The new announcer options are under advanced -> sound options
once you've selected one a preview will play as that preview sample is always loaded, you need to hit the 'apply' button to load the full set to play with it, that initiates a snd_restart.
edit: cg_allowtaunt is not new, but set it to 1 if weapon animations are doing weird things for you, should be fixed again soon though.
cg_announcer 1/2/3 1: Default, 2: Vadrigar 3: Daemia (\snd_restart after changing if putting this in the console not a cfg)
cg_playTeamVO is now gone, replaced with :
s_announcerVolume setting this to 0 is the quickest way to disable all VO.
cg_AutoHop 0/1 is now relevant to all modes including Duel.
cg_weaponConfig_XX now works WITHOUT DELAYS! It's no longer server confirmed, so it's instant.
That means you can all drop weapon config settings from binds, and just have 'bind x weapon 4' etc, and the cg_weaponConfig cvars set up, and it will no longer leave you with the wrong settings because you slip onto a key for a weapon you don't have or whatever =)
edit: dammit, there's been a report it's not kicking in on round changes in FreezeTag, so you may want to stick with old config for a bit longer :(
For HUD editors, there's a new element:
example usage from syncError:
rect 70 0 24 24
For some reason order of execution of double weapon binds that a small number of players use has been reversed it seems.
bind q "weapon 2 ;weapon 14"
gives HMG by prefference when pressed, then MG if HMG has no ammo (and cg_switchToEmpty 0 ) or you don't have the MG, instead of the other way round.
Having trouble with crosshair numbers getting 1 added from cfg setting, s_doppler forced to 0 or h forced to +chat?? - remove com_configversion from your cfg - thanks to h8m3!
There's also a report of com_configversion breaking switchOnEmpty.
The official update release notes are on http://www.quakelive.com/forum/showthread.php...il-21-2015
Edited by Yakumo at 05:17 CDT, 27 April 2015 - 12267 Hits