ok

hate
Posts: 1846
Joined: Mon Dec 13, 1999 8:00 am

ok

Post by hate »

anytime now...
Jenny
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Joined: Mon Oct 17, 2005 7:08 pm

Post by Jenny »

ye,
CPL gave Q4max 1 week before the event to release their update = today.
jester!
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Joined: Mon Oct 31, 2005 1:55 am

Post by jester! »

Thought it was a week from friday? :confused:
xchaser
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Joined: Sat Dec 04, 1999 8:00 am

Post by xchaser »

I am lost what are you peeps talking about?
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MidnightQ4
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Joined: Tue Oct 18, 2005 7:59 pm

Post by MidnightQ4 »

they are talking about an update to q4max obviously :D
jester!
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Post by jester! »

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. :confused:
prince1000
Posts: 1892
Joined: Sun Jan 07, 2001 8:00 am

Post by prince1000 »

The CPL Winter Championships 2005 are taking place Wednesday, December 14 to Sunday, December 18, 2005 at the Hyatt Regency Hotel in downtown Dallas.
tomorrow
jester!
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Post by jester! »

Ah sweetness!
Oeloe
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Joined: Fri Mar 19, 2004 8:00 am

Re: ok

Post by Oeloe »

hate wrote:anytime now...
Right... :icon29:
prince1000
Posts: 1892
Joined: Sun Jan 07, 2001 8:00 am

Post by prince1000 »

Image
Image
Image
jester!
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Joined: Mon Oct 31, 2005 1:55 am

Post by jester! »

Vertex light and Green Armour it seems.

Vertex light for the win!
Oeloe
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Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

Weapon skins! :drool:
Oeloe
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Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

Oeloe wrote:Weapon skins! :drool:
@Jester!: yeah, you can see it in the HUD (for those who are looking for a GA on the map shots. ;) ).

I want this btw. :p
Denz
Posts: 2587
Joined: Thu Aug 17, 2000 7:00 am

Post by Denz »

Nice =]
xchaser
Posts: 280
Joined: Sat Dec 04, 1999 8:00 am

Post by xchaser »

is that the cpl version of q4max? or a new version?
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jester!
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Joined: Mon Oct 31, 2005 1:55 am

Post by jester! »

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.
Oeloe
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Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

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.
jester!
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Joined: Mon Oct 31, 2005 1:55 am

Post by jester! »

I dont follow? You can always load up the mod and watch the demos from within its own folder cant you?

I dont really know, sometimes demos work, other times they dont its pretty flakey either way. :icon32:
Oeloe
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Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

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. :(
prince1000
Posts: 1892
Joined: Sun Jan 07, 2001 8:00 am

Post by prince1000 »

projectiletrail should be gone in next release

or is that xbattle?

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...
jester!
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Post by jester! »

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...
jagwah
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Joined: Sun Nov 27, 2005 8:23 am

Post by jagwah »

anytime now...
taps fingers
[i][color=#FF0000]j[/color][color=#e30000]a[/color][color=#c60000]g[/color][color=#ff5500]w[/color][color=#e35500]a[/color][color=#c65500]h[/color][/i]
Oeloe
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Post by Oeloe »

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. :paranoid:
Dr4ch
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Joined: Thu Nov 03, 2005 6:36 pm

Post by Dr4ch »

Oeloe wrote:
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. :paranoid:
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.
Oeloe
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Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

\o/
Locked