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ok
Posted: Wed Dec 07, 2005 12:42 am
by hate
anytime now...
Posted: Wed Dec 07, 2005 12:44 am
by Jenny
ye,
CPL gave Q4max 1 week before the event to release their update = today.
Posted: Wed Dec 07, 2005 1:59 am
by jester!
Thought it was a week from friday?

Posted: Wed Dec 07, 2005 2:19 am
by xchaser
I am lost what are you peeps talking about?
Posted: Wed Dec 07, 2005 2:37 am
by MidnightQ4
they are talking about an update to q4max obviously

Posted: Wed Dec 07, 2005 2:42 am
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.

Posted: Wed Dec 07, 2005 2:45 am
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
Posted: Wed Dec 07, 2005 3:11 am
by jester!
Ah sweetness!
Re: ok
Posted: Mon Dec 12, 2005 12:03 pm
by Oeloe
hate wrote:anytime now...
Right... :icon29:
Posted: Wed Dec 14, 2005 4:52 pm
by prince1000
Posted: Wed Dec 14, 2005 4:57 pm
by jester!
Vertex light and Green Armour it seems.
Vertex light for the win!
Posted: Wed Dec 14, 2005 5:46 pm
by Oeloe
Weapon skins!

Posted: Wed Dec 14, 2005 7:02 pm
by Oeloe
Oeloe wrote:Weapon skins!

@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.

Posted: Wed Dec 14, 2005 8:07 pm
by Denz
Nice =]
Posted: Wed Dec 14, 2005 8:43 pm
by xchaser
is that the cpl version of q4max? or a new version?
Posted: Wed Dec 14, 2005 9:05 pm
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.
Posted: Wed Dec 14, 2005 10:11 pm
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
Posted: Wed Dec 14, 2005 10:13 pm
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:
Posted: Thu Dec 15, 2005 9:19 pm
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.

Posted: Thu Dec 15, 2005 9:21 pm
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...
Posted: Thu Dec 15, 2005 10:18 pm
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...
Posted: Fri Dec 16, 2005 3:53 am
by jagwah
anytime now...
taps fingers
Posted: Fri Dec 16, 2005 9:35 am
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.

Posted: Fri Dec 16, 2005 11:24 am
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.

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.
Posted: Fri Dec 16, 2005 3:11 pm
by Oeloe
\o/