QWTA v0.3.5 has been released.
QWTA v0.3.4 should be removed from your system before installing QWTA v0.3.5.
Windows, and Linux are supported so far, the MacOS version is still pending…
Quake Wars: Tactical Assault website here.
Download from StrategyInformer.com
Download from Filefront.com
Download from Rapidshare.com
Download from Moddb.com
Download from Megaupload.com
QWTA v0.3.5 Hotfix 1 has also been released, install over top of QWTA v0.3.5.
Download from Filefront.com
Download from Rapidshare.com
Download from Moddb.com
Download from Megaupload.com
QWTA v0.3.5 Hotfix 2 has also been released, install over top of QWTA v0.3.5 Hotfix 1.
Download from Filefront.com
Download from Rapidshare.com
Download from Moddb.com
Download from Megaupload.com
Hotfix 1 corrects the issue with QWTA v0.3.4 and QWTA v0.3.5 crashing on load for a minority of players.
Hotfix 2 adds MacOS support. (Non-Mac servers should install this too, for autodownload.)
Well, it’s been a little while since the last release. Life’s been a bit busy lately for various reasons, so sorry it’s taken this long. Not a huge number of new features this time around, this release is more focused on fixing issues that have been found with QWTA v0.3.4 and smoothing out QWTA’s realism-settings gameplay a bit more.
In other news, the QWTA site has had a few minor updates and upgrades.
Changes are listed below, as usual, but some of the highlights include:
- Certain projectiles in BaseETQW can be randomly invisible, leading to unseen death. This no longer happens in QWTA. Sadly this issue appears unrelated to the invisible Magogs of BaseETQW, so that issue remains unfixed as of yet.[/li][li] Vehicle explosions now properly attribute frags to the player who caused the explosion.[/li][li] Realistic settings for GDF vehicle weapons are no longer prone to rapid overheating.[/li][li] Logistics Points have been introduced to help limit the number of vehicles in play. Players have to purchase their vehicle drops with LP, in addition to the restrictions imposed by Force Escalation.[/li][li] A set of CVars (g_vehicleSpawnMinPlayers*) for each vehicle in the game has been added to allow server admins who prefer to run QWTA with BaseETQW settings the freedom to restrict heavy vehicles from play until enough players have joined the game.[/li][li] The HUD now has information pertinent to vehicle drops on it, rather than hidden in the context menu.[/li][li] The Abaddon’s Plasma Beam is now affected by Siege mode. It overheats quickly when in hover mode, but if you hunker down you’re able to pour on the damage.[/li][li] Vehicle decoys have limited ammunition now, when playing with realism settings.[/li][li] A new Class Award has been added to the end of round scoreboard, optionally replacing the oft-mocked ‘Newbie of the Battle’ award. The Jack of All Trades award highlights players who switch their classes often to help their team, often losing out on the single-class awards as a result…
The minority of players who were experiencing the bizarre crash mentioned here are encouraged to give QWTA v0.3.5 a try and see if the problem is solved. Hopefully, it is, but if not, please try to make a post in that thread with any information you can provide if it’s affecting you, as the cause is still a complete mystery.
The qwta_default.cfg and qwta_baseetqw.cfg files are now stored in the main pk4, so players who have autodownloaded QWTA can access them.
QWTA v0.3.5 is a complete installation of QWTA, please remove any old QWTA files before installing it.
This release is so far compatible only with Windows and Linux, the MacOS binaries are still pending, but should hopefully be released soonish…
Changelog:
QWTA v0.3.5:
==========
CHANGES:
* Cvar g_forgivingBotMatch added.
+ Default 0.
+ Makes BotMatches more forgiving for a player by turning off certain
advantages that are given to the player in a BotMatch. A BotMatch is
essentially a single-player game.
BaseETQW would lower enemy bots' health on low skill levels.
BaseETQW would prevent vehicle explosions from damaging players.
* The way Force Escalation is calculated has been changed to discard low-XP
outliers and to increase overall Force Escalation when many players are on
a server.
* Cvar family g_vehicleSpawnMinPlayers* added.
+ Default 0.
+ Number of connected clients needs to meet or exceed each cvar for the
associated vehicle to spawn. Does not affect vehicle drops.
+ Full cvar list for this group of cvars:
g_vehicleSpawnMinPlayersHusky
g_vehicleSpawnMinPlayersPlatypus
g_vehicleSpawnMinPlayersArmadillo
g_vehicleSpawnMinPlayersTrojan
g_vehicleSpawnMinPlayersBumblebee
g_vehicleSpawnMinPlayersTitan
g_vehicleSpawnMinPlayersAnansi
g_vehicleSpawnMinPlayersIcarus
g_vehicleSpawnMinPlayersHog
g_vehicleSpawnMinPlayersDesecrator
g_vehicleSpawnMinPlayersCyclops
g_vehicleSpawnMinPlayersTormentor
g_vehicleSpawnMinPlayersJupiter
g_vehicleSpawnMinPlayersAbaddon
+ These are more meant to be used with BaseETQW settings. I've noticed over
time that some of the better BaseETQW servers like to informally restrict
vehicle use based on the number of people playing. This should allow that
without some newly connected player jumping in and slaughtering everyone
playing by the agreed upon restrictions.
* Slightly increased the Dark Matter Cannon's gravitational effects.
* Logistics Points introduced as a concept.
+ Logistics Points is a direct count of your accumulated XP, with one
catch, when you use them, they disappear. Think of them as money.
Vehicle Drops now use Logistics Points to determine when each vehicle
can be called in. In order to help combat wasteful vehicle spam,
central command is only willing to help out players so many times.
+ Logistics point costs are listed next to FE on the quickchat menu.
* Cvar g_vehicleDropsUseLP added.
+ Default 1.
+ Controls whether Logistics Points are used as a requirement of
vehicle drops. It's recommended to leave this on when heavier vehicles
are allowed to be dropped.
* Cvar g_huskyIcarusDropsIgnoreLP added.
+ Default 0.
+ Lets the Husky and Icarus Vehicle Drops ignore Logistics Points
requirements. This lets them be called in with 0 LP while the heavier
vehicles continue to require LP to be dropped onto the battlefield.
* Modified the HUD element for Force Escalation, and added a Logistics Points
HUD element right below it. The vehicle charge bar has also been added to
the main HUD for easy viewing. These elements disappear automatically when
the cvars that control their use are disabled.
* Cvar g_useVehicleDecoyAmmo added,
+ Default 1.
+ Controls whether vehicle decoys consume depletable ammunition or if they
have an infinite supply of flares.
* Vehicles now warn when low on ammo.
* Abaddon Plasma Beam tweaked.
+ Hover mode uses more weapon charge and can't fire as long without cooling.
+ Siege mode uses less charge and can fire much longer without cooling.
* Cvar g_useAwardJackOfAllTrades implemented.
+ Default 1.
+ Controls whether the new "Jack of All Trades" after-round award replaces
the near-pointless "Newbie of the Battle" award.
+ The Jack of All Trades award is given to the player who has accumulated
an average or better amount of XP with at least two classes.
If more than one player meets this qualification, the player with the most
XP accumulated in the applicable player class proficiencies wins out.
This award is intended to highlight those players who are constantly
switching classes throughout the round, in order to serve their team's
needs best, moment to moment.
BUG FIXES:
* Fixed BaseETQW bug: sdProjectile_Parabolic is no longer randomly invisible.
* Fixed Abaddon's Flamethrower using improper crosshair when using concealed
crosshair settings.
* Fixed BaseETQW oversight: Frags made by vehicle explosions are now properly
attributed to the player who caused the explosion.
* Corrected the charge usage of GDF vehicle machineguns and miniguns using
realism settings, so that they're no longer prone to rapidly overheating.