Quake Live

Quake Live

Bitter pill to swallow [FINAL BETA]
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Update: 18 May, 2021 @ 10:08am

build 37 - [FINAL BETA]

* Added Railgun & ammo
* Replaced outdoors SG jump with stairs
* Bots now use outdoors SG jump-pad (they previously did not)
* Moved RA tele destination (improves gameplay)
* Various small tweaks made after many hours of offline-deathmatch
* Map is gong into rotation on Pill FT server

Update: 21 Apr, 2021 @ 1:04pm

build 30 [beta 3 branch]

HUGE UPDATE!

* Complete overhaul of lighting & shaders (ambient occlusion and dirtmapping passes)
* Added invis - cycles with regen (sneaky FreezeTag is fun!)
* Detailing pass (beautification)
* Clipping and VIS fully optimised
* Added location info entities (for team play)

Update: 11 Dec, 2020 @ 6:44pm

Build 21

* Big jump is now oval so players can jump down as well as up
( feature requested by magdoll-the-ragdoll )



* No other changes

Update: 6 Dec, 2020 @ 5:04pm

Build 20

* Did a full compile with radiosity, ambient occlusion and -samples 4

* Mostly stable and finalised (near end of beta 2)

Update: 6 Dec, 2020 @ 1:22pm

Build 19

* Additional detailing
* Bot optimisations (clip brushes - no effect on human players)
* Optimised to gain some MOAR FPS in mirror-floor room

Update: 6 Dec, 2020 @ 11:36am

Build 18

* Updated jump-pad textures
* Added ambient sound effects
* Tweaked team location entities
* Fixed some misaligned textures
* Additional detailing and lighting pass

Update: 6 Dec, 2020 @ 8:11am

Build 17

* Visibility, Lighting and bot optimisations
* Fixed some invisible brushes
* Fixed some non-solid brushes
* Gained some FPS in mirror-floor room
* Extensive testing of new layout with bots
* Ammo pickup-count tweaks
* Additional detailing pass
* Synchronised with steam workshop

Update: 6 Dec, 2020 @ 6:41am

Build 16

* Fixed portal cameras
* Additional detailing

Update: 5 Dec, 2020 @ 2:24pm

Build 15

* Tidied up some shaders; gained some frames in the mirror-floor room
* No changes to map

Update: 5 Dec, 2020 @ 11:49am

Build 14 -- [Beta 2]

Beta2 changelog::

* Made all brown rust textures fully solid (should prevent clipping-through-walls bug)
* Reduced 'above-ground' area by ~35%
* Chaingun initial ammo is now 200
* Added CG and LG ammo boxes
* Slighty changed location of SG
* Added upper and lower portals (experimental)
* Replaced GA with YA
* Added info_location entities
* Removed some curves in mirror floor room (players were banging their heads)
* Bottom MG ammo respawn time is now 20 seconds
* Feedback for below-ground layout was positive so no changes have been made there

Known bugs:

Portal cameras have incorrect 'angle' set - I've no desire to do a full compile yet again but will be fixed in next build

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mirror floor can be disabled with cvar "r_fastsky 1"