What’s New

Quake — Quake - Update 1

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

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