Quake - Update 1
Update 1 includes improvements to user controls, the addition of bot support to multiple Deathmatch maps, improvements to bot functionality and several notable bug fixes
Improvements
Controls
-
Improved analog stick input on controllers – now more responsive by default
-
Added deadzone, aim acceleration, exponent and aim smoothing options to tweak gamepad input in the Input Options menu
Map Improvements: Dimension of the Machine
-
Hell or Dark Water (MGE3M2): added checkpoint spawns in co-op after traps section
-
Grave Machine (MGE4M1): added checkpoint spawns in co-op and fixed pain triggers around pentagram
-
A Grave Mistake (MGE4M2): added checkpoint spawns in co-op and pain triggers to prevent falling through and skipping them
General Improvements
-
Save game process is faster on large levels
-
Hosts are now identified by an icon instead of a color to make it easier to distinguish for color blind players
-
Weapon wheel HUD element is no longer cut off on local multiplayer vertical split-screen
Online Multiplayer
-
Removed visible game limit in match browser
-
Improved Scourge of Armagon client-side prediction
Bots Added bot support for the following levels:
-
The Slipgate Complex (E1M1)
-
Castle of the Damned (E1M2)
-
The House of Chthon (E1M7)
-
The Elder God Shrine (E4M3)
-
Shub-Niggurath's Pit (END)
-
The Edge of Oblivion (HIPDM1)
-
The Pumping Station (HIP1M1)
-
Improved bot melee attack, swimming and weapon selection behaviors
-
Added text dialogues for when bots make kills or get killed
-
Improved bot handling of elevators
-
Improved bot navigation on The Abandoned Base (DM3)
**Misc. Improvements **
- Added monitor select option
Control Updates:
-
Added quick save and quick load key binds
-
Added default keyboard binds for the Laser Cannon, and Mjolnir in Scourge of Armagon
Note: Users with existing save data may need to bind these manually from the Input Options menu
BUG FIXES
Gameplay
-
Fixed backward movement speed accidentally being set to walk
-
Game speed now correctly resets after using the Weapon Wheel
-
Resolved a bug that could result in the player getting stuck when jumping out of the water
-
Turning off friendly fire no longer prevents self-damage
Audio
-
Fixed rare audio crash in Scourge of Armagon
-
Resolved issue that caused excessive clipping when multiple sounds play simultaneously
-
Resolved an issue in which the wrong audio track was playing during the Scourge of Armagon demo
-
Fixed an issue in which Track 11 was playing instead of Track 10 on Gloom Keep (E1M5), The Wizard’s Manse (E2M5), The wind Tunnels (E3M5) and Hell’s Atrium (E4M5)
Maps
-
The Silver Key no longer shows up in Hell’s Atrium (E4M5) on Deathmatch
-
Fixed an issue in which some decals were oriented incorrectly in Scourge of Armagon
-
Fixed a lighting bug in The Door to Chthon (E1M6) that caused the darkened path to be lit prematurely
-
Darkened lighting on the roof to restore the original visual effect on Shub-Niggurath's Pit (END)
General
-
Usernames with quotation marks now appear correctly in game
-
Spanish episode end slate text is no longer cut off
-
Texture smoothing setting restores correctly after deactivating the Quake 64 add-on
-
Fixed bug in which enhanced Ogre model would sink into ground plane after death
Online Multiplayer
- Resolved issue when sounds would drop and entities disappear or flicker during online play
Bots
-
Resolved issue where bots would not grab needed pickups
-
Bots should now see all triggers and doors as shootable
-
Bots no longer linger in slime or lava for too long
-
Removed Bot support on maps that lack waypoints
-
Fixed issue in which bots tried to re-use single-use buttons and triggers
Misc.
-
Fixed an issue in which the Max FPS option did not correctly display custom settings in drop down menu
-
Disabled GPU culling to improve performance in Dimension of the Machine
MODDING IMPROVEMENTS
The following changes apply to users who may be developing add-ons that work on the PC version of Quake
-
Added the pr_checkextension cvar and **checkextension ("QUAKE_EX") **function in QuakeC to detect if the mod is running under the updated Quake client
-
Added the cl_nocsqc cvar (it is permanently set to 1 to indicate to modders that CSQC is not supported)
-
Removed the -heapsize command line parameter. It is no longer used in favor of a dynamically sized heap
-
Added FL_NO_BOTS edict flag (Instructs bots to ignore specified object(s) in QuakeC)
-
Added a QuakeC built-in for playing a sound on a client: void localsound( entity client, string sample ) = #80;
Added the following QuakeC built-in functions for drawing debug shapes on clients (these are intended to help mod authors visually debug logic in 3D space):
-
void draw_point( vector point, float colormap, float lifetime, float depthtest ) = #81;
-
void draw_line( vector start, vector end, float colormap, float lifetime, float depthtest ) = #82;
-
void draw_arrow( vector start, vector end, float colormap, float size, float lifetime, float depthtest ) = #83;
-
void draw_ray( vector start, vector direction, float length, float colormap, float size, float lifetime, float depthtest ) = #84;
-
void draw_circle( vector origin, float radius, float colormap, float lifetime, float depthtest ) = #85;
-
void draw_bounds( vector min, vector max, float colormap, float lifetime, float depthtest ) = #86;
-
void draw_worldtext( string s, vector origin, float size, float lifetime, float depthtest ) = #87;
-
void draw_sphere( vector origin, float radius, float colormap, float lifetime, float depthtest ) = #88;
-
void draw_cylinder( vector origin, float halfHeight, float radius, float colormap, float lifetime, float depthtest ) = #89;
-
Added logic that resets AI state to neutral when activating the bot navigation editor
-
Added bot nav editor fullbright toggle key bind to F2
-
Added "CheckForFloor" flag to nav nodes (this can be used for drawbridges, floor traps, etc.)
-
Added "CheckForSolid" flag to nav nodes (this can be used for crushers, traps, movable walls, etc.)
-
Added ability to place nav nodes in shallow lava
Added the following cvars to change nav editor window positions:
-
nav_properties_xpos
-
nav_properties_ypos
-
nav_legend_xpos
-
nav_legend_ypos
Added navEdit_defaultNodeRadius to set preferred default nav node radius Added ability to lock node height in place when moving nodes around Added navEdit_defaultNodeRadius to set preferred default nav node radius Added navEdit_waterLookPointDist to control how far away nodes will be placed in front of player when in water
MODDING FIXES
-
Fixed an issue in which the save command was appending an "s" to the beginning of filenames, resolving auto-save in mods like “Copper”
-
Fixed Alpha not being applied to brush models
-
Restored original behavior of centerprint, sprint, and bprint built-ins to fix issues with mods expecting arguments to concatenate instead of a string format