Doom3 1.1 Patch Released
Rogerpq3 writes "The first non-beta patch for DOOM 3 has been released. The patch addresses many issues found in multiplayer and single player portions of the game. It also adds a Win32 dedicated server executable. You can download the patch at: FileFront, Doom3HQ, FileShack, Worthplaying, and GamersHell."
Next time you karma whore, please use Plain Old Text...I can't read a thing in that post!
"Some things have to be believed to be seen." - Ralph Hodgson
damn forgot to preview
GENERAL
- Querying a cvar (typing name with no value on the console) now also prints out help text
- Updated some cvar docs
STABILITY
- Fixed desktop crash when loading a QuickSave made when during influence in EPD Lab in Alphalabs 1
- Fixed game freezing if in-game MP menu is opened just after a change map vote Passes and just before the map changes.
- Fixed duplicate player names shutting down a server during map changes
INTERFACE
- Fixed scrolling lists with arrow keys while holding control crashing game
- Added toggle functionality to movement commands (i.e. toggle crouch as opposed to holding the button down)
- Added in_togglecrouch, in_togglerun, & in_togglezoom
- Added dialog to multiplayer video settings menu telling user that changes require exiting game before they'll take effect
- Fixed remote password field only displaying 3-4 characters at a time.
- Fixed g_voteFlags so that spectator and nextmap could be individually toggled
- Made print screen bindable.
- Made Alt-Gr (right alt) bindable separately for European versions. For english versions, right alt and left alt both bind as "alt" so that US users who currently have something bound to right alt don't have their config affected by the update.
- Added mouse wheel scrolling to server list (gui list boxes).
SINGLE PLAYER
- Fixed issue when switching between flashlight and previous weapon after using the PDA.
NETWORKING/MULTIPLAYER
- Bumped damage up on rocket jumping in multiplayer
- Decreased damage from chaingun to 25 in multiplayer
- Exploding barrels to full damage to attacker in multiplayer
- Increased height for falling damage in multiplayer
- Made g_fov modifiable in mutiplayer from 90 to 110
- Changed server protocol version from 1.33 to 1.34
- Changed idEntity::SetName to allow entities to be named after startup during network games
- Changed idClass:ostEventArgs to allow script threads to post events during network games
- Changed net_allowCheats to allow cheat commands during network games
- Fixed projectile launched from wrong position when player exits teleporter while holding fire
- Fixed rocket launcher dealing no splash damage to player at certain angle in Edge 2
- Fixed light from flashlight remaining after player is killed.
- Fixed frags going negative when over 64. Maxfrags now at 100.
- Fixed -1/1 ammo count while dropping weapon in multiplayer
- Fixed no rockets in view-model rocket launcher when first picked up
- Exploding barrels now give credit for kills to the player who damaged the barrel in multiplayer
- Fixed chaingun flickering on/off when spectating another player in Tourney
- Fixed no "You lose" message being played for loser in Last Man Standing.
- Added join messages when players join an MP game.
- Fixed players stuck spectating when no spectators vote is passed.
- Added chat and connection interrupted icons
- Fixed Frag Chamber doors killing player if they're moving towards them just as they open (kill trigger was turned off too late in the script).
- Added build for a dedicated server executable (DooM3Ded.exe) on Win32.
- Fixed problems with server list:
- wrong server being joined when sorting
- wrong server being joined when filtering
- server list not being sorted initially by ping.
- Chat text no longer converts high-ASCII chars to periods
- Fixed problem with players logging on and being stuck in spectator mode, yet not really spectating
- Fixed Incorrect scoring information appears on scoreboard
- Fixed backpack secret exploit on d3dm5 "Lights Out"
- Added chat/lag icons
- Elevators now return to their home position even if someone is standing on them
RENDERING
- r_aspectRatio now uses 0, 1, or 2 (4:3, 16:9, 16:10)
- Fixed in-game videos disappearing if you go to the menu and return
- Fixed inconsistent worldview of players exiting teleporter.
SOUNDS
- Fixed weapon sounds always playing
I do not think "Karma Whoring" has much meaning on /. , oh for about the last 500 years :-)
:-(
From the posted article:
Decreased damage from chaingun to 25 in multiplayer
I bet there will be some whining people with that one.
I guess this patch breaks client/server compatibility. I have downloaded, and burnt the demo, I will be playig this tonight, although with a 128mb GeForce 4MX, I think it will suck graphically
#hostfile 0.0.0.0 primidi.com 0.0.0.0 www.primidi.com 0.0.0.0 radio.weblogs.com
It may run well now, but we know it won't be really stable until version 1.666
(old reference)
[PowerPoint] is a tool for capitalist presentation
Anyone know if it fixes the MP sound problem the beta patch introduced?
Justice is the sheep getting arrested while an impartial judge declares the vote void.
It doesn't look like the patch has 64-bit Windows support or Linux support. :-) Currently, it only works on XP 64-bit if you use the no-cd patch. (SafeDisc doesn't work on the Betas) Alternatively, a 64-bit Linux version would be welcomed.
You sound like one of those diehard Mac people who makes fun of Windows because it still has DOS in it. (i.e. the console)
Noone's forcing you to update to 1.1.
Hey, at least PC games get fixes. How would you even patch a console game?
Did they fix the problem that the last boss is trivial to beat with the soul cube, or that wandering around the mars base with Hell breaking loose is a lot less scary once you have already been trapped in Hell and fought the strongest boss in the game? Or that each section of the game is about 30% too long?
The ______ Agenda
Filerush have a torrent if anyone's getting poor downloads on the mirrors. :)
Hey, at least PC games get fixes. How would you even patch a console game?
Hard drives, memory cards, flash ROMS, main memory (via a NIC or via additional media (expansion disc, etc)), new releases.
There are ways. Only one or two are feasible.
If I had something intelligent to say, I would have said it.
The AC is right, as much as I hate to admit it (I love PC games and hate the console). If a console game has bugs in it, the game likly won't sell, thus ends the life of that product/company/developer. They must have to be very rigid on quality. **However** that being said, the cheap way out of this is to limit your players abilities (FF7 comes to mind) You couldn't go anywhere you wanted you were limited to certain "hot spots" that you could enter/open/activate. There was a PC port of this game as well. Then take a game like GTA (from the top of my head) it is more open, however you can't interact with as much in the game as per se Ultima 7, where you could practicly do anything you wanted (U7 only had one patch).
I think alot of people seem to be ignoring the general issue, that developers have two ways out making a good quality game:
- limit the user
- rely on patches
However even that is a loaded statement as games are more and more complicated now and release dates are set years in advance (due to development time), plus a limited game doesn't mean that it isn't fun or of good quality either. Testing these complicated games is getting quite rough I would imagine. A interesting trend is to look back at some of the older games and see how many patches were released for them, vs today. Complexity and number of patches almost seem to be on a parallel incline.
E.
Never rub another man's rhubarb - The Joker
The fact is, PC game publishers will release patches to fix games. Console game publishers won't.
Sorry. I havent posted many comments to slashdot and didn't know HTML Formatted does that.
Took me a while to get tired of entering in HTML code when posting, so set it to default to plain old text in your profile
HTML code will still be recognized correctly
"Some things have to be believed to be seen." - Ralph Hodgson
I have a GeForce4 Ti 4800 SE w/128MB and it runs Doom3 fine at 1024x768 with medium detail
;-)
Maybe you should try not running it with maxed out detail settings?
"Some things have to be believed to be seen." - Ralph Hodgson
Thanks
Geforce 4Ti == Fast
Geforce 4MX == Slow
What a difference two letters make.
Doh, you got me...
;-)
Spend the $100 and get a Ti card then
"Some things have to be believed to be seen." - Ralph Hodgson