Software Details:
Version: 1.0.263
Upload Date: 15 Jul 15
Distribution Type: Freeware
Downloads: 43
Size: 3886 Kb
This plug-in from id Software allows players to participate in the online first-person shooter game Quake Live using their Mozilla Firefox browser, versions 2.0 and up. Users must also register for a free account at the Quake Live Web site in order to initiate gameplay.
What is new in this release:
Gameplay Changes
- Fixed an issue that would cause one flag to go missing during a CTF match
- Fixed issues with s_musicvolume and s_volume getting reset to pre-defined values rather than user settings
- Fix for on-screen damage indicator. The effect was incorrect. Three new cvars have been added as well to modify the effect. (cg_screenDamage, cg_screenDamage_Self, cg_screenDamage_Team)
- Fix for spectator overhead name text popping during scaling
- Console timestamps fixed when using the "echo" command
- Changes to shotgun pellet spread. Inner ring now does more damage than outer ring, for a total of 110 damage
- cg_hudfiles will now default back to ui/hud.txt when incorrectly set
Platform Specific Changes
- OSX: (10.6 specific) Sound issues resulting in extremely loud audio should be fixed
- OSX: Sound mixing speed fixed
- OSX: Right mouse button fixes
- OSX: Game window now always on top
- Linux: Mouse now properly returns to the middle of screen when leaving a menu under in_dgamouse 1. Should help with mouse focus issues
New console variables
- Added cg_HitBeep <0/1/2/3> (default: 1) to play different tones based on the amount of damage done to an opponent. 0 = off, 1 = single tone (old style), 2 = new multi-tone option, 3 = reverse multi-tone option
- Added cg_crosshairHitStyle <0-8> (default: 0) to allow the same information given by cg_HitBeep to be displayed via the crosshair
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- Styles breakdown as follows:
- 0 = Off (the default)
- 1 = Colorize the crosshair based on damage dealt
- 2 = Colorize the crosshair to color designated by cg_crosshairHitColor
- 3 = Pulse the crosshair. (This is an exaggerated/scaled pulse)
- 4 = Colorize by damage and Pulse the crosshair
- 5 = Colorize by cg_crosshairHitColor and Pulse the crosshair
- 6 = Pulse the crosshair with a smaller pulse. (same size as the cg_crosshairPulse uses when picking items up)
- 7 = Colorize by damage and pulse with smaller pulse
- 8 = Colorize by cg_crosshairHitColor and pulse with smaller pulse
- NOTE: If using the exaggerated pulse, you may want to set your cg_crosshairSize to 16, as the default 32 can be a bit overboard
- Added cg_crosshairHitColor <1-7> (default: 1) for hit styles that have a fixed color. For example, some players simply want the crosshair to turn red when a hit is made, rather than change color based on damage applied
- Added cg_crosshairHitTime (default: 200) to allow players to modify the amount of time the crosshair hit effect is displayed
- Added cg_screenDamage <0xRRGGBBAA> (default: 0x700000C8) to colorize the on screen damage indicator; use "cg_screenDamage 0" to disable
- Added cg_screenDamage_Self <0xRRGGBBAA> (default: 0x00000000) to toggle the on screen damage indicator for self damage. (for example, damage from rocket jumping)
- Added cg_screenDamage_Team <0xRRGGBBAA> (default: 0x700000C8) to colorize the on screen damage indicator for team damage; use "cg_screenDamage_Team 0" to disable. (Friendly Fire in Team Deathmatch)
- Added cg_zoomOutOnDeath <0/1> (default: 1) to reset player FOVs back to normal on death. This is useful if you use the cg_zoomToggle cvar
- NOTE: The new cg_hitBeep and cg_crosshairStyle additions give you an idea of how well placed your shot was. They do not indicate how much health/armor your opponent has
Requirements:
Mozilla Firefox 2+
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