![]() You have to make sure however that server and clients connected to the game have enough CPU power to keep up.If set higher, server and clients will tick faster, allowing for tighter input control and higher FPS. Default is set to 60 fps, which is consistent with previous releases. si_fps server setting allows server administrators to customize the game tick rate.The game will automatically reload to fs_game q4mp when starting a multiplayer server or connecting to one. the multiplayer game now resides in q4mp/.See README_Q4TV_broadcasting.txt for documentation Q4TV: games can be broadcasted live to clients connected as spectators.clear new dict and save/restore serverInfo cvars when doing a reloadEngine for spawnServer.s_useDeferredSettings default changed to 0.fixed issues with switching to addonpaks via the Admin GUI.fixed missing respawn sound with g_simpleItems.increased limit of possible viewers for Q4TV.made use of smaller data types to decrease network traffic.prevented DeadZone triggers from being called in other gameTypes, which caused memory corruption.jump / crouch animation added for players crouched in midair.free gameclient/bot slots for bots removed.net_challengeLimit increased from 15 to 30 seconds to minimize timeouts during loading of an addonpak.shaderParm support added for model renders in GUIs (allows for mods to display brightskins dynamically in GUIs).fixed the need to toggle console before entering a password.projectile explosions/impacts are always predicted correctly now gives much better feedback to the player when lagged.fixed broken firing animation for viewers.fixed NextWeap/PrevWeap when scrolling through several weapons at once.fixed some item pickups not being viewable by Q4TV.gun position option added to Game Options GUI.force pro skins option added to Game Options GUI.new lagometer code, increased performance and works with r_useSMP.added si_fps 'Tickrate' to server browser hover info.allow mods to alter engine level cvar flags.assume private networks are LAN servers net_forceInternet can be used if they aren't.model specfic sound code to allow unique sound sets be defined for each model.removed health/armor adjustments from g_handicap now affects players damage output only.fixed pixelization of all crosshairs, added 2 new ones.fixed player corpses warping to spawn locations.dds files updated (with correct versions) new movemement code on angled surfaces (pm_slidevelocity and pm_powerslide).updated reference netdemo included for performance tests: id_perftest.ndmo85.added g_nailTrail, g_grenadeTrail, g_rocketTrail, g_railTrail, g_napalmTrail to disable weapon trails.bse_rateLimit defaults to 3, showing all shotgun pellet impacts.no gauntlet spinup time, damage is immediate now.s_useOcclusion no longer cheat protected (can be changed by network clients now).hud_showInput cvar (shows the input state to learn how to make particular moves).hud_showSpeed cvar (shows current horizontal speed).fix a crash in single player (sound related).fix client prediction being irregular when connected to a TV repeater.fix network demos not setting the si_fps value properly.change network demo extension to include the protocol number.reworked the hit sounds / hit feedback propagation. ![]() the prediction code of 1.4.1 can be enabled with g_predictProjectiles 1 (client side).revert the projectile code to 1.4.0, not trying to predict projectiles anymore.(can be turned off with net_clientPredictWeaponSwitch 0).predict weapon changes for the local client.si_fps limited to 90fps for q4mp/, now declared in gamecode so mods can change their max.change was initiallly advertised in 1.4.1 but didn't make it in.1.4.1 had a bug that caused a sharp speed drop (this is also fixed).horizontal speed fully maintained when crouch sliding and hitting a ramp.use g_playerLean to scale or disable the effect (client side).player lean, player models lean in the direction of movement.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |