Tutorial Quake 4
Bueno para todos aquellos que quieran iniciarse en el Quake 4, www.zonequake.com . ha publicado un tutorial para que todos los que quieran empezar a jugar,puedan hacerlo rapido y sin complicarse.
Tutorial en ZoneQuake
Fuente:ZoneQuake
Nueva Web de la Comunidad de Quake Española
¡Buenas! Bueno como muchos de vosotros sabréis la antigua web
de la comunidad española de Quake ( www.4quakers.com
), pues ha dejado de actualizarse hace un tiempo, y ha desaparecido. Hoy es un
placer poder anunciaros la nueva web de la comunidad de Quake en España, ya seáis
jugadores de Quake 3 o de Quake 4 hay un sitio para vosotros, donde
aprender y donde informaros de la actualizad en el mundo del gaming y del Quake
sobre todo.
Sin mas os esperamos en www.zonequake.com
Un saludo y gracias
Quake4all the movie
De la mano de GameReady Productions , llega su videofrag tributo al Quake 4 y a la gente del canal de IRC de Quakenet , #Quake4All , con una duración de 6:34” , se pueden ver frags y animaciones interesantes, incluida la sorpresa final que no desvelaré aqui.
Technical Information:
File size: 197mb
Codec: XviD
Resolution: 800x500
Length: 6:34min
- Movie File (Q4All - The Movie.avi) 197MB </ul></div>
¡¡ Parche 1.3 !!
Ha salido el parche 1.3, prometido por Id, en el que según sus propias palabras hacen el juego mas rápido y jugable. La lista de cambios lo puedes leer en la noticia completa y en la sección de descargas están los links para bajárselo:
New Multiplayer Game Mode - DeadZone
DeadZone is a brand new team-based multiplayer gametype. Players fight over a limited number of DeadZone artifacts, then race to maintain control of a central scoring zone designated by a scrolling white border. Teams can accumulate points when one or more player from their team is in the DeadZone carrying an artifact. If each team has one or more players in the DeadZone with an artifact at the same time, neither team will gain any points during this stalemate situation. When an artifact is depleted, it returns to its initial spawn location and is available for pick-up. If a player is killed while carrying an artifact, it drops in that location and is again available. The first team to reach the scoring limit wins.
New Multiplayer Weapon - Napalm Gun
Propels an incendiary plasma projectile that explodes and spreads on impact. The dispersed plasma causes damage to any that touch it and continues to burn for a short time.
New Multiplayer Maps
Cavernous Cryonics (q4xctf6) -
These ice caverns were once home to the Makron, and facilitated the preservation of barely living humans awaiting Stroggification. Now it is a fast-paced proving ground that allows for skilled players to take advantage of the many paths to either team’s base. Cavernous Cryonics is designed for small to medium CTF, Arena CTF, and DeadZone matches.
Central Industrial (q4xdm10) -
This tall and narrow structure has a central elliptical chamber that runs the height of the building. Those who dare can take up sniping positions along the chamber - but remember, if you can see one opponent, all your opponents can probably see you. DeadZone adds a small platform to the center of the map as its scoring area, but the map can also be played in DM or TDM.
Warforged (q4xdm11) -
Built into a Stroggos crater wall, this open three-level structure requires quick reflexes and constant movement. Use the jump pads and teleporters to gain an advantage, and try to avoid falling into a predictable path. Warforged is ideal for larger DM, TDM, and DeadZone battles.
Stroyent Red (q4xdm13) -
This abandoned outpost is surrounded by the empty void of space. Be prepared for harrowing chases, and watch your step as the narrow paths and exposed jump pads can lead to certain death. Stroyent Red is best for DM, TDM, and DeadZone matches.
Retrophobopolis (q4xdm14) -
This QUAKE(r) classic has been updated and rebuilt for Quake 4 multiplayer, but it maintains its claustrophobic corridors and trap filled rooms. There are moving floors, lava pits, and hidden portals all around - if you’re not careful, you’ll be the next victim. Retrophobopolis is suitable for Deathmatch, Team Deathmatch, and DeadZone gameplay.
Firewall (q4xdm15) -
Red sand and rust set the tone within this former Strogg vehicle construction facility. A multi-level structure, you’ll have to look high and low for your enemies - there are tons of ways to get around and plenty of places to hide. DeadZone focuses your efforts on the central platform, but DM and TDM will have you moving through the many paths to stay alive.
Stroggenomenon (q4xtourney1) -
A small, tourney focused level, Stroggenomenon funnels you through a series of hallways and passages that will keep you guessing where your opponent is. Steer clear of the dead end if you’re being followed, and utilize the jump pad for a quicker path through the arena. This map is ideal for Tourney, DM and TDM matches.
Verticon (q4xtourney2) -
Verticon will have you seeking higher ground. The Railgun and armor positions force players to sharpen their vertical combat skills, as these key items leave you exposed and without much room to dodge enemy fire. Verticon is designed for DM and TDM matches but is particularly suited for fast-paced Tourney matches.
To use the new maps in the map rotation cycle, a new map cycle script file has been included, called mapcycle-mp3.scriptcfg. To use the new map cycle script:
1. On the Multiplayer- Create Server screen, click “Advanced Options”.
2. In the “Map cycle script file” field, enter “mapcycle-mp3.scriptcfg”.
3. Click “Close advanced options”.
4. Start the server.
Buy Mode
The Quake 4 “Buy Mode” is a server option that can be enabled with any gametype and any arena. The key features of the Buy Mode are:
* Instead of picking up weapons, ammo or armor placed in the map, all items will need to be purchased with credits.
* You can always earn credits by fragging your opponents. You can also earn credits by supporting your team in CTF and DeadZone matches. Capture flags, defend you flag, or help control the DeadZone and watch your credits increase.
* Supported by the following gametypes: DM, TDM, CTF, Arena CTF and Deadzone.
* The server must enable the “Allow Buying” option in the Advanced Server Options menu.
* The Buy Menu is automatically bound to the B key, but if that key is already in use, you will need to bind a key to the Buy Menu in the Controls - Weapons Configuration menu.
* You can purchase:
+ Any weapon in the game… if you have enough credits.
+ You can also buy Team effects such as Health Regeneration, Damage Boost, and Ammo Regeneration. Buying any of these powerups will provide you and your teammates with the effect for a limited time.
+ Ammo Refill - this item refills all weapons in your inventory at the time of purchase.
+ Light Armor - Yellow armor
+ Heavy Armor - Red armor
Fixes & Updates in 1.3:
General:
* Added a single ambient light option. Use r_forceAmbient with a value ranging from 0 to 1.
* Multiplayer weapon damage and movement values have been adjusted.
* The player will now respawn based on his/her last combatant’s location.
* Shotgun hit sounds will no longer drop.
* The game no longer has to be relaunched to access more than 4 netdemos.
* The wrong icon will no longer appear for certain clients after a team shuffle.
* Spawn auto-complete in the RCON window will no longer crash.
* Voting for Team DM and certain maps will no longer load the wrong map.
* The Apply Changes button in the Options menu has been removed.
* A crash will no longer occur in Tourney if a finalist disconnects.
* A player’s name will no longer change to that of the player in the demo if a NetDemo is played.
* Time Limit Hit will no longer be displayed in the wrong circumstances.
Fuente:BluesNews
Noticias Point Release 1.3
Tras una larga espera ya hay noticias de la próxima versión 1.3 de Quake 4. Id Software nos comenta que están haciendo grandes avances en las modificaciones del modo de juego online.
Están implementando unas cuantas características que harán que el juego sea más rápido, suave y competitivo. Se aumentará la movilidad y el control, se mejorará la prestación con diferentes opciones y también cambios en las armas que harán el juego más competitivo.
Actualmente están trabajando en una beta que esperan poder publicar poco después de la QuakeCon.
Beta de Delta CTF Disponible
Tras 4 meses de duro trabajo para los desarrolladores de Delta CTF ya han publicado la primera beta de este mod para Quake 4. En el sitio oficial podréis encontrar servidores para jugar y también para la descarga. También podéis encontrar información general sobre el mod.
Hay que recordar que aún es una beta y todavía tiene bugs por lo que los desarrolladores piden que se les ayude enviándoles información con cualquier problema que se encuentre o cualquier cosa relacionada.
![]()
Servidores disponibles para probar el mod:
- 66.36.243.128:28004 Virginia
- 71.125.51.238:28004 New York City
- 209.160.66.71:28004 Virginia
- 69.64.48.171:28004 St. Louis
- 72.5.249.105:28004 Dallas
- team-infinity.ath.cx:28005 Germany
- 194.116.123.131:28008 Italy
- 80.86.187.109:28005 Germany
Nueva ladder de Q4 CTF
GGL ha abierto una nueva Ladder de Q4 CTF. De momento hay un equipo apuntado y su lista de mapas a jugar es la siguiente:
- FPS Heartless (FPS Heartless)
- FPS DBD (FBS DBD)
- FPS Speedtrap (FPS Speedtrap)
- Mind The Gap (Mind The Gap)
Q4Max 0.75
Nueva versión del mod más jugado en torneos 1on1. Aunque el Warsow araña y atrapa a seguidores del Q4 vemos como el mundillo sigue moviéndose y eso es buena señal para nuestra comunidad. Estos son los cambios más significativos:
-
Nuevo scoreboard, ahora se muestra detalladamente las estadísticas de los jugadores.
-
Nuevo sistema de configs, ahora desde el menú principal del juego se pueden manejar fácilmente.
-
Nuevos sistema de demos, desde el menú principal del juego podemos visualizar nuestras demos fácilmente también x,D.
-
Serverdemo soportado.
Como podéis apreciar, un lujo de cambios. Yo personalmente destacaría que según veo en las opciones se puede poner el timer en la posición que se desee 
Como siempre podeís descargarlo de nuestra sección.
Changelog completo:
- add: Freezetag gametype added.
- Two standard modes, "FTEU" and "FTUS". Players are frozen until thawed by a teammate.
- Callvote "thawtime" controls how long it takes to thaw.
- Callvote "thawauto" controls time before players autothaw.
- Callvote "thawtime" controls how long it takes to thaw.
- add: Demo playback menu - shows all netdemos.
- To playback most demos, "Enforce Files" must be turned ON (demo_enforcefs 1 or 2)
- "Force media only" (demo_enforcefs 1) will play the demo with all the paks it was recorded with BUT using the latest Q4Max game code (instead of the version the demo was recorded with).
- "Force all paks" (demo_enforcefs 2) will play it with all paks - including game code it was recorded with (instead of the latest game code).
- Q4Max 0.75 can play most demos recorded with 0.74a and 0.74b except for TDM demos, which must be played back using "Force all paks".
- If all required files are not present, the filenames and checksums will be displayed - if more than 1 is missing, they will all be listed on the console.
- Support will not be provided for errors encountered using "Enforce Files - OFF". As usual, if there's something odd in playback, enforcefs 2 is a safe way out.
- "Force media only" (demo_enforcefs 1) will play the demo with all the paks it was recorded with BUT using the latest Q4Max game code (instead of the version the demo was recorded with).
- add: Player Profiles.
- Some competitions do not allow cvars not editable via the gui to be used. Player profiles are restricted .cfg's that may only contain settings that can be adjusted via the gui.
- The cfg's can be saved and loaded via the menu interface or via the loadProfile / saveProfile commands.
- When loaded via these commands or the user interface, no "restricted" cvar can be changed, allowing this menu to be used to load configs in competitions.
- The cfg's can be saved and loaded via the menu interface or via the loadProfile / saveProfile commands.
- add: CPMA style duel scoreboard.
- Shows stats for both players, and a layout more suited to 1v1.
- add: "Net" now displayed in the TDM scoreboard.
- add: Callvote modelsounds 1 enables strogg sounds on all strogg models.
- Applies a full soundset - pain, jumps, footsteps etc. Can be used with cg_enemymodel "strogg" or similar to get enemy sounds.
- add: autorecord command records a netdemo with a name in the same format as autoaction recorded demos.
- add: Client XML stats include "damagegiven" and "damagetaken" values
- add: Server + client XML stats output kills for each weapon
- add: cg_railstyle (0|1, default 1)
- alternate rail trail styles. 1 is q4 default, 0 has no swirl
- add: hud_timer (-1|0|1, default 1)
- 1 - Standard Q4 (countdown)
- 0 - no timer
- -1 - Inverted (count up)
- 0 - no timer
- add: hud_timerposition (default 305 10)
- x/y position of the timer
- chg: ui_autoswitch (bitmask, default 3) now allows switching to weapons that have no ammo
- 0 manual switches
- 1 auto switches
- 2 manual switches, empty weapons allowed
- 1 auto switches
- chg: cg_ambienteffects is now a bitmask (default 3)
- 0 - don't show any ambient particle effects
- 1 - show world effects
- 2 - show item effects
- 1 - show world effects
- chg: instagib can now only be changed via modes - "callvote mode IFFA" instead of "callvote instagib 1"
- chg: after playing a demo, force a reloadEngine command so that the "latest" menus are reloaded - applies to demo_enforcefs 1 only.
- chg: autoaction demos in duel now use Name-vs-Name format
- chg: "qanotes" command removed, allowing q<tab> for quit. Thx goes to RR2DO2 @ SD.
- chg: brighter PM skins
- chg: nopicmipped id's Pro brightskins
- chg: "helmeted" skin has a bright helmet.
- chg: Statistics in _ingamestats and summary statistics tab shown to .1% accuracy.
- fix: (RB) "FreeCurrentPVS: invalid handle" server errors. Error reduced to a warning, code protected so that it cannot do any harm, and causes of calling FreeCurrentPVS with an invalid handle corrected.
- fix: (RB) hitbeeps not sounding if a shot hit multiple targets
- fix: (RB) toggling ingame stats was drawing the hud twice
- fix: (RB - Performance) optimised/fixed assorted broken code, for up to 25% fps boost.
- fix: (RB - Performance) projectiles performance improved, reducing CPU load when spamming with HB / RL.
- fix: (RB - Performance) ui_showgun implemention changed, thus providing performance boosts with showgun 0.
- fix: (RB - Performance) Improved g_simpleitems implementation, giving bigger FPS gains.
- fix: (Performance) Improved cg_ambientEffects implementation, giving bigger FPS gains.
- fix: (RB) Player physics bugs corrected, which were causing jumps to be missed.
- fix: changing between the stock hud_styles ingame didn't initialise hud team colouring
- fix: "no ammo" sign disappears properly when you pick up ammo for an empty weapon. props to Lava of jachud fame :)
- fix: compound mode+map votes misbehaving, you can now vote both in one go
- fix: serverdemo playback now uses the correct cg_weaponfoveffect, g_gunx/y/z cvars
- fix: serverdemos no longer crash on playback if the game reaches overtime
- fix: Vote menu now shows only modes defined as available on the server by si_modes (including custom modes). Note: custom modes will not be shown if si_modes is blank.
Covlan III finalista: SK.fooKi
Este fin de semana se ha celebrado la tercera edición del evento llamado COVLAN, uno de los eventos internacionales de Quake IV más de moda que se ha celebrado en la localidad inglesa de Coventry.
Aquí teneis los resultados:
Torneo 1v1 CovLAN Q4
2.
3.
4.
5-6.
7-8.
9-12.
Result TDM CovLAN Q4
2.
3.
PiLauncher 0.91b
PMods presenta PiLauncher, una utilidad para lanzar multiples juegos. PiLauncher muestra una lista de todos los mods para los juegos instalados y los lanza con un simple clic. Soporta Quake 3, Quake 4, Enemy Territory, Doom 3 y más. Para que funcione se necesita tener instalado el Framework .NET 2.0.
Más videos de Quake 4 Fortress
Más videos de Quake 4 Fortress. Éstos son probablemente los últimos videos que saldrán antes del testeo. Nos muestran cómo en ingeniero coloca una centinela y los destrozos que ésta puede causar, e igualmente, cómo pueden destruirla los enemigos. También nos enseñan cómo personalizar los colores que vemos de ambos equipos y el vídeo del pirotécnico con su lanzallamas y el del espía con su invisibilidad.
Nota: Hay que tener en cuenta que estos videos son de una alpha interna del equipo de desarrollo y no está terminada.
Lista de mapas definitiva
<?xml:namespace prefix = st1 ns = "urn:schemas-microsoft-com:office:smarttags" />
Aquí podéis ver la lista de jugadores profesionales que han sido invitados para dicho comité:
</IMG> Jared “Cha0ticz” Cugno is from the United States and represents Check 6.
</IMG> Mark “cl0ck” McGrail is from the United States and represents Check 6
</IMG> Jake “Mojo” Valianes is from Canada and represents Team Excello.
</IMG> Ivo “Forever” Lindhout is from the Netherlands and represents tek9
</IMG> Karl “fooki” Johansson is from Sweden and represents SK Gaming.
</IMG> Stephen “Ph4ntom” Cloete is from South Africa and represents Quadrant 6.
</IMG> Rafik “LoSt-CaUsE” Bryant is from the United States represents EKE.
</IMG> Sander “vo0” Kaasjager is from Holland and represents Fnatic.
</IMG> Brian “dkt” Flander is from the United States and represents Team zEx.
</IMG> Jason “Socrates” Sylka is from the United States and represents Complexity.
</IMG> James “TooGoood” Harding is from the UK and represents Fnatic.
</IMG> Michael “Winz” Bignet is from France and represents Team aAa.
</IMG> Magnus “Fox” Olsson is from Sweden and represents the Free Players.
Y la lista de gente de la comunidad invitada:
Community
</IMG> Jeremy “Mashlin” Silveira is from the United States and is head of CAL’s Quake divisions.
</IMG> Sujoy “Sujoy” Roy is from the UK and owns ESReality.com.
</IMG> Tyler “digismack” Morgan is from the Caribbean and runs mygameroom.com.
</IMG> Casper “Zeicon” Christophersen is from Denmark and is both a mapper and player.
</IMG> Alex “noetix” Joyce is an active community member from Australia.
</IMG> Jonathan “Manic” Bourne is from South Africa and runs Quadrant6.com, a clan and esports news portal.
</IMG> Simon “yrim” Feely is an active community member from the United States.
</IMG> Bobby “Weenus” Hicks provides 1v1 coverage for Gotfrag and is from the United States.
Tras meditarlo mucho y rebanarse los sesos entre la elección de cinco mapas de ocho o nueve que hay, llegaron a la decisión que cambiara nuestras vidas. Los mapas elegidos son:
Solo recordar que las versiones de Galang, Monsoon y A man called Sun son nuevas (v1.2) y según Lukin, las definitivas.<?xml:namespace prefix = o ns = "urn:schemas-microsoft-com:office:office" />
La batalla: Q4Max vs XBattle
GGL publica un nuevo artículo titulado "Modder Than Hell: The q4max vs xbattle wars". Leyéndolo por encima parece ser un debate sobre qué mod de competición es mejor: Q4Max o Xbattle.
Nuevos videos de Q4 Fortress
Quake 4 Fortress nos enseña nuevos videos de este mod en donde muestra las habilidades de un médico y un hwguy atacando, con saltos y efectos, escalada de paredes, vuelos en el aire controlados y más. Dentro de poco Q4F nos mostrará una versión demo y se podrá empezar a hacer pruebas (aún os podéis apuntar al testeo).

Para el testeo el equipo de desarrollo de Q4F necesita servidores donde
poder realizarlo, por este motivo están haciendo un llamamiento a todos
los admin de servidores para que les ayuden. Si quieres ayudar hay que
enviar un email
con la dirección ip, la conexión de los servidores, la especificación
del sistema de los servidores y la localización del servidor. Los
servidores deberían ser capaces de admitir de 12 a 16 jugadores, en
este momento están buscando servidores bajo windows.
Nota: Estos videos son alfas internas que todavía están incompletas.
ESReality Norte America Quake 4 Cup #1

EKE|LoSt-CaUsE ha ganado la primera edición de esta competición contra
b|d-mik3d en la gran final. Ya se han subido la mayoría de las demos. Sin embargo faltan las de LoSt-CaUsE y la mayoria de Clamp-ok. En el futuro no subir las demos afectará a la participación.
Próximamente se anunciaran más detalles del siguiente torneo. Tienen pensado que se realice en dos semanas. Los mejores 8 jugadores serán invitados de nuevo, los otros 8 serán nuevos.
Gran Final
<blockquote>
EKE|LoSt-CaUsE [2
] b|d-mik3d
Phrantic - [12:5]
Lost Fleet- [14:10]
</blockquote>Consolation Final
Monsoon - [15:10]
Lost Fleet OTx2 - [17:24]
Phrantic- [7:20]
Más información en la página web de esreality.com para ver los resultados de las rondas anteriores.
Q4max 0.74b
Nueva versión del mod q4max, la 074B. El principal cambio es el arreglo del bufix con el cual se caía el servidor.
Changelog completo:
- chg: autoaction now stores screenshots in the screenshots/ directory.
- chg: Show a message in the chat window when someone disconnects.
- chg: g_clientprojectilecolision marked as archive, so now stored in configs automatically
- fix: bug relating to animations not loaded on the server, causing warnings and then state errors.
- fix: health/armor no longer decreases at all during a timeout / pause.
- fix: respawn minimum / maximum time no longer affected by timeout / pause.
- fix: (Performance) a little more HUD tweaking.
Como siempre, lo podéis encontrar en nuestra sección de descargas.
Expert CTF 1.02 Disponible
Nueva versión de Expert CTF 1.02. Algunas características de este mod:
- Powershield - cuando está activo reduce el daño a la mitad.
- Salto mutante, te permite saltar largas distancias.
- Artefacto de vampiro, hará que parte del daño que causes al enemigo se ganará en vida.
- Incluido un ejemplo de mapa que muestra todos los powerups y elementos de xctf.
- Añadido un pack grande de munición XCTF.
- Cambiados efectos de sonido de la Granada para distinguirla del Rocket.
- Añadida la habilidad para cambiar la cantidad de disparos de rail, opción del servidor.
- Añadida la habilidad para adaptar qué elementos del mapa se cargan.
- Añadidas cvars en el servidor: max_health y max_armor
Para más información visita el foro o la página web oficial del mod.
Config Generator 0.92
Ha salido una nueva versión del generador de configuraciones q4cfg. Esta versión soporta Q4Max 0.74, X-Battle 0.23 y el nuevo mod GameType Revolution (GTR).
q4cfg usa dos controles Activex muy comunes pero que sin embargo puede que no se tengan. De todos modos, las ultimas versiones de estos controles se incluyen con q4cfg. En el readme se puede ver las instrucciones para la instalación de estos 2 controles para arrancar q4cfg.
Más información en el canal #q4cfg en la red de irc quakenet o en su web.
SMP Macintosh Patch 1.2
Aspyr Media, Inc. ha publicado una actualización para Quake 4 sobre MAC que actualiza cualquier versión anterior a la 1.2.
Esta actualización oficial arregla problemas encontrados en multiplayer
y singleplayer desde la salida del juego, también incluye nuevos mapas
multiplayer.
Además de los cambios y los arreglos mencionados, esta actualización
añade soporte a procesadores Intel Dual Core. Los jugadores que tienen
sistemas con estos procesadores notarán mejoras significativas.
Arreglos/Cambios
<ul><li>
Soporte dual core</li><li>
Arreglado el sistema pure server.</li></ul>
Disponible GameType Revolution 0.15
Ha aparecido un nuevo mod llamado GameType Revolution. Entre las característica de GTR se incluye:
<ul><li>Mejorado el tipo de juego.</li><li>Añadido un nuevo tipo de juego con baja gravedad junto con un paquete de mapas.</li><li>Estilo libre.</li><li>Quake4World.</li><li>Añadido soporte al tipo de juego original BaseQ4</li></ul>El potencial del mod lo puedes ver en el video que han creado, parece ser que va a ser toda una revolución, en su web podeís ver más información.
MAXscores 1.3.6 publicado
MAXscores, el bot de puntuación de IRC que funciona con Q4MAX y X-Battle, se actualizó a la versión 1.3.6 el 3 de mayo. Una importante mejora es la habilidad de informar sobre la puntuación de varios servidores de juegos a multiples canales y/o redes. También se han implementado muchas otras reformas de la interfaz gráfica de usuario (GUI).
Puedes descargar la versión de MaXScores para windows, o el paquete de código fuente. Para más información, como los changelogs anteriores y los planes futuros puedes echarle un vistazo a la documentación.
Changelog de MAXSCores 1.3.6:
<ul><li>Reforma en la Interfaz grafica de usuario.</li><li>Añadida la posibilidad de informar en varias redes y canales
(networks.ini), incluyendo la configuración de la autentificación en
cada red.</li><li>Añadido el comando “rehash” a las opciones IRC-Msg para recargar la actual configuración de “config.ini”.</li><li>Añadidos los comandos necesarios para la habilitación para varias redes.</li><li>Añadido un plugin de base para ampliar la utilización del bot a futuros mods (requerido conocimiento de python).</li><li>Optimizada la salida de IRC.</li><li>Mejorado al máximo el panel de configuración de la salida de IRC.</li><li>Optimizado el funcionamiento de la autentificación en el IRC.</li><li>Rehecho el código fuente.</li><li>Añadida una ventana para la configuración del irc a la GUI que sirve
para configurar múltiples redes de irc, canales, nicks y
autentificaciones.</li><li>Reformada la ventana de estado de logs con log de filtros - adicionalmente ahora se puede copiar texto largo.</li><li>Eliminado “announceplayers” como opción del config.ini, ahora se incluye dentro de “statusannounce” ($ext_players_TEAM).</li><li>Añadido “\n” (salto de linea) para las plantillas de anuncio para que la nueva linea lo sea también en el IRC.</li><li>Añadidas plantillas de anuncios 1v1 (estilo rocketspeed-bot) y TDM a la documentación/wiki.</li><li>Añadido “authTemplates.ini para diferentes tipos de autentificación
en diferentes redes (actualmente: Quakenet, GameSurge y Freenode).</li><li>Mejorado la actualización de las puntuaciones internamente.</li><li>Añadido sistema de ayuda a la GUI.</li><li>Eliminada la opción forcemod de la lÍnea de comandos (-m).
</li></ul>
ESReality Norte America Quake 4 Cup #1

Primer torneo de una serie de competiciones por invitación de la web ESReality, participarán los mejores Quakers de todo el mundo. El primer torneo se realiza en américa y será este domingo día 7 a partir de las 21 hora española.
RoMe de RadioITG comentará el partido por radio. Bots de puntuaciones y otro tipo de información en el canal oficial del irc en #ESRi en el servidor Gamesurge.net.
En breve saldrán los brackets con emparejamientos por sorteo.
Actualización: Ya han salido los brackets. Todos los partidos serán a doble eliminatoria al mejor de tres.
Los invitados al torneo:
x6//destrukt
EG|gellehsak
b|d-mik3d
b|d-naymlis
/
fzer0-Clamp-ok
D|S-griffin
SK.fooKi
EKE|LoSt-CaUsE
EKE|WAR1OCK
_Apo5tol
[CCCP]ERMAC
geoff
ENE|vamp1re
chrome/missy
]km[flame
xlo^Mojo
Videos de Q4 Fortress
El equipo de Q4F nos presenta unos nuevos vídeos de su alpha intera. En los vídeos aparece un soldado saltando lanzando cohetes y granadas, mientras el ‘Demoman’ nos enseña sus habilidades y las bombas trampa. También podemos ver un francotirador y un explorador.
Q4Max 0.74a
Ha salido nueva actualización de q4max. Es un parche de la versión anterior ya que esta tenía algunos problemas debido a pocos fps y mucho lag.
Revisando los problemas han hecho algunos cambios que creen que arreglarán los fps en general. También hablan más sobre el problema y otras posibles soluciones en su web.
Nota de instalación: Como esto es una actualización y no una versión
completa, hay que añadir el pk4 adicional a la instalación existente de
q4max 0.74. Más información en el Changelog.
<?xml version=”1.0” standalone=”yes”?>
<!DOCTYPE html PUBLIC “-//W3C//DTD HTML 4.0 Transitional//EN” “http://www.w3.org/TR/REC-html40/loose.dtd”>
Quake 4 Actualización 1.2.1 para Linux
Nueva actualización de Quake 4 sólo para linux. Añade aceleración de renderizador SMP a la versión de Linux y es totalmente compatible con las anteriores versiones 1.2.
El binario SMP requiere una versión modificada de la librería SDL, la cual se incluye en el instalador.
Otros problemas arreglados:
- Ya no se usarán SDL_ListModes para filtrar las resoluciones
disponibles (poner +set r_useSDLModes para volver a habilitar,
SDL_ListModes no devuelve un número suficiente de las posibles soluciones).
- Arreglados los parones producidos por la resolución de DNS (problema especifico de Linux).
- Arreglado un bug en la descarga: si el
servidor está configurado con fs_*path con alguna “\” al final, puede
hacer que se corte un carácter al devolver la URL de descarga.
Descargar 1.2.1 Point Release Full Patch (linux) (117 MB)
Rocket Arena 4 05beta 3
Nueva versión del Rocket Arena 4 totalmente compatible con la última Point Realease 1.2. El changelog a continuación:
chg: You can no longer freefly in competition mode.
add: Server 'branding' / banner on connect.
Fixed a bug from ID causing the hud not to disable when spectating and viewing the scoreboard.
add: EoR (End of Round) window á la RA3, but with tons of more info.
add: Holy Shit Award
fix: You now keep your weapon across rounds.
fix: Health/armor left no longer displays in compmode.
fix: All reported crashes have been fixed.
fix: The kill command works again.
chg: Merged with 1.2 SDK. Took about 5 minutes, since only about 5 very minor things had changed (like typos).
add: Queue position indicator.
fix: Removed stupid idiot code that most likely was causing all the crashing.
fix: Damage stats no longer use bogus entity numbers.
???: Started rewriting some of the arena core logic bits.
fix: A crash that sometimes happens on connect.
fix: say no longer acts like it's sayWorld.
fix: Defaulting sayWorld and sayTeam on the server console to 'say'. Using any of them on the server console before the next patch will crash your server. ( Thanks to Gza for providing the .dmp and .dbg )
fix: Fixed issue where server would hang in an infinite loop when voting to one of the new maps from id.
fix: Fixed crash issue on some client disconnects.
fix: Some issues with the new stock maps not working.
fix: Windows 2000 crash issues.
add: Killer's HP and armor are now shown when you die.
chg: Endgame delay increased to 5 seconds. This will give you more time between rounds.
chg: Ready icons are no longer shown on the scoreboard after readyup is complete, or if the arena is not in compmode.
add: specInvite, specRevoke.
chg: Increased through-floor damage slightly.
chg: Merge with Q4 1.1 final SDK.
add: New scoreboard column type: RA4_SBTYPE_READY ( ready icon ).
add: Readyup period before match in compmode.
add: Competition mode vote.
chg: Cannot spectate other team in competition mode.
add: RA4 now generates crash report files if it crashes. The files are created in the arena directory and will be named using the date and time and end in .dmp and .dbg. You need to deliver these two files to us so we can fix the problem. You can send the files by either posting on the forum or emailing them.
fix: Demos work again.
add: Shots and hits fields added to stats window.
add: Shots & hits data sent to stats window.
add: Falling damage vote added to the menu.
chg: No falling damage before round starts.
add: Falling damage vote.
chg: Frags now reset when joining an arena.
add: Scoreboard team headers use team/enemy color if available.
chg: The scoreboard made wider to allow bigger font and more fields.
add: Scoreboard now displays damage given of players listed in teams.
add: Scoreboard now displays damage given and kills of players listed as spectators.
chg: Changed script event names in scoreboard.script to reflect changes in naming policy.
chg: Changed script event name setsbcolumn to addsbcolumn.
add: Damage given and damage taken scoreboard column types. See Custom GUIs
fix: Can no longer spec players in other arenas.
fix: ra4_projectileTrails now works as indicated by the help.
fix: Rockets have their fire back, but trail turned off.
fix: sayTeam works correctly.
chg: Guis merged to work with 1.1 beta.
rem: Removed force models option (the on/off toggle) from the multiplayer settings menu since its no longer needed.
chg: Scoreboard now uses enemy/team color or strogg/marine color (if enemycolors are off) to show who's dead and who's alive.
chg: Team overlay no longer displays dead players.
chg: RA4 now builds with the 1.1 beta SDK
chg: ra4_forceTeamModel -> g_forceTeamModel
chg: ra4_forceEnemyModel -> g_forceEnemyModel
Ya está disponible en nuestra sección de descargas.
Stupid Angry Bots para Quake 4
El conocido mod que añade bots para el Quake 4 (antes era un mod del Quake 3) tiene una nueva versión que da compatibilidad con la última versión del Quake 4 hasta la fecha. Si quieres jugar con bots al Quake 4 por el motivo que sea, puedes descargártelo desde Gamersmafia.
Fuente:PlanetQuake
X-Battle 0.23 fixed
Ya está disponible en nuestra sección de descargas la versión 0.23 fix despues de los problemas relativos a la propiedad intelectual al usar material bajo copyright ... El changelog cambia poco:
fix: coach works correctly on listenservers now (evil thing!)
fix: ref_allcaptain sets correct captain status
fix: powerups not disappearing in hud when switching spectated player.
fix: reset ready status on mapchange.
fix: powerups are shown again if spectating a player.
fix: vote-menu shows vote "yes" and "no" when using XBM votes.
fix: autofollow no longer toggles between players with the same priority
powerup.
fix: fixed an issue with skipworldfx and simpleitems on listenserver spawn.
fix: scoreboard / skins show wrong teams.
fix: fixed a problem with client projectile collision detection.
fix: spectators hud receives events like flagTaken, flagDrop or flagReturn
fix: overtime modes now works correctly again.
fix: map votes via menu work again in special combinations.
fix: own railtrail color in non-teamgames.
fix: pro-marine / pro-strogg teamskin now works as brightskins too.
fix: scorebot freezebug after a mapchange.
fix: removed ready status when switching to spectator or switching team.
fix: cleared player scores after team switch.
fix: fragged player in gametype ClanArena don't disappear in teamoverlay.
fix: glow effects are now correctly handled with r_skipWorldFX.
fix: spectators now see fragmessages of spectated player in their hud.
add: spectators and coaches now see overlay info at crosshair.
add: cl_nomip to allow changing graphics to picmip 1, regardless of current
picmip settings.
add: cl_q3Zoom to allow q3 zoom style. ( community request )
add: global PU spawn sound like it was in q3 when g_PUbehavior is
enabled.
add: cl_ammoCheck to controls the behaviour of empty weapons.
add: s_altEnemySounds ( Fixed, used Q4 sounds, no Q3)
add: captain commands "captains", "invite", "pickplayer", "removeplayer"
"kickplayer", "resign", "teamready", "readyteam", "accept"
and "decline"; see client-commands.txt for details.
add: match_lateJoin to enable/disable players to join a running match.
add: team_allCaptain to control player captain assignment.
add: team_noControls to disable captain commands on e.g. public servers.
add: team_noTeamReady to disable "teamready" command.
add: vote_allow_allcaptain to control "allcaptain" vote.
add: new vote option "allcaptain".
add: hardconfigs for NGL.
add: new value '2' for hud_showTeamHealth to show plain text instead of
graphical icons in aimtext at crosshair.
chg: aimtext at crosshair shows up immediatelly without fading in.
chg: default cl_enemyColor* / cl_teamColor* colors changed to red/blue.
chg: not showing captain icons in scoreboard with team_allCaptain set.
chg: new captain icons in scoreboard
chg: coachInvite, coachKick, teamlock, teamunlock, time, timeout and timein
commands are limited to captains in team games.
chg: g_allowShaftInWater now is really like it was in QuakeWorld!
chg: machine gun sound 5db increased. (ori q4: -3db / previous XBM: -13db / now: -8db
chg: cl_teamRails command description.
chg: gametype/hardconfig votes no longer reset vote_allow_gametype cvar.
chg: g_firstPURandomSpawn renamed to g_PUbehavior and added to hardconfigs.
chg: voteoption firstpurandomspawn|fpurs renamed to pubehavior|pub.
chg: g_PUbehavior 1 now also sets the time until a dropped powerup is
removed from the map changed to 30 seconds (q3style).
chg: players/listPlayers missing colorcode added.
Para finalizar os dejo este config-generator, para los menos 'avispaos'.
Problemas con el Nuevo X-Battle 0.23
Tras la publicación hace pocos dias de la nueva versión 0.23 del mod usado en Clanbase y otras competiciones TDM Europeas, ha tenido que retirar su versión por problemas de copyright con los sonidos de keel y tankjr.
X-Battle ya ha retirado esta versión de su pagina web. Próximamente lanzaran una versión hotfix que no cause problemas de copyright ...
Este era el changelog de esta versión 0.23 inicial:
fix: coach works correctly on listenservers now (evil thing!)
fix: ref_allcaptain sets correct captain status
fix: powerups not disappearing in hud when switching spectated player.
fix: reset ready status on mapchange.
fix: powerups are shown again if spectating a player.
fix: vote-menu shows vote "yes" and "no" when using XBM votes.
fix: autofollow no longer toggles between players with the same priority
powerup.
fix: fixed an issue with skipworldfx and simpleitems on listenserver spawn.
fix: scoreboard / skins show wrong teams.
fix: fixed a problem with client projectile collision detection.
fix: spectators hud receives events like flagTaken, flagDrop or flagReturn
fix: overtime modes now works correctly again.
fix: map votes via menu work again in special combinations.
fix: own railtrail color in non-teamgames.
fix: pro-marine / pro-strogg teamskin now works as brightskins too.
fix: scorebot freezebug after a mapchange.
fix: removed ready status when switching to spectator or switching team.
fix: cleared player scores after team switch.
fix: fragged player in gametype ClanArena don't disappear in teamoverlay.
fix: glow effects are now correctly handled with r_skipWorldFX.
fix: spectators now see fragmessages of spectated player in their hud.
add: spectators and coaches now see overlay info at crosshair.
add: cl_nomip to allow changing graphics to picmip 1, regardless of current
picmip settings.
add: cl_q3Zoom to allow q3 zoom style. ( community request )
add: global PU spawn sound like it was in q3 when g_PUbehavior is
enabled.
add: cl_ammoCheck to controls the behaviour of empty weapons.
add: s_altEnemySounds to use tankjr sounds for an opponent model. ( community request )
add: captain commands "captains", "invite", "pickplayer", "removeplayer"
"kickplayer", "resign", "teamready", "readyteam", "accept"
and "decline"; see client-commands.txt for details.
add: match_lateJoin to enable/disable players to join a running match.
add: team_allCaptain to control player captain assignment.
add: team_noControls to disable captain commands on e.g. public servers.
add: team_noTeamReady to disable "teamready" command.
add: vote_allow_allcaptain to control "allcaptain" vote.
add: new vote option "allcaptain".
add: hardconfigs for NGL.
add: new value '2' for hud_showTeamHealth to show plain text instead of
graphical icons in aimtext at crosshair.
chg: aimtext at crosshair shows up immediatelly without fading in.
chg: default cl_enemyColor* / cl_teamColor* colors changed to red/blue.
chg: not showing captain icons in scoreboard with team_allCaptain set.
chg: new captain icons in scoreboard
chg: coachInvite, coachKick, teamlock, teamunlock, time, timeout and timein
commands are limited to captains in team games.
chg: g_allowShaftInWater now is really like it was in QuakeWorld!
chg: machine gun sound 5db increased. (ori q4: -3db / previous XBM: -13db / now: -8db
chg: cl_teamRails command description.
chg: gametype/hardconfig votes no longer reset vote_allow_gametype cvar.
chg: g_firstPURandomSpawn renamed to g_PUbehavior and added to hardconfigs.
chg: voteoption firstpurandomspawn|fpurs renamed to pubehavior|pub.
chg: g_PUbehavior 1 now also sets the time until a dropped powerup is
removed from the map changed to 30 seconds (q3style).
chg: players/listPlayers missing colorcode added.
Nuevo Q4MAX 0.74
Nueva versión del conocido mod Q4MAX. Los principales cambios son:
- Coach mode, including a coach voicechat button
- Spectator locking
- Two layer custom crosshairs (including large sizes)
- Client-side hitscan tint selection
- Pause/timeout countin, and countdown clock
Changelog completo:
- add: Q4 1.2 compatibility
- add: Q4 1.1 final changes, including LG buzz fix, support for * in net_serverDlTable, and tick/crosses as ready indicators in the scoreboard.
- add: Spectator locking. "speclock", "specinvite", "specrevoke" commands for players allow teams to be locked from specing. "speclockstrogg", "speclockmarine", "specunlockstrogg", "specunlockmarine", "speclockall", "speckunlockall" for referees to control speclock.
- add: coachmode. "coachinvite" the player you want to be coach - accepted with "coach", and declined with "coachdecline". Can be revoked by team members via "coachrevoke", or by the coach via "cancelcoach". Coaches can only spec the team they're the coach of, but may take part in teamchat (including voicechat). Coaches are highlighted by an orange (strogg) / green (marine) C on the scoreboard.
- add: _button1 / Voice To Followed (coach) in the controls menu : send voicechat to the person you are currently viewing when you're a coach
- add: "unpause" / "timein" commands as alternatives to hitting "pause" and "timeout" a second time.
- add: Announcer counts in at end of pause/timeout. During this period it is possible for a player to re-pause/timeout, in case the unpause/timein was accidental.
- add: Display of amount of time remaining during a timeout.
- add: "cancelref" command to return to an ordinary player having previously been a referee.
- add: Chat token #p - last picked-up item
- add: cg_usehitscantint replacing si_allowhitscantint - made client side.
- 0 - no tinting allowed
- 1 - player hitscan tinting allowed in DM, NO hitscan tinting in team games
- 2 - player hitscan tinting allowed in DM, use strogg-marine colors in team games
- 3 - player hitscan tinting allowed in DM, use teamcolor-enemycolor in team games
- 4 - enemies use cg_enemyHitscanTint and teammates use cg_teamHitscanTint
- 5 - same as 4, except the local player uses ui_hitscantint
- add: ui_showgun 2 - in-view gun model doesn't bob/sway. Also accessible via Settings - Game Options - Draw Gun Model.
- add: Menus updated to include further options, and remove redundant SP options.
- add: Two layer crosshairs. The second layer is controlled via g_customcrosshair2, g_crosshairsize2, g_crosshaircolor2
- add: g_crosshairblink can disable blinking the crosshair red when hits are registered.
- chg: g_crosshairsize no longer limited to specific values. Range 4 - 100.
- chg: g_crosshairCustom number now indicates the file, rather than indicating the file cvar should be checked. g_crosshairCustomFile is now redundant.
- chg: Some stock crosshairs made symmetric. This is required for all the crosshairs to line up properly with each other in two-layer configurations.
- chg: Chat token #i now reports all items (ammo, all health and armor sizes).
- chg: Renamed pm_speed, pm_walkspeed and pm_crouchspeed to g_* to resolve user issues with pm_ set to singleplayer values.
- chg: r_vertexLight can now be enabled on listen servers.
- chg: Show the team scores as well as team counts in CTFS / CA.
- chg: g_clientProjectileCollision defaults to 0. This corrects issues with rockets apparently colliding twice.
- chg: Referees are now highlighted by a yellow R in the scoreboard.
- chg: net_serverDlTable set to blank (the q4 default) is assumed to be the same as *
- chg: Cvar defaults for autodownload are set to automatically download from the q4files repository at http://files.quake4world.com - if your server runs maps not on this server, it is recommended that you upload the maps to this site.
- chg: Reverted spawn logic to that used in q4max 0.72 and earlier.
- chg: When a game ends at timelimit, output the name of the winner / winning team, rather than just "Timelimit hit".
- chg: Exception handler now marks the error report more clearly, and includes the base address in the single line error report. If you get an ACCESS_VIOLATION or any similar error, then please condump and supply as much information as possible - the details from the error log are marked with "8<- - - -" markers before and after.
- chg: Eliminated a couple of repeated warnings (eg precaching head model .cm's), and reduced some others to developer 1.
- fix: Avoid shutting down the server if a map uses Sky Portal Cameras (eg Monsoon), when used in Tourney with 4 or more players.
- fix: server hang on cycling spectators if you're following a player who disconnects, and there is nobody else you can spectate.
- fix: Updated sample mapcycle.config supplied. If si_mapcycle is used to cycle maps / gametypes and the server runs CTFS, CA, or Duel you must use a q4max aware mapcycle. You also most use this if you wish to use gametype cycling, otherwise the server may suffer from shutdowns with no error.
- fix: Two partial solutions to autodownload stripping the first char (engine bug). Set fs_*path without trail slashes, especially fs_basepath. If this is not the case, a warning will be shown. Also, if the missing char is detected, the download will complete, however the client will save the file to the incorrect place.
- fix: idEntity::AddDamageEffect protected against potential ACCESS_VIOLATION errors.
Recordad que esta versión es solo compatible con la nueva Point Realease 1.2.
Quake 4



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