NoQuarter 1.2.5 : Moonshot // UPDATE : Mortar Fix !!

Wolfenstein: Enemy Territory discussion section
Veteran
Posts: 767
Joined: Fri Aug 18, 2006 0:00

NoQuarter 1.2.5 : Moonshot // UPDATE : Mortar Fix !!

Postby Spyhawk » Sun Aug 23, 2009 9:29

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 :

* 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 :P
** 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
[/list][/list]
Last edited by Spyhawk on Sat Aug 29, 2009 12:48, edited 6 times in total.

Veteran
User avatar
Posts: 2713
Joined: Mon Jan 22, 2007 1:00
Location: Finland

Postby Plastic_Jesus » Sun Aug 23, 2009 9:46

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. :D

-*S
S.S.Atrocity wrote:Im pretty sure Saukko will have pages worth of bugs found before anyone knows about the release...lol

Server High Admin
User avatar
Posts: 2194
Joined: Tue Jul 29, 2008 0:00
Location: The Netherlands, PRIME-SQUADRON

Postby davies » Sun Aug 23, 2009 10:41

wow, i would love to see the new NQ on one of the servers (PS#5 :twisted: ).

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)
:D


Davies

btw. nice spot Spyhawk :)
ImageImage
ImageImage

Spam God
User avatar
Posts: 1236
Joined: Sat Aug 30, 2008 0:00
Location: Netherlands

Postby IceCreamy » Sun Aug 23, 2009 12:58

Yup, sounds like big fat fun! I almost can't wait for it :)
My Skype account: IceCreamChris
Feel free to add me :)

Image

Veteran
User avatar
Posts: 2241
Joined: Fri Jan 11, 2008 1:00

Postby Ajit » Sun Aug 23, 2009 13:10

** Stats fix for some weapons - acc & kill count f.e. shotgun and satchel


finally

Talented Spammer
Posts: 114
Joined: Sun Jun 28, 2009 0:00

Postby Skippy » Sun Aug 23, 2009 13:33

This sounds like that the New NQ will be awesome. :)
* Medic skill 8 - improved poison needles (poison drops weapons) ftw :D .

Veteran
Posts: 767
Joined: Fri Aug 18, 2006 0:00

Postby Spyhawk » Sun Aug 23, 2009 14:35

"awsome" is probable is too big word for NQ 1.2.5.

Excepted the anti rambo medic and the pnew LUA interface, everything is bug fixes or minor enhancements. But I am glad that there was a cleanup of the code, because last time I had a look at it it was a real mess.. :]

Website Manager
User avatar
Posts: 6378
Joined: Tue May 09, 2006 0:00
Location: Netherlands

Postby warren-the-ape » Sun Aug 23, 2009 14:56

Spyhawk wrote:everything is bug fixes or minor enhancements.


Lol, minor enhancements? :D 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." Image

Spam Pro
User avatar
Posts: 251
Joined: Tue Nov 07, 2006 1:00
Location: Italy-->Rimini

Re: NoQuarter 1.2.5 : Moonshot

Postby wardew » Sun Aug 23, 2009 20:48

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!! :beer:
bb :P
Image

Talented Spammer
User avatar
Posts: 144
Joined: Mon Aug 10, 2009 0:00

Postby Rafaello » Sun Aug 23, 2009 22:01

Why not rambo medics anymore ??

(My name is rambo :()
Image

Image

Spam Pro
User avatar
Posts: 229
Joined: Fri Jul 04, 2008 0:00
Location: British air waves

Re: NoQuarter 1.2.5 : Moonshot

Postby Audio » Sun Aug 23, 2009 22:08

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!! :beer:
:good:

Looks like they fixed the shotgun too <3 hopefully this will get it back on ps#1
Image

Spam Pro
User avatar
Posts: 251
Joined: Tue Nov 07, 2006 1:00
Location: Italy-->Rimini

Postby wardew » Sun Aug 23, 2009 22:32

Rafaello wrote:Why not rambo medics anymore ??

(My name is rambo :()


quiet.. :wink: everybody plays sometimes with rambomedic.. me also
this is a tradition of ET... but maybe i better be rambo with soldier or not?
a bit more realistic... imo :)
bb
Image

Website Moderator
User avatar
Posts: 5120
Joined: Sat May 06, 2006 0:00

Postby icefrost » Mon Aug 24, 2009 0:20

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."

Talented Spammer
User avatar
Posts: 144
Joined: Mon Aug 10, 2009 0:00

Postby Rafaello » Mon Aug 24, 2009 3:26

But what will be changed for the medics then?
And wardew i dont ask 2 you that you say 2 me that i must be quiet. Only ask what happends with the medics :)
Image

Image

Veteran
Posts: 767
Joined: Fri Aug 18, 2006 0:00

Postby Spyhawk » Mon Aug 24, 2009 4:32

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. :P

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. :P

Official Member
Posts: 549
Joined: Sun Jun 17, 2007 0:00

Postby xochi » Mon Aug 24, 2009 11:29

awesome hopefully not much errors on it :D
but very nice and usefull things also teamwork will be more likely that whill help us all to get object i find that best of all :D and
NO RAMBO MEDICS FINALY :D :D


greetz xochi

Talented Spammer
User avatar
Posts: 144
Joined: Mon Aug 10, 2009 0:00

Postby Rafaello » Mon Aug 24, 2009 13:34

Nice nice :D, I verry like 2 do the OBJ. Much ppl join the server for only kill the players. But the obj is funny, thats the game :D. So its bether not Rambo medics anymore :) But i'm not a rambo medic, if ppl are thinking that :)
Image

Image

Veteran
User avatar
Posts: 1055
Joined: Mon Jul 03, 2006 0:00
Location: Belgium ~ Kortrijk

Postby Harpix » Mon Aug 24, 2009 13:40

Objective hunter award! Hurray!
More teamwork! Hurray!
Less rambo medics! Hurray!
When you cry, we ll be there to sing to you
Image
Image

Spam Pro
User avatar
Posts: 229
Joined: Fri Jul 04, 2008 0:00
Location: British air waves

Postby Audio » Mon Aug 24, 2009 16:22

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 :roll:

Hurrah for engineers having an award...credit at last :o
Image

Official Member
User avatar
Posts: 2598
Joined: Wed Dec 26, 2007 1:00
Location: Estonia

Postby deep » Mon Aug 24, 2009 17:02

"ramboing" is next thing after teamplay which has kept et alive for so long imo.

Spam Kid
User avatar
Posts: 61
Joined: Sun Aug 16, 2009 0:00
Location: Somewhere in Hungary

Postby LyoLevi » Mon Aug 24, 2009 18:29

I really happy about 2 award and that are:
the best Engy (finally i hate rambos thay almost play for themselfs...)
war hero ?! interest the best obj player?!

Server High Admin
User avatar
Posts: 2605
Joined: Mon Sep 24, 2007 0:00
Location: Italy

Postby FlowerPower » Mon Aug 24, 2009 19:52

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 :wink: (looking at Bow, Icy, Seb) :roll:

Spam Lord
Posts: 442
Joined: Tue Oct 28, 2008 1:00
Location: Netherlands.

Postby CheeKy » Mon Aug 24, 2009 22:37

I think removing the 12% hp boost for medic sucks if they wont compensate it.

If they do it, they should compensate it with something as well(a new weapon etc).

Veteran
Posts: 767
Joined: Fri Aug 18, 2006 0:00

Postby Spyhawk » Tue Aug 25, 2009 2:22

Flower > Auto healing can be disabled :P

No need to compensate that, medic have already a strong advantage : giving themselves medipack ! However, they can'tshot while healing this way... :twisted:

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 :P

Spam God
User avatar
Posts: 1457
Joined: Fri Feb 08, 2008 1:00

Postby flow » Tue Aug 25, 2009 15:37

great to see it released :D:D:D
i hope to get test it soon ^^
[ǝʌɐS-ԀX] 2# uoɹpɐnbS ǝɯ!ɹԀ Ⅎo uǝℲ

Image

Next

Return to Enemy Territory Talk

Who is online

Users browsing this forum: No registered users and 6 guests