Enemy Territory: Quake Wars - Game Update - v.1.4 - v.1.5 - Download

Game update (patch) to Enemy Territory: Quake Wars , a(n) action game, v.1.4 - v.1.5, added on Friday, May 23, 2008.

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File Type: Game Update

File Size: 101.4 MB

Last Update: May 23, 2008

Downloads: 2.2K

Last 7 days: 0

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Enemy Territory: Quake Wars

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Enemy Territory: Quake Wars

Enemy Territory: Quake Wars
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Enemy Territory: Quake Wars

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Enemy Territory: Quake Wars

version: v.1.4 - v.1.5

User Interface

Added an Auto-Join button to the Limbo Menu

Added new server browser filter. Players can now filter servers by the maximum number of bots playing

Revised the 'Hot Server' weightings so lower ping servers are given higher priority than before

Replaced Hot Server list with a 'Join Best Server' button in the server browser

Fixed custom maps confusing the map voting system

Fixed the Flyer Drone personal best being referred to as Flyer Hive

Fixed the 'Most Vamptire Damage' typo in Personal Achievements

Fixed the final Objective in a map not counting towards the Most Objectives Completed end-game reward

Fixed Player Ranks not showing in-game or on the Scoreboard

Fixed spectators seeing a defaulted string in the end-game scoreboard

Fixed transparency options for Tooltips and Subtle Motivators not always saving

Fixed video options not always saving if a player is using a 'Set as Default' profile

HUD

Fixed the Buddy Player Arrows showing when a friend playing on the enemy team took a disguise

Fixed the Objective Bar sometimes flashing red while an objective was being completed

Fixed the first bar of a two-part objective sometimes being empty when a client connected to a server

Fixed the deployable HUD icons being affected by picmip

Players will no longer receive warning VO for incoming enemy artillery

Added g_aptWarning for toggling APT warning on the HUD

Restricted the g_mineIconSize cvar to values between 0 and 20

The Fireteam menu will now not show 'next page' unless there are 9 or more players (instead of 8)

Fixed Buddy Player Arrows showing up as the incorrect colour if that player had a Clan Tag

Fixed the Objective Bar sometimes changing colour

Ranked Servers

Locked si_maxPlayers to 24 on Ranked Servers

Fixed being able to start a match on a Ranked server with less than 6 players

Map Loads, Auto-Downloads, ETQW:TV

Fixed downloading modifications from the server not working with Vista and UAC

Fixed the intro movie overriding the Accept Download prompt for mods on game restart

Fixed the map loading music continuing to play after the load had completed

Fixed the server crash when clients are downloading files

Fixed ETQW:TV Relays crashing when clients tried to connect too early

Player Statistics

Fixed capturing the Energy Cells on Quarry giving no XP

Fixed certain Achievement stats, such as Vehicle and Deployable kills, not being counted

Fixed ranks above Supreme Commander displaying as ##### or emptyname

Fixed Mining Laser objectives giving an additional 40 Soldier XP to the constructor

Fixed XP Save not working on reconnects

Miscellaneous

Added several commands for spectating:

spectate Client - Jumps to spectating a specific player based on the client number or the player name entered e.g. "Specate Client 1" or "Spectate Client Tapir" for a player called Tapir

spectate next - Jumps to the next player

spectate prev - Jumps to the previous player

spectate objective - Jumps to a player currently attempting to complete the objective or jumps to view a planted HE/Plasma charge (only works on Primary Objectives)

spectate position - Jumps to a specific point on the map, looking in a pre-set direction, essentially jumping to user defined camera.

Added the setSpawnPoint command:

setSpawnPoint next - selects one spawn ahead of the player's current selection

setSpawnPoint prev - selects one spawn back from the player's current selection

setSpawnPoint default - selects the current front-line spawn point

setSpawnPoint base - sets the player's spawn point to the main base (Command Center/Domination Hub)

Added several cvars for separate vehicle sensitivities:

m_bumblebeePitchScale - adjusts the vertical sensitivity in the Bumblebee

m_bumblebeeYawScale - adjusts the horizontal sensitivity in the Bumblebee

m_heavyVehiclePitchScale - adjusts the vertical sensitivity in the Titan, Cyclops and Desecrator

m_heavyVehicleYawScale - adjusts the horizontal sensitivity in the Titan, Cyclops and Desecrator

m_helicopterPitchScale - adjusts the vertical sensitivity in the Anansi and Tormentor

m_helicopterYawScale - adjusts the horizontal sensitivity in the Anansi and Tormentor

m_lightVehiclePitchScale - adjusts the vertical sensitivity in the Trojan, Armadillo, Hog and Husky

m_lightVehicleYawScale - adjusts the horizontal sensitivity in the Trojan, Armadillo, Hog and Husky

m_playerPitchScale - adjusts the vertical sensitivity as infantry and in the Icarus

m_playerYawScale - adjusts the horizontal sensitivity as infantry and in the Icarus.

Added several cvars for automatic recording of demos and generating of screenshots of the end game score board:

g_autoScreenshot - automatically take a screenshot of the scoreboard at the end of a map

g_autoScreenshotNameFormat - auto screenshot name format

g_autoDemoNameFormat - demo name format

Fixed the "Deployable Location Approved" VO playing when the deploy process had not successfully completed

Fixed the intermittent server crashes some users were experiencing

Fixed unintentionally skipping through multiple weapons and tools when using the mousewheel

Fixed the 'Aborting Bombardment' VO not playing when the Airstrike/Violator beacon is in an invalid location

Fixed spectators sometimes hearing hit-beeps when switching between players

Fixed player landing sound sometimes playing multiple times

Fixed some cases of vehicle wheels occasionally being above the ground when they spawn

Fixed a disguise spotting issue

Fixed lock-on issues when the MCP is disabled

Fixed visual MCP deploy issue where it would sometimes come in sideways

Fixed objects sometimes showing up in the wrong place when playing back demos

Bots

Bots in single player are much more focused on the player and the commands the player gives

Mission Critical bots will follow you to the objective then complete it once you lead them there

Bots skill with the Anansi and Tormentor has been improved

Bots in flyers are now much more dangerous on the higher skill levels

Bots on Easy difficulty have been made easier

Bots now understand the MCP changes implemented in 1.4

Bots are better at accomplishing objectives

Bots are better at guarding their teams HE/Plasma charges

Bots keep focused on their current enemy when they jump into a vehicle

Bots will no longer use mounted MGs if there are no enemies around the MG to attack

Bots are much better at attacking deployables

Bot gunners now target deployables

Bot gunners will more often stay in the vehicle with you

Bots now drop health crates dynamically

Fixed bots not driving the MCP on Slipgate

Fixed lots of cases of the bots having issues pathing to a goal

Fixed potential bot freeze issue with enemies & hunting

Fixed Medics not seeing obstacles when giving supplies

Fixed Anansi pilots getting stuck chasing Icarus players around the map

Bots will now avoid vehicles 'booby trapped' with Charges, unless it's the MCP

Bots will now stop and give engineers time to repair their vehicle

Bot Oppressors will use their Energy Shields more effectively

Bots can now use all seats in the Bumblebee

Removed some debug prints

Lots of miscellaneous bot tweaks, fixes, and improvements

Tooltips

Fixed the 'Press F3 to Ready Up' tooltip not always displaying

Fixed the Tooltip frame being completely white on first map load

Fixed decoy tooltip not always playing

Fixed Strogg Hack tooltip not playing on Volcano

Fixed players not turning to face final objective on Outskirts during tooltip

Fixed not resetting proficiency upgrade VO when resetting tooltips

Fixed Exploits

Fixed map holes in Salvage, Refinery and Area22

Fixed an exploit with the Third Eye Camera

Fixed clients having incorrect spread values for the Scoped Assault Rifle whilst unscoped

Fixed exploit that allowed GDF to get past Strogg Energy Shields

Fixed being able to complete certain objectives at a distance

  • Last update: Friday, May 23, 2008
  • Genre: Action
  • File size: 101.4 MB

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