NoQuarter 1.2.5 : Moonshot // UPDATE : Mortar Fix !!
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NoQuarter 1.2.5 : Moonshot // UPDATE : Mortar Fix !!
UPDATE :
*Download NQ 1.2.5 here
*Download the Mortar fix here
2 weeks ago, the NQ team anounced that NQ 1.2.5 will be soon available.
A really interesting thing is the new g_medic options. No more rambo medic, welcome to more Teamplay, a central piece of ET spirit that cruelty is missing on public server.
Here is the Changelog :
*Download NQ 1.2.5 here
*Download the Mortar fix here
2 weeks ago, the NQ team anounced that NQ 1.2.5 will be soon available.
A really interesting thing is the new g_medic options. No more rambo medic, welcome to more Teamplay, a central piece of ET spirit that cruelty is missing on public server.
Here is the Changelog :
[/list][/list]* Added sounds for field ops artillery/airstrike option
* Aura radius and sprite fix
* Bot rework
** Merged latest omnibot updates
** Bot modname and modversion fix
** Bot event chat fix
** Bots use all available landmines now
** No kick for bots if teamkill restriction is reached
** Rework of bots weapon charge
** Fixed an issue where bots connect with same name
** Bots are ingnored for potential kicks
* General cleanup
** Old bot code removal part II
** Unused cvar/cmd/code clean up (biggest cleanup ever!)
** 37! sound & message spree cvars removed
** SAVEGAME_SUPPORT removed as it was never used
** GAMERANGER code removed
** More MV code excluded
* yadas' client crash log
* Dogtags icon for upcoming versions (NEED MD3 modell if this will be real)
* Fixed !disguise bug
* Menu callvote shuffleteamsxp_norestart fix
* !dw (drop weopons) shrubbot cmd added
* CPU usage server side fix on player_die & calculateranks
* Menu callvote poll fix
* Callvote exploit security fix !!!
* Lua API implementation - thx to ETPub team !!!
** ETPro announce log behavior
* Option to use different Lua libs (f.g. Lua-SQL, Lua-Socket ...)
* Hopefully fixed an issue with script actions
* !showbans negative parameter fix from C3PEG4
* General sound rework
** Lost arty awareness sound activated
** fxSounds fixed
** Sound loading infos added
** New vote sound added
** Unused sounds removed
** New 'caching' code
** Optional sound in case of shrubbot player kick/ban
** Missed world game & item sounds added
* The campaign string is no longer filled up for nuts
* Loose of disguise if jp_insanity 128 is set for all modes
* Tweak menu fix & rework (now contained com_hunkmegs setting)
** NOTE: If you use a costum ui menu you may need to update this!
* !freeze update
** g_slashkill 128 - slash kill is blocked if player is frozen
** Frozen players are not allowed switching the team anymore. Players are frozen for real untill !unfreeze is called or map inits.
* jp_insanity 1024 - displays attacker's HP & distance
* Extended accum operations make life much easier for mapscripters
* Removed g_realism 4 - drop weapons if poisoned
* Added new medic skill 8 - improved poison needles
* Medic skill 8 - improved poison needles (poison drops weapons)
* g_medics
** Flag 16 is fixed
** New anti medic rambo options - see flags > 64
** New default value: medics don't get 12% extra HP
* New awards
** Kick Ass - most kills with the foot. Poison and kick'em
** Panzernoob - most self- & teamkills with panzer. Kick'em as well (from server!)
** Doctor Overdose - most poison kills
** War Hero - most objectives done
** Best Medic
** Best Engineer
* Extended personalized announcers - show who did it
* Fixed some engine and security related issues (remapShader fix)
* Added the etpro mapscript delete statement
* Rework of some events
* Rework of some math and other often called functions
* Dens' sanity checks for userinfo
* New 'caching' code for models
* Aura and InPVS is disabled per default - watch g_realism 8
* g_SBCheats removed - all affected commands require g_tyranny now
* Small fix for g_canisterKick
* Spectator rework
** Follow player bug fixed
** Holding SPRINT-key while clicking mouse will cycle through human players only (skips bots)
* !listteams reactivated
* Chargebar feedback changed - two separate icons show the status of arty & airstrike now
* FX TYPE FABRIC implemented
* Weapons
** Overwork of weapon code and *.weap files
** Fixed an issue of weapon cooling
** Added some alt weap sounds
** Dropped weapon ammo fix - in some cases there was no ammo given
** Damage of some explosive weapons (landmines etc) slightly increased to kill full skilled medics
** Stats fix for some weapons - acc & kill count f.e. shotgun and satchel
** Skill fix for the shotgun - lower light weapon skills have less spread again
** Browning 3rd person model fix
** Code optimization for special weapons like landmines, satchel etc.
* Count selfkill as death
* Rework of some menu files and new credits menu added
* Fixed an issue with team_maxriflegrenades if jp_insanity 128 is set
* Display
** Playernames are colored in follow/deploy text now
** Added cg_smallFont to set client text font size (0 is common size)
** Character head animation fix
* Fixed some shrubbot mute/ban issues
* New shrubbot cmd !banguid to ban players offline added
* Fixed airstrike can kicking and owner swapping causing wrong kills
* Increased some limits for menus (some huge soundpacks did not work)
* Added some "new" animations (in code but never used before)
* cg_spectator introduced
* g_adrenaline 32 has new effect
* Locations
** Rework of location code
** Latest location files added - tu Antman !!!
* Optimization of G_Spawn() & G_FreeEntity()
* Allies gloves color fix
* Scoreboard
** Removed background 2D on ingame scoreboard view
** Intermission scoreboard changed - it displays more names
* Personal messages added to the send message window - use personal and target to send a pm
* Introduced client & server cvar cpu_Affinity - option to set affinity on SMP systems
* Changed NQ licence + NQ won't start on 2.55 based installations anymore - it's about getting them to move forward a bit & was never supported anyway
Last edited by Spyhawk on Sat Aug 29, 2009 12:48, edited 6 times in total.
- Plastic_Jesus
- Posts: 2713
- Joined: Mon Jan 22, 2007 1:00
- Location: Finland
I was really surprised first time when I saw this list... while ago I saw it.
So many new things. Good new awards. And hell yeah no more rambo medics.
1.2.5 is almost perfect. I can't wait it.
-*S
So many new things. Good new awards. And hell yeah no more rambo medics.
1.2.5 is almost perfect. I can't wait it.
-*S
S.S.Atrocity wrote:Im pretty sure Saukko will have pages worth of bugs found before anyone knows about the release...lol
wow, i would love to see the new NQ on one of the servers (PS#5 ).
however I love the idea of new awards
and this sounds also very nice to me:
* Removed g_realism 4 - drop weapons if poisoned
* Added new medic skill 8 - improved poison needles
* Medic skill 8 - improved poison needles (poison drops weapons)
Davies
btw. nice spot Spyhawk
however I love the idea of new awards
and this sounds also very nice to me:
* Removed g_realism 4 - drop weapons if poisoned
* Added new medic skill 8 - improved poison needles
* Medic skill 8 - improved poison needles (poison drops weapons)
Davies
btw. nice spot Spyhawk
- warren-the-ape
- Posts: 6378
- Joined: Tue May 09, 2006 0:00
- Location: Netherlands
Spyhawk wrote:everything is bug fixes or minor enhancements.
Lol, minor enhancements? This release almost includes more fixes and optimizations than all previous releases combined
The release was expected last week but they felt they had to do some final testing and include a few extra fixes before they would call it done.
"When the pin is pulled, Mr. Grenade is not our friend."
Re: NoQuarter 1.2.5 : Moonshot
Spyhawk wrote:* g_medics
** Flag 16 is fixed
** New anti medic rambo options - see flags > 64
** New default value: medics don't get 12% extra HP
** Damage of some explosive weapons (landmines etc) slightly increased to kill full skilled medics
Finally the main problem of this game is fixed!! NQ best mod!!
bb
Re: NoQuarter 1.2.5 : Moonshot
wardew wrote:Spyhawk wrote:* g_medics
** Flag 16 is fixed
** New anti medic rambo options - see flags > 64
** New default value: medics don't get 12% extra HP
** Damage of some explosive weapons (landmines etc) slightly increased to kill full skilled medics
Finally the main problem of this game is fixed!! NQ best mod!!
Looks like they fixed the shotgun too <3 hopefully this will get it back on ps#1
a lot of usefull fixes and a few changes which will also change the gameplay again. i'm looking positive into it, sounds not so bad at all ^^ can't wait to see, how the medics will be if all is fine setted, but they shouldn't be too less powerfull too, since ppl like it as well i guess.
"Some people believe football is a matter of life and death.
I am very disappointed with that attitude.
I can assure you it is much, much more important than that."
I am very disappointed with that attitude.
I can assure you it is much, much more important than that."
Warren > You're right, it is a big release... mostly bug fixes, optimisation, cleaning of code. But there is only a *few features* that will change NQ gameplay/user point of view (that the point I wanted to underline).
And yeah, NQ 1.2.5 is a strong base or future additions in NQ 1.3.0.
Rafaello > Basically, you will have to play *as a team* and not use some rambo medics (on a server with these settings). Use skill, not some "unfair" advantages.
I am really looking forward to playing this new mod, as it fix one of the things that I don't really like in ET.
And yeah, NQ 1.2.5 is a strong base or future additions in NQ 1.3.0.
Rafaello > Basically, you will have to play *as a team* and not use some rambo medics (on a server with these settings). Use skill, not some "unfair" advantages.
I am really looking forward to playing this new mod, as it fix one of the things that I don't really like in ET.
Over the years i've felt that 'some' rambo medics become an important part of a team. Not that they actually work as part of the team, but create the diversion (or clearing) needed for the rest to get by.
Actually getting medics to stop and help will take awhile to sink in.They might just start Rage-quitting when they die too much, or blame everyone else for being noob for not helping them
Hurrah for engineers having an award...credit at last
Actually getting medics to stop and help will take awhile to sink in.They might just start Rage-quitting when they die too much, or blame everyone else for being noob for not helping them
Hurrah for engineers having an award...credit at last
- FlowerPower
- Posts: 2605
- Joined: Mon Sep 24, 2007 0:00
- Location: Italy
Harpix wrote:Objective hunter award! Hurray!
More teamwork! Hurray!
Less rambo medics! Hurray!
I don't think there will be less rambo medics, auto-healing is still the main reason why someone choose to be a "rambo".
In this they will be easy to kill, but not less rambos imho.
Anywat this version is really interesting, I hope we will see it soon on our servers (looking at Bow, Icy, Seb)
Flower > Auto healing can be disabled
No need to compensate that, medic have already a strong advantage : giving themselves medipack ! However, they can'tshot while healing this way...
I also welcome the new award, particularly the "Hero of War" award. ET is a teamplay based gameplay, and it is its strength.. but yeah, teamplay is very difficult to play on public server.
Ramboing is the part of the game that I dislike the most, and that keep me sometimes away from playing ET when I'm fed up with it. I have the soul of an obj player
No need to compensate that, medic have already a strong advantage : giving themselves medipack ! However, they can'tshot while healing this way...
I also welcome the new award, particularly the "Hero of War" award. ET is a teamplay based gameplay, and it is its strength.. but yeah, teamplay is very difficult to play on public server.
Ramboing is the part of the game that I dislike the most, and that keep me sometimes away from playing ET when I'm fed up with it. I have the soul of an obj player
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