Time:  19:19:13 CET  10:19:13 PST  13:19:13 EST  03:19:13 Seoul  02:19:13 Beijing
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Quake Live adds more CPM features
It's Tuesday and Quake Live just got updated. Today's update brings some balancing, a bunch of bug fixes such as solving the problem of sound resetting itself. An old feature is also making a come back, CPM hit sounds, with a graphical alternative.
By Henrik 'zappater' Johansson
Sep 23, 2009 02:23
It's Tuesday and Quake Live just got updated. Today's update brings some balancing, a bunch of bug fixes such as solving the problem of sound resetting itself. An old feature is also making a come back, CPM hit sounds, with a graphical alternative.Today's scheduled update for Quake Live mainly focuses on bug fixing. Among the bugs of Quake Live the sound bug is probably the one that has bothered the most people and id Software could happily announce that it has been fixed.
A minor balance change has been made in the shotgun. The weapon shoots pellets in two circles, with the damage of the inner circles pellets getting increased making the shotgun do a total of 110 damage. While speaking of damage, Quake Live now has hit sounds similar to those that can be found in Quake 3 CPM. For those of you who prefer visual indicators, the crosshair can be set to indicate that damage has been dealt using various color schemes or by pulsing.
A small excerpt of the patch notes, for those of you who want to read the full ones they can be found in the devblog.
A minor balance change has been made in the shotgun. The weapon shoots pellets in two circles, with the damage of the inner circles pellets getting increased making the shotgun do a total of 110 damage. While speaking of damage, Quake Live now has hit sounds similar to those that can be found in Quake 3 CPM. For those of you who prefer visual indicators, the crosshair can be set to indicate that damage has been dealt using various color schemes or by pulsing.
A small excerpt of the patch notes, for those of you who want to read the full ones they can be found in the devblog.
"Fixed issues with s_musicvolume and s_volume getting reset to pre-defined values rather than user settings.
Changes to shotgun pellet spread. Inner ring now does more damage than outer ring, for a total of 110 damage.
Added cg_HitBeep (default: 1) to play different tones based on the amount of damage done to an opponent. 0 = off, 1 = single tone (old style), 2 = new multi-tone option, 3 = reverse multi-tone option.
Added cg_crosshairHitColor (default: 1) for hit styles that have a fixed color. For example, some players simply want the crosshair to turn red when a hit is made, rather than change color based on damage applied."
Changes to shotgun pellet spread. Inner ring now does more damage than outer ring, for a total of 110 damage.
Added cg_HitBeep (default: 1) to play different tones based on the amount of damage done to an opponent. 0 = off, 1 = single tone (old style), 2 = new multi-tone option, 3 = reverse multi-tone option.
Added cg_crosshairHitColor (default: 1) for hit styles that have a fixed color. For example, some players simply want the crosshair to turn red when a hit is made, rather than change color based on damage applied."
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That being said, if there's any problem with the cpma netcode I wasn't aware of that, if anything I always heard that cpma's optimization (including netcode) was top notch.
@gaLLo : cpma isn't ra3 though, ra3 is a bit more casual but fun here & there :)
The outer ring thing is already good, but it's still too powerfull...