Doom3 1.1 Patch Released 39
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."
Re:Full list of changes. (Score:2)
Re:Full list of changes. (Score:2)
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
Re:Full list of changes. (Score:2)
Maybe you should try not running it with maxed out detail settings?
Re:Full list of changes. (Score:2)
Geforce 4MX == Slow
What a difference two letters make.
Re:Full list of changes. (Score:2)
Spend the $100 and get a Ti card then
Re:Full list of changes. (Score:1)
Re:Full list of changes. (Score:2)
HTML code will still be recognized correctly
Re:Full list of changes. (Score:1)
Re:Full list of changes. (Score:5, Informative)
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
Re:Full list of changes. (Score:1)
Re:Why I will never give up my console (Score:4, Insightful)
Noone's forcing you to update to 1.1.
Hey, at least PC games get fixes. How would you even patch a console game?
Re:Why I will never give up my console (Score:2)
Re:Why I will never give up my console (Score:2, Informative)
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.
Re:Why I will never give up my console (Score:3, Informative)
The fact is, PC game publishers will release patches to fix games. Console game publishers won't.
Stable? (Score:4, Funny)
(old reference)
64-bit support? Linux support? (Score:3, Insightful)
Re:64-bit support? Linux support? (Score:1)
Other problems [spoilers] (Score:2)
Re:Other problems [spoilers] (Score:1)
Re:Other problems [spoilers] (Score:2)
You seem to have missed the point that the final boss can _only_ be damaged by the soul cube. Still, yes, you've got a point: it's definitely too easy. That was really dissapointing, I mean damn, they brought back the almighty Cyberdemon, one of the most famous icons of gaming, yet only 3 hits kill him. You've turned the Cyberdemon into a wimp, id software! A WIMP!! SHAME ON YOU!
> or that wandering around the mars bas
Re:Other problems [spoilers] (Score:1)
Honestly, the graphics were great, and the demons did do some sneaky/scary things, but generally... it was fairly predictable. "Hmm, a full armor... if I get that they're going to launch 5 imps at me, yada yada..."
Oh well... I want co-op! I'm still annoyed abou
Re:Other problems [spoilers] (Score:2)
I don't know what difficulty level you played it on, but it took 6 Soul Cube attacks to kill Cyberdemon when I fought against him ;)
But I agree, the end boss was quite disappointing as he was easy to defeat. By the time you get there you have a stack of rockets to use against t
Torrent (Score:3, Informative)
Re:Torrent (Score:1)