We've just released an update to both the client and the server today. Servers and clients will both need to update as the changes are not compatible between versions, and older servers will be de-listed from the server list. Here's the list of changes:
- add server support for alternate death effects through workshop
- fixed inability to look around after issuing a map_restart while paused
- grappling hooks on dead and disconnected players weren't freed, resulting in the hook snapping from player to player
- clientmute now properly mutes team chat
- fixed some random color issues on map rotation error output
- powerups and keys were spawning before the minimum amount of time at map start
- elder: fixed doubled up fog volume
- ironworks: fixed ffa spawns
Quake Live on Discord
We've setup a public Discord server for Quake Live players to chat and organize pickup matches. Use this invite link to join us and other Quake Live players!
Quake Live on Discord
We've setup a public Discord server for Quake Live players to chat and organize pickup matches. Use this invite link to join us and other Quake Live players!
Quake Live Update v1068
We've just released an update to both the client and the server today. Servers and clients will both need to update as the changes are not compatible between versions, and older servers will be de-listed from the server list. Here's the list of changes:
- worked around corrupted userinfo by kicking players with invalid userinfo - the "sarge" bug. behavior can be controlled with g_kickBadUserInfo in case you notice it kicking too many valid players.
- handle too big scoreboard messages a little better by falling back to a smaller message. some elements of the scoreboard will still be out of date on large servers after this, but the basics will be correct.
- fixed loading loop when clicking on the button in the training center
- don't crash when demoting a player from the server console
- fix "training level: bad spawn" when playing online matches with lots of players on the training maps
- fix PLAY_TIME in stats reporting to not take into account warmup time
- added /listaccess admin command to view access list by page
- fixed issue where factory-based tags were not getting a comma before them properly
- fixed crash from out of range /clientmute parameter
- fixed inability to play demos back from frontend with spaces in filename
- fixed a potential crash in listen servers when clearing out players who haven't de-authed from steam successfully
- fixed alignment of crosshairs 11 and 13 as they were not centered properly
- keys no longer spawn on match start, but instead spawn in at 30s + rand(15s). added cvars to control or remove this ability for both keys and power-ups: g_spawnDelay_key, g_spawnDelayRandom_key, g_spawnDelay_powerup, g_spawnDelayRandom_powerup
- don't show spec item timers for entities flagged with spawnflags 256 (SECRET_ITEM)
- fixed missing FX on medkit
- fixed classic weapon bar being stretched in widescreen
- settings menu: lightning impact was wrong type
- settings menu: added lightning impact cap
- settings menu: added voice chat indicator
- settings menu: added right side weapon bar to weapon bar options
- midlife crisis, smash, sinister, solarium: added teleport decals
- overlord: added FFA spawns
- cliffside, asylum, intervention: fixed some texture issues
- demonkeep: fixed broken lava geometry, and added lavacaulk
- hellsgate: replaced useless shotgun shells with plasma cells
- overkill: fixed HOM near bottom of bridge
QuakeCon 2016 Tournaments Announced
To celebrate 20 years of Quake, we’re pleased to announce this year’s official tournaments to be held August 4-7, 2016 in Dallas, TX in the Wedgwood Ballroom at the Hilton Anatole Hotel.
Players from around the globe will once again come together to compete for their share of $25,000 cash in the QUAKEWORLD 2on2 Team Deathmatch Open and the Quake Live masters will be invited back to battle for the 2016 title in the QUAKE LIVE Duel Masters Championship.
Official QuakeCon 2016 Tournament details and registration information can be found below:
QUAKEWORLD 2on2 TDM OPEN:
The QUAKEWORLD 2on2 TDM Open will feature a competition for up to thirty-two (32) two-player teams battling it out in a double elimination bracket and best-of-three games format. Teams who come out on top will share prizes of $25,000, including $12,000 for the team of champions.
To register for the QUAKEWORLD 2on2 TDM Open, interested competitors can visit the QuakeCon tournament area on-site in the Wedgwood Foyer from 10:00am to 6:00pm CDT on Thursday August 4th for participation availability.
Our last QUAKE LIVE Duel Masters Championship was in 2014, and since then we’ve upped the ante a little bit. The QUAKE LIVE Duel Masters Championship will once again feature known professionals and top QUAKE LIVE competitors in an exclusive tournament. Up to thirty-two (32) of the world’s best QUAKE LIVE players, hand selected by veteran tournament staff from the open online registration, will face-off in the 1 vs. 1 duel for $25,000 in a double elimination bracket, with each match played in a best-of-five-games format. In the end two competitors will remain and thousands will gather to watch as these two best-of-the-best survivors go head-to-head in a single elimination, best-of-five-games throw-down with a $12,000 check written to the champion.
Competitors can register for the Intel QUAKE LIVE Duel Masters online now through April 26th at: quakecon.challonge.com.
For all the official details on QuakeCon tournaments and trials, including rules, requirements, prize money distribution, pool of arenas and additional information, visit www.quakecon.org.
Quake Live Update v1067
We have released a minor update to fix an issue with remote console on the client and the server. There are no other fixes in today's update. Because this is a version number bump, servers will be required to upgrade, and old servers will shortly fall off the master server list. Thank you and have a great weekend!
Quake Live Update v1066
We've just released an update to both the client and the server today. Servers and clients will both need to update as the changes are not compatible between versions, and older servers will be de-listed from the server list. Here's the list of changes:
Client
- set bot_minplayers to 0 in training to prevent bots from showing up in crash course
- don't play sounds that are outside of the player's PVS even if they are included in the snapshot. this should remove extra sounds when spectating someone, and the ability to hear teammates but not enemies. behavior can be changed through s_pvs
- tag search is now case-insensitive
- leading and trailing whitespace is now stripped from tags in the browser
- de-duplicate server tags in the browser
- prevent stats from carrying over on aborted or training matches
- automatically focus the text input on the password dialog box
Server
- include mappool_ffa.txt
- include steam id in /status output
- set sv_includeCurrentMapInVote to 1 to always place the current map in the 3 map vote
- initialize steam gameserver after configs get read, should fix net_port issues with master server
- factories support a "tags" array, which can contain up to 8 strings to automatically be added to the server's tags
- add descriptive error messages when dropping a client due to a steam auth error
Game:
- fix resource hog achievement in non-team modes
- make /players output line up better
- fix duplicate steam ids being printed for spectating players in /players
- added g_powerupRespawn to adjust default powerup respawn time
- change demote/kick rules so you can't ever kick admins and mods, and can't demote people at or above your level
- include missing AAS for mcsarges
- support cg_drawProfileImages for Duel Scoreboard player avatar.
- added cg_voiceChatIndicator
- fix /ban being marked as temporary
- added roundlimit to start and end game stats
- restored spectator HUD in CA while dead
- verify maps and factories exist before allowing callvotes through
- remove g_forceNextMap, use an empty maplist to keep a server on the same map
- removed chaingun ammo from thedukesgarden
- nomipped certain elements in thedukesgarden
- print steam ids for connecting players in the server's console
- FLAG_STATUS stat event to determine when flags were picked up, dropped, returned
- don't berate the player by telling them they lose when they were just a spectator
- fixed a crash in freezetag when a frozen player issues droprune
- fixed an issue where bot_minplayers could not kick bots with spaces in their name
- redo spectator scroller so it doesn't scroll, just flips between pages of spectators
- attempted fix at players not in first place getting "you win" announcements
- fixed callvote teamsize validation in duel and race
- fixed overflowing names on duel scoreboard
December 17:
We've had to re-ship the update to fix the broken lighting in Deep Inside, and default off the sound change since it appeared to be causing stuttering sound for some non-default sound configurations. Servers will have to be updated again, we're sorry for the inconvenience.
- fixed lighting on deepinside
- default s_pvs to 0, since it could still be useful for streamers
- don't kick for steam auth error 6 (issuer cancelled auth ticket)
- sv_fps wasn't fully set as CVAR_ROM, should be locked for real now
- force center weapon bar for dead ca players
- cg_voiceChatIndicator 2 to draw it on the left side in the event that you place your weaponbar on the right
Dedicated Server Update 1064
We've released a minor update to fix 2 of the major sources of crashes in the dedicated server. The client and server are both now 1064.
We've noticed a larger frequency of crashes on the x64 dedicated server binaries compared to the x86. We highly recommend try switching to the x86 server, and see how that affects stability.
A larger bugfix update is in the works to fix the crop of small issues and annoyances since launch, and will be available at a later.
EDIT: We also bumped up the client version to allow listen servers to be listed in the browser, and updated the server browser to start displaying servers when getting the full list more quickly.
Quake Live Steamworks Launch
Today marks a new beginning for Quake Live. Last year we expanded our platform to Steam, and today we have retired our old launcher and services in favor of integrating a robust array of Steamworks alternatives. We are now fully utilizing Steam for Friends, Chat, Lobbies, Voice Chat, Server Browser, Statistics, Achievements, Anti-cheat, Trading Cards, and Workshop.
Steamworks Overview
Steam accounts are now used for all player interactions. Players may now use their Steam display name and profile avatar in-game, and still uniquely identify players by SteamId and Profile pages. Steam Statistics will track your progress in-game, and you will instantly be awarded achievements as you earn them, rather than as matches are completed. Improve your teamplay communication by chatting with players using our new Voice Chat. As you play online you can use the player admin menu to select players and send them Friend Invites, and right click on your friends in the Friend List to view their Statistics and Achievements progress.
Start Match & Server Hosting
Our new Start Match feature allows players to run their own Listen Servers which support Internet, LAN, and local bot-match play. And now it is easier for a group of friends to play either Internet or LAN matches through the new Lobby feature. Have a party of friends join one player’s lobby, and the lobby leader can then join an Internet match through the Match Browser or start a listen server of their own – party members in the lobby will automatically migrate to the server so that your friends are all together when it is time to play.
To spawn persistent Dedicated Servers, we have now made the Linux server files freely available on Steam Tools.
Our server functionality has also been greatly expanded, allowing players to define unique rulesets we call Factories, and allow players to define map pools of varying Game Modes and Factories to run on the same server. Players can then move freely between modes, or servers can be configured to run a mappool of one fixed game mode. Server owners now have the ability to also define persistent access list to automatically grant admin or moderator privileges to certain users, or prevent access entirely from banned players.
For more information, please visit here for instructions on how to setup and launch your own dedicated server.
Steam Workshop
Download new maps, gametype variations, player models, and more through the integrated Steam Workshop support. Find something new and cool every day courtesy of some of Quake's most hardcore fans.
As example workshop items, we have three official Workshop items: Quake Live Holiday Pack, Quake Live Extras Pack, and the QuakeCon 2015 Match Settings as examples of how to add both new map content as well as custom factories to Quake Live.
Subscription Service Retired
By retiring our services and subscription service, all players now have the same benefits and features in-game. All players can participate in map voting processes, have full access to customize their game to the same degree as others, and have the ability to run their own Listen Servers and configure their matches to their own liking. Players wishing to have more control over how they play now also have new callvote options, allowing them to opt into some of our newer gameplay mechanics such as Starting Weapons, Global Ammo, and Item Timers. Over time we found that these features were effective in some modes more than others, and so modes like Free For All now have loadouts disabled by default.
If you have an active Pro subscription, and you failed to download the game through Steam before this launch, please contact customer support for assistance.
Code Fixes & Features
In addition to our new Steamworks features, this update is an accumulation of a year of code updates, optimizations, and over 4,500 map fixes. We hope all players enjoy soaking in our new UI, in-game settings menus, spectating features, UTF-8 text chat, True Type Font support, Workshop, and our Stats API. We have had great pleasure working on this project over the past 8 years, and cannot wait to see what the community comes up with in the many years to come.
Quake Live Update 23
Four new arenas! Two new announcers! Five new medals! Starting weapon changes and more! Today's update brings us some new content and important fixes, read what's new below!
New Arenas Added: [B]Elder[/B]
[IMG]https://i.imgur.com/hNEyrrM.jpg[/IMG]
Deep from within the bowels of the Nameless City lies Elder, a nostalgic Quake 1 inspired arena. This small and simple dreary place is home to more than just it's combatants, for Elder beings lie dormant in waiting, feeding off the pain and torment of it's captives. Locked away within lies 1xRA, 2xYA, 1xMH, and a 1x50hp for players to control, and after two minutes of gameplay two heavy stone doors reveal access to a railgun previously inaccessible. However beware, on Elder more than the usual is up for grabs as one shiny gold key lingers in it's halls for one and only one player to control; control the key and control the map. Designed by Adam 'SyncError' Pyle for Duel, Elder is also available for small FFA and 2v2 TDM matches.
[B]New Game Mechanics:[/B]
Keys - Keys are available for pickup immediately on match start and once picked never respawn until the key holder dies. Kill the key holder and then retrieve the key to gain passage through the locked gold door. Elder introduces this concept with the gold key and door, and we've added support for future maps to also posses silver and master keys. The silver, gold, and master key models were crafted by Jochum 'Hipshot' Skoglund.
Single State (Unary) Switches - Buttons and triggers now exist that allow you to activate a door or platform causing the mover to move once and remain in place for the remainder of the map, allowing maps to dynamically alter over the course of a match. Extending the ramps or opening the Obelisk Courtyard on Elder will create new means to move about the arena.
Created by Colin 'Q50' Dodd, Electrocution is a new to Quake Live Capture the Flag arena made with speed and fast tactics in mind. The most daring players can take their chance with short cuts over the maps walls, but watch out for the lasers, what might be a fast escape can quickly turn into a horrible death.
Face your foes in the ruins of Lost Paradise, a CTF arena created by Chad 'Despair' Younger. Hidden for centuries by the thick jungle, these massive opposing temples were once the site of ancient and bloody battles waged by those seeking to prove their superiority through victory. Multiple paths are available for attack, including a secret underwater entrance that leads to the middle of your opponent's base, as well as a trek through crumbling hallways. Seek out the Mega Health and Health Regen pickups to aid you in your battle.
Brought to us by Todd 'Mr.Clean' Rose, these once-majestic gardens are now forgotten and decayed. Battle through the lost courtyards, halls, and walkways of this twisting arena, where your opponent could come from around any corner. A Mega Health lies in darkened hallways, while the Red Armor awaits on the top floor. Designed for CA and FFA.
[B]Renovated Arenas:[/B]
[B]Pulp Friction[/B]
Industrial Accident by Jason 'Cornelius' Gill has been reworked to improve the gameplay experience. One side of the arena has now been flipped so that base entrances and layouts are the same on each side. Other major changes include a new smaller mid with more cover with an easier to reach Quad, the railguns have been relocated further way from mid to reduce railing, an easier to attack base, and a new gothic theme. But watch out, just because the Quad is easier to reach now, doesn't necessarily make it safer. A large smasher can be triggered above, leaving power-up hungry players into a pile of pulp.
Alternative Announcer Voices: To change the announcer voice, choose between three announcers within the Game Settings Advanced Sound menu, and apply audio changes.
- Added Vadrigar (Classic) Announcer VO option
- Added Daemia (Female) Announcer VO option
New Medals:
Accuracy. Finish a round with over 50% accuracy.
First Frag. Score the first frag in a match.
Headshot. Frag an enemy with a Railgun shot to the head.
Perfect. Win a round without taking any damage.
Quad God. Frag 10 enemies on a single Quad Damage spree.
Changes:
Changed the Loadout menu into a Starting Weapons menu. Only one additional starting weapon is now select-able, and we have removed the Grenade Launcher from the loadout options.
Enabled autoHop in [U]all[/U] modes. Clients may disable with cg_autoHop 0 if they do not like the behavior.
Added an Admin UI menu for server admins and ops.
Weapon Config changes are now more responsive, and are applied immediately upon selecting a new weapon.
Added s_killbeepVolume since some of those sounds are too quiet.
In team modes, teams are no longer preserved after map changes. All players are now prompted the Join Team menu.
Added "You Win" and "You Lose" VO at the end of FFA, Duel, Race, and RR matches.
Added New High Score VO for Race
Added Overtime VO (on first overtime only).
Added Battlesuit VO
Re-added Lead Tied and Teams are Tied VO, due to feedback.
Added Blue / Red Flag Taken VO for spectators (free and first)
Replaced cg_playTeamVO with cg_announcerLastStandingVO, cg_announcerLeadsVO, and cg_announcerTiesVO.
Removed deprecated headshot plums, in light of the new headshot medals.
Removed headshot hitsounds, in light of the new headshot medals.
Added CVAR_REPLICATED to archived sound cvars.
Specified a sort order on liquids/glass/flares/lightbeams shaders; Simple items and similar transparent objects should correctly sort over them now (in most cases).
Fixes:
Fixed a buffer overflow in the Announcer VO sound queue, fixing the FIGHT VO bug (as well as other issues caused by the overflow).
Fixed splash damage being incorrectly awarded instead of direct damage when a projectile hits a player.
Fixed cg_allowTaunt so that it once again prevents taunt animations in addition to taunt sounds.
Fixed missing impact sparks on RL, GL, and BFG hits.
Fixed missing impact sparks on SG kills.
Fixed EV_MISSLE_MISS being triggered on projectile kills instead of EV_MISSILE_HIT.
Fixed several cases of that would cause UI elements to become discolored.
Fixed Lead Lost / Lead Taken VO that wasn't playing in TDM when the teams were tied and someone killed themselves.
Fixed the headshot detection code. Can now shoot down through the head and correctly receive headshots.
Map Changes:
Removed the MG from the following CTF maps:
- Beyond Reality
- Camper Crossings
- Future Crossings
- Gospel Crossings
- Fluorescent (Reverted MG to SG)
- Troubled Waters (Reverted MG to GL)
Infinity
- Added crates to the previously one-way flag entrance.
- Converted base YA to GA
- Moved lg further into the perimeter
- Removed mid SG
- Moved PG to MH room.
- Replaced old PG with a SG.
- Railgun moved to mid water
- Medkit moved to old railgun position
- Added a SG to the upper side hall.
- Removed water from lower hall to flag room, added trims.
- Changed red floor tiles from blue to red
Satanic
- Fixed nodrop fog at quad
- Replace Quad with MH in Duel
Stonekeep
- Fixed race spawns
- RA back to normal time, and MH increased to 60s