought would make for a release on the 9th.
jester! wrote:It will be the version used at the cpl tomorrow, and released to the public very soon so we can watch demos and such most likely.
Hmm, will it have backwards (VQ4) compatibility then? I remember reading that that was not the case... Edit: oops, it's the other way round of course. :icon29: /ignore
Last edited by Oeloe on Thu Dec 15, 2005 5:07 pm, edited 1 time in total.
I really wonder whether Q4MAX (arQon) will be able to fix the footstep sound code. The sound that small dodging moves make is just ridicoulous. :icon33: I hope this isn't like the projectile smoke and double jumping stuff that's (almost?) impossible to change.
the sound in general is a nightmare. i can't tell what's suposed to be there and what's a stutter. fucking hell, i can't even play with headphones anymore it's so annoying...
I hate going by hearsay and stuff I cant quote off hand, but I think arQ or someone else from Q4Max, hemo, keeb, someone, said that the sound engine was something that they really dont want to touch and that Raven will hopefully do something about it.
I havent read that projectile smoke and double jumping were problems either though...
jester! wrote:I havent read that projectile smoke and double jumping were problems either though...
I read on ESR that someone who talked to arQ was told that the double jumping wasn't working because of a problem with the engine or something. Not working properly anyway. There also was a problem with the LG and the smoke trails because they're coded in the def files. That's what i read anyway; hopefully it will turn out to be completely false.
jester! wrote:I havent read that projectile smoke and double jumping were problems either though...
I read on ESR that someone who talked to arQ was told that the double jumping wasn't working because of a problem with the engine or something. Not working properly anyway. There also was a problem with the LG and the smoke trails because they're coded in the def files. That's what i read anyway; hopefully it will turn out to be completely false.
Yes it turns out false.
Double jumps are automaticly enabled if stairjumps (jumping on stairs in edge) are enabled in the code.LG and smoketrails are in the def files but that only makes it easier to modify.