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Me llegó!!! (ETQW Limited Collector Edition)
Después de arduas tareas, aduanas molestas y servicios de correo que tardan meses. Me llegó mi querída copia ORIGINAL de Enemy Territory: Quake Wars

Lo que no tenía es que venía con unas collector Cards. Que son imágenes aluscinantes hechas por algun pintor o algo de escenas de muchos (sino todos ) de los vehículos. La del HOG es increible.

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Miércoles, 11 de Noviembre de 2009
QuakeLIVE! actualización de los Martes
Noticia de Quake LIVE | 11/11/2009 | 11:44:47 | [QCA]SebaSOFT!
Noticia de Quake LIVE

SyncError de id Software nos trae una actualización de QuakeLIVE típica de los Martes. Este Martes fueron pocos los cambios, a saber:
  • Fixed demo playback for demos with long file names.
  • Fixed the accuracy menu to update properly in Clan Arena.
  • Fixed the players-left-alive count to update properly in Clan Arena when an alive player disconnects.
  • Fixed banned players' profile pages to once again report the status of their suspension.
  • Fixed issues that had arose with the Match tool-tips.
  • Changed 'cg_gibs 0' to now entirely disable the death spark effects.
  • Changed Cobalt Station - qzdm16's max player limit to 8 players in CTF mode.
Para disfrutar de los cambios, solo tenés que ingresar a QuakeLIVE!

 
Lunes, 09 de Noviembre de 2009
Construction Site b1 (community Map)
Noticia de Quake Wars | 09/11/2009 | 17:08:29 | [QCA]SebaSOFT!
Noticia de Quake Wars

El primer mapa hecho por la comunidad y open source alzanzó la primera beta 1 publica!!!

CONSTRUCTION SITE

POR FAVOR BORREN TODAS LAS VERSIONES ANTERIORES DEL MAPA / MEGATEXTURA



Historial:
No es la primera vez que los Strogg nos visitaron. Una nave exploradora aterrizó cerca de lo que hoy es Rio de Janeiro, Brasil. Los drones consiguieron información importante sobre las actividades de la zona, pero fueron perseguidos y aniquilados. La nave nodriza manda un batallón a recojer esa información, que los FDG descubrieron. Las ordenes son claras: -Recuperar los datos y transmitirlos por el hub transmisor a toda costa-

Actualizaciones:
  • Nuevo primer objetivo (Hackear la consola del Generator)
  • Nuevo (ahora) cuarto objetivo (la Universidad)
  • Nuevo bosque, con niebla y todo
  • Pasto! y de muchos árboles
  • Nuevo punto de aparición Strogg en la ciudad
  • Ahora los robots usan vehículos
  • Vehículos aéreos para el último objetivo
  • Vehículos pesados para el objetivo último
  • Todos los problemas reportados han sido manipulados / corregidos
  • Astillero está de vuelta
  • Algunos hongos también
  • Carros mineros!
  • Varios ajustes de rendimiento
  • mucho más ...
Screenshots:

 






Objectives/Modes:


Strogg:
  1. Hackear los controles del Generador
    1. Capturar el Punto de Despliegue Avanzado
    2. Volar la reja del Sitio para acceder mejor a el
  2. Destruir la Barricada del Subterraneo
    1. Capturar el Punto de Despliegue Avanzado en la ciudad
  3. Capturar el DataBrain
  4. Trasmitir el DataBrain de la consola que esta en la Universidad
GDF:
  1. No dejar que los Strogg hackeen el Generador
  2. Defender la Barricada del Subterraneo
  3. Proteger el La habitación del DataBrain en el centro comercial
  4. No dejes que los Strogg tranmitan el DataBrain
Descarga:Links:How to install:
  1. Descomprimir el archivo .zip en la carpeta /base
  2. Iniciar el juego
  3. Disfrutar el mapa on-line o off-line
Si tienes ETQWPro, solo necesitas el archivo .pk4 Servidores usando esta versión:
  • 213.236.208.185:27733
  • 78.46.87.51:27733
Credits:
id Software - www.idsoftware.com
Splash Damage - www.splashdamage.com
  • Concepto inicial y coordinación - SebaSOFT
  • Soporte de Bots - Donnovan
  • Traducciones - SebaSOFT, Violator
  • Mapa y diseño - Donnovan, light_sh4v0r, SebaSOFT, Shirosae, Violator, Twitch__, Whiteaden
  • Modelos - Donnovan, Violator, light_sh4v0r, Shirosae, Twitch__
  • Código - Donnovan, SebaSOFT, Violator
  • Sonidos - Violator
  • Terreno y atmosfera - Donnovan
  • Texturas - Donnovan, SebaSOFT, Violator

 
Martes, 27 de Octubre de 2009
QuakeLIVE! actualización de los Martes
Noticia de Quake LIVE | 27/10/2009 | 18:15:40 | [QCA]SebaSOFT!
Noticia de Quake LIVE

Las actualizaciones de QuakeLIVE no dejan de llegar y siempre son bien conocidas, este juego se está volviendo complejo y muy útil, muy rápido. Ahora podremos acceder a un tablero de precisión en tiempo real accediéndolo con una tecla.
Game Updates:
  • Added +acc bindable command for displaying an in-game weapon accuracy panel. Usage "bind ] +acc" for example.
  • Added support to display cg_weaponBar when spectating.
  • Fixed splash damage so that it will no longer pass through floors.
  • Fixed proxy mines from being indestructible when launched from certain heights.
  • Fixed voiceovers in warmup. ("X frags left" should no longer be played during warmup)
  • Fixed team switches so that they would no longer be counted as deaths for stats reporting.
  • Fixed minor Raw Input mouse performance issues
  • Fixed Brimstone Abbey (qzdm8) quad spawn decal.
  • Fixed misc shader issues.
  • Changed rail trails to now be affected by cg_weaponColorStyle
  • Changed cg_WeaponColorStyle for consistency. Style 3 should now use cg_weaponColor for both grenades and rails. Style 1 will use cg_weaponColor_grenade for grenades, and your color1/color2 choices for rail.
  • Changed r_ambientScale to no longer be cheat protected, controls the amount of ambient light that is cast upon players.
Web Updates:
  • Fixed a problem with match tooltips where the tooltip would close after the server list refreshes. Also in general the data between the server list and the match tooltips will stay in sync now.
  • Updated the formatting of tweets generated from the match details "Share" links.
  • Now displaying larger award images across the top of the profile awards page.
  • Added country flags for the nations of 'Guernsey' and 'Jersey'.
  • Added two new "Trophy Case" awards for the Intel Extreme Masters ESL Global Challenge event.
Simplemente inicien sesión en QuakeLIVE y verán los cambios.

 
Miércoles, 14 de Octubre de 2009
QuakeLIVE! actualización de los Martes
Noticia de Quake LIVE | 14/10/2009 | 16:36:35 | [QCA]SebaSOFT!
Noticia de Quake LIVE

QuakeLIVE! actualizó su coódigo con algunos cambios mas que nada en la parte de Team Deathmatch y también agrego algunas variables para mejorar los marcadores en pantalla y para colorear las granadas, se ve que muchos se las llevaban puestas:

Added:
  • Added cg_weaponColor <0xRRGGBBAA> (default: 0x007000FF). Used to colorize grenades according to cg_weaponColorStyle.
  • Added cg_weaponColorStyle <1|2|3> (default: 1)
    • 1 = In All Game Modes: All grenades colorized according to cg_weaponColor.
    • 2 = In Team Games: Enemy grenades colorized according to cg_enemyUpperColor, all friendly grenades (including your own) colorized according to cg_teamUpperColor. In Non-Team Games: All grenades colorized according to cg_weaponColor.
    • 3 = In Team Games: Enemy grenades colorized according to cg_enemyUpperColor, all friendly grenades (excluding your own) colorized according to cg_teamUpperColor, and your own grenades colorized according to cg_weaponColor.In Non-Team Games: All grenades colorized according to cg_weaponColor.
  • Added per weapon Low Ammo Warnings that display when a weapon is below 20% max ammo (Less than 5 for weapons with 25 max, less than 30 for weapons with 150 max). Enabled using the pre-existing option: cg_drawAmmoWarning 1
  • Added cg_lowAmmoWarningPercentile <0.01 - 1.00> (Default: 0.20) to customize when you are warned of being low on ammo.
  • Added Low Ammo Warning sound to inform players of when their ammo becomes low, or when they are switching to a weapon with low ammo.
  • Added cg_lowAmmoWarningSound <0|1> (Default: 1) Allows a client to toggle the low ammo warning sound on or off.
  • Added cg_drawAmmoWarning <2> Allows a client to use a smaller text display for their 'Low Ammo Warning' and 'Out of Ammo' warning messages.
  • Added Annoucer Voice-Overs to Team Deathmatch, such as "red team takes the lead".
  • Added cg_playTeamVO <0|1> (Deafult: 1) Allows a client to disable some of the team related VO, to option out of the new Team Deathmatch VO behavior.
  • Added cg_weaponBar <0|1|2|3|4> (Default: 1) Replaces cg_newWeaponBar.
    • 0 - Disabled
    • 1 - Left docked icons
    • 2 - Right docked icons
    • 3 - Center docked icons
    • 4 - Large floating icons (Legacy Q3 Style)
  • Added cl_allowConsoleChat <0|1> (Default: 0) Allows a client to use the console area as a chat box, text entries that do not begin with a '' will be transmitted as chat text.
Fixed:
  • Fixed freecam spectators from causing projectiles to do no splash damage to some clients in-game.
  • Fixed freecam spectators from causing some clients to pass through each other and/or get stuck together.
  • Fixed spawning into a Clan Arena round with some weapon other than rocket launcher preselected.
  • Fixed smoothing issues in step code that caused some stair steps to be jittery.
  • Fixed cg_speedometer issues that would cause spikes during teleports, respawns, or spectator switching; overall smoother display.
  • Fixed telefragging occurrences at initial spawn in Clan Arena.
  • Fixed cg_screenDamage 0 from inadvertently disabling cg_drawAttacker and cg_kickScale.
  • Fixed handicap to now correctly affect rocket splash damage.
  • Fixed an issue that would cause players to take damage from players above them when trapped between a jumppad and an overhead player.
  • Fixed timeouts and pauses from causing competition matches to not properly report their stats.
  • Fixed the gauntlet from failing to hit players located directly below you. You still must crouch to hit.
  • Fixed weaponBar in demo playback.
  • Fixed weaponBar from displaying non-rail weapons in InstaGib
  • Fixed overtime extensions from appearing in matches where there was no timelimit.
  • Fixed power-up timers from counting down into the negatives when clients become lagged.
  • Fixed (invisible) gibbed bodies from producing falling damage sounds
  • Fixed 'flag held time' being reported incorrectly when a timeout or pause occurred during the flag run.
  • Fixed the Invulnerability sphere display while in-use, the icon and 0-digit display will no longer be shown in the power-up area.
  • Fixed minor issues with player model skin shaders.
  • Fixed grammatical error on the sudden death respawn delay message.
  • Fixed minor formatting issues with private server console prints not possessing carriage returns.
Changed:
  • Changed Team Deathmatch spawn system to put you further away from your enemies.
  • Changed callvoting behavior to no longer allow callvotes to occur during the pre-game match countdown.
  • Changed the air friction associated with the step code to no longer affect movement on strafe-pads.
  • Changed cg_speedometer 1 to display in whole number integers.
  • Changed default mouse input mode to 'raw mouse input' - in_mouse2


 
Jueves, 01 de Octubre de 2009
QuakeLIVE! actualización de los Martes
Noticia de Quake LIVE | 01/10/2009 | 09:31:10 | [QCA]SebaSOFT!
Noticia de Quake LIVE

Otro martes pasó y QuakeLIVE! tuvo sus cambios...
Errores Corregídos:
  • Fixes for exploit which allows players to fake their player names.
  • Fixed a bug that prevented you from shooting players standing directly on your head when using a hitscan weapon (machinegun, shotgun, lightninggun, railgun, chaingun).
  • Fixes for flag capture sounds not playing in when reaching the capturelimit in warmup.

Cambios en la jugailidad:

  • Step code changes made to correct issues when jumping up stairs or across slightly varied terrain that would cause some jumps to not register.
  • Step code changes made to correct or minimize the 'sinking' visual effect that would occur while running up stairs.
  • Step code changes to address a legacy issue that would cause players to get stuck on staircases when approaching them for certain angles.
Cambios en las variables de consola:
  • Max cvar limit has been increased to prevent MAX_CVAR errors from occurring when issuing cvar_restart
  • sv_fps max limit increased to 125. (default remains 30)
  • cl_yawspeed and cl_pitchspeed have been cheat protected to their default values.
Nuevas variables de consola:
  • Added cg_speedometer <0-3> (default: 0) to monitor your horizontal velocity:
    • 0 = disabled
    • 1 = lag-o-meter style graph
    • 2 = value and graph under crosshair
    • 3 = value under crosshair

 
Lunes, 28 de Septiembre de 2009
Feliz Cumpleaños: ET Quake Wars
Noticia de Quake Wars | 28/09/2009 | 12:56:13 | [QCA]SebaSOFT!
Noticia de Quake Wars

Strogg banana
Hace dos años salía al mercado la versión final de Enemy Territory: Quake Wars. Un juego que prometía una complejidad sin precedentes en cuanto a la variedad de objetivos y tareas en el mapa. Un juego que tiene equipos asimétricos sin descuidar el balanceo de poder en la lucha. Una historia que nos remonta a los inicios del contacto de los Humanos con la raza Strogg en el universo Quake 2 y Quake 4.
Si bien la aceptación por las comunidades provenientes de Wolfentein: Enemy Territory y de Quake no fue la mejor. Este juego supo crear su propio conjunto de seguidores fieles que aun hoy en dia opinan que "...Los demás juegos se ven muy simplistas en comparación...". También con solo un año de edad este juego perdió el soporte de Activision quien no quiso poner en perspectiva lo que este juego mueve.
Hoy la gente de Splash Damage en un esfuerzo (de uno de sus artistas), sacó a la luz un mapa pequeño pero muy entretenido mapa llamado Teamjungle y que es un homenaje a un mapa de Action Quake 2.


 
Miércoles, 23 de Septiembre de 2009
QuakeLIVE! updates
Noticia de Quake LIVE | 23/09/2009 | 11:26:56 | [QCA]SebaSOFT!
Noticia de Quake LIVE

Las actualizaciones de QuakeLIVE! no cesan de aparecer. Este martes fue mayoritariamente arreglos para las versiones de Mac y Linux. Pero también un montoón de mejoras que ya empiezan a ser exclusivas y no tanto copia de CPMA y de RA3 entre otros, vean la parte del cambio de color del cursor por tipo de daño, es muy buena.

Gameplay Changes:
  • Fixed an issue that would cause one flag to go missing during a CTF match.
  • Fixed issues with s_musicvolume and s_volume getting reset to pre-defined values rather than user settings.
  • Fix for on-screen damage indicator. The effect was incorrect. Three new cvars have been added as well to modify the effect. (cg_screenDamage, cg_screenDamage_Self, cg_screenDamage_Team)
  • Fix for spectator overhead name text popping during scaling.
  • Console timestamps fixed when using the "echo" command.
  • Changes to shotgun pellet spread. Inner ring now does more damage than outer ring, for a total of 110 damage.
  • cg_hudfiles will now default back to ui/hud.txt when incorrectly set.
Platform Specific Changes:
  • OSX: (10.6 specific) Sound issues resulting in extremely loud audio should be fixed.
  • OSX: Sound mixing speed fixed.
  • OSX: Right mouse button fixes.
  • OSX: Game window now always on top.
  • Linux: Mouse now properly returns to the middle of screen when leaving a menu under in_dgamouse 1. Should help with mouse focus issues.
New console variables:
  • Added cg_HitBeep <0/1/2/3> (default: 1) to play different tones based on the amount of damage done to an opponent. 0 = off, 1 = single tone (old style), 2 = new multi-tone option, 3 = reverse multi-tone option.
  • Added cg_crosshairHitStyle <0-8> (default: 0) to allow the same information given by cg_HitBeep to be displayed via the crosshair.
Styles breakdown as follows:
0 = Off (the default)
1 = Colorize the crosshair based on damage dealt.
2 = Colorize the crosshair to color designated by cg_crosshairHitColor.
3 = Pulse the crosshair. (This is an exaggerated/scaled pulse)
4 = Colorize by damage and Pulse the crosshair.
5 = Colorize by cg_crosshairHitColor and Pulse the crosshair.
6 = Pulse the crosshair with a smaller pulse. (same size as the cg_crosshairPulse uses when picking items up)
7 = Colorize by damage and pulse with smaller pulse.
8 = Colorize by cg_crosshairHitColor and pulse with smaller pulse.

NOTE: If using the exaggerated pulse, you may want to set your cg_crosshairSize to 16, as the default 32 can be a bit overboard.

  • Added cg_crosshairHitColor <1-7> (default: 1) for hit styles that have a fixed color. For example, some players simply want the crosshair to turn red when a hit is made, rather than change color based on damage applied.
  • Added cg_crosshairHitTime (default: 200) to allow players to modify the amount of time the crosshair hit effect is displayed.
  • Added cg_screenDamage <0xRRGGBBAA> (default: 0x700000C8) to colorize the on screen damage indicator; use "cg_screenDamage 0" to disable.
  • Added cg_screenDamage_Self <0xRRGGBBAA> (default: 0x00000000) to toggle the on screen damage indicator for self damage. (for example, damage from rocket jumping)
  • Added cg_screenDamage_Team <0xRRGGBBAA> (default: 0x700000C8) to colorize the on screen damage indicator for team damage; use "cg_screenDamage_Team 0" to disable. (Friendly Fire in Team Deathmatch)
  • Added cg_zoomOutOnDeath <0/1> (default: 1) to reset player FOVs back to normal on death. This is useful if you use the cg_zoomToggle cvar.
NOTE: The new cg_hitBeep and cg_crosshairStyle additions give you an idea of how well placed your shot was. They do not indicate how much health/armor your opponent has. Web changes:
  • Players accounts that have been banned for violating the Terms of Use are now noted as being 'suspended' on their account profile.
  • Added the build number to the plugin download filename
  • You can now hover over the various "Time Played" fields on your profile to see the exact amount of time that you've played in the given context.
  • Players who haven't played a game in over a month will now have their profile properly display that rather than saying they have never played a game.
  • Fixed a problem where valance background graphics weren't being served from the CDN
  • Fixed a problem where players could get onto the site when they were unable to connect to the XMPP network. Now the site will block you at the loading screen until it is able to successfully establish the XMPP connection.
  • Fixed problems where the sharing buttons on match details and news articles weren't working under certain circumstances.
http://www.quakelive.com/

 
Martes, 01 de Septiembre de 2009
Actualización a QuakeLIVE!!!
Noticia de Quake LIVE | 01/09/2009 | 20:37:46 | [QCA]SebaSOFT!
Noticia de Quake LIVE

Muy buenas noticias, muchos cambios para QuakeLIVE!, principalmente para aquellos que les gusta "tunear" el juejgo para que no aparezcan trazas de humos y esas cosas. También se modificaron algunas pantallas como las de trofeos y demás. No tiene desperdicio...

Estas son relacionadas con el sitio de QuakeLIVE:

  • FireFox 3.5+ on Mac OSX is now supported.
  • Added 2 event leaderboards, QuakeCon 2009 BYOC leaderboard, and QuakeCon 2009 Tournament leaderboard.
  • Added Trophy Case awards category.
  • Added 'QuakeCon 2009' Award presented under 'Trophy Case' to any player who completed a game of QUAKE LIVE at QuakeCon 2009.
  • Added 'QuakeCon 2009 Pro' Award presented under 'Trophy Case' to top 3 finishers in Duel and CTF money tournaments at QuakeCon 2009.
  • Added 'QuakeCon 2009 VIP' Award presented under 'Trophy Case' to QuakeCon 2009 staff.
  • Added 'Alienware Quick Draw 09' Award presented under 'Trophy Case' to winners of the Alienware Quick Draw contest at QuakeCon 2009.
  • Changed Courtyard Conundrum - qzctf10 The plasmagun and lightninggun have swapped locations.
  • Changed Hidden Fortress- qzdm20 Team Deathmatch now only has one powerup - quad, instead of both quad and haste. Free For All now has quad damage and regeneration instead of quad and haste.

Estas son del propio juego:

  • Added cg_deadBodyDarken <0|1> (default = 0) Toggling this cvar on will darken 'bright' players as soon as they become corpses.
  • Added cg_deadBodyColor <0xRRGGBBFF> (default = 0x101010FF) Altering this cvar allows you to customize the color applied to dead bright bodies when cg_deadBodyDarken is enabled.
  • Changed shotgun pattern to use 20 pellets in a diffused 3 ring pattern, each dealing 5 damage for a total of 100 damage.
  • Added cg_smokeRadius_NG <0-16> (default = 16) Lowering the value of this cvar will scale the radius of the smoke puffs drawn in the nailgun trails. A value of 0 will entirely disable the smoke trails.
  • Added cg_bubbleTrail <0|1> (default = 1) Toggling this cvar off disables the underwater bubble trails drawn behind many bullets and projectiles while underwater.
  • Removed cg_noProjectileTrails due to the addition of the cg_smokeRadius_NG and cg_bubbleTrails.
  • Added cg_waterWarp <0|1> (default = 1) Toggling this cvar off disables the minor under-water warping effected that exists when submerged underwater. The effect has little impact on gameplay but can be induce disorientation in some players.
  • Added cg_zoomScaling <0|1> (default = 1) Toggling this cvar off disables the zooming in / zooming out scaling effect that is used as a transition between your cg_fov and cg_zoomfov; causing the +zoom to act as a quick snap to and from the zoomed fov.
  • Added cg_zoomToggle <0|1> (default = 0) Toggling this cvar on alters the behavior of +zoom such that a single key press will enable zooming and a repeated keystroke disables zooming, no longer requiring players to hold the key down while zooming.
  • Added cg_zoomSensitivity <float> (default = 1) The value of this cvar is multiplied to our current zoom sensitivity, allowing the user to increase or decrease their sensitivity while zoomed. A value of 0 will revert the zoomSensitivity code to the Q3 legacy code that was previously available in QuakeLive.
  • Added cg_drawFragMessages <0|1> (default = 1) Toggling this cvar off disables the 'You Fragged So-and-So' centerprint message from drawing on your screen. The shorthand obituary will still print to the HUD to make note of any kills.
  • Added cg_buzzerSound <0|1> (default = 1) Toggling this cvar off disables the end-game buzzer sound in all gametypes.
  • Changed cg_allowTaunt <0|1> (default = 1) to now also disable gesture events clientside in addition to disabling Team Arena style VO taunts when this cvar is disabled.
  • Added cg_lightningStyle <1|2|3|4> (default = 1) Altering this cvar will cycle through various lightning stream effects: Default Q3/QL, QuakeWorld inspired, Team Arena shaft, and thin shaft options.
  • Renamed cg_oldRail <0|1> (default = 1) to cg_railStyle <1|2> (default = 1). The new naming structure fits in line with the cg_lightningStyle and the old convention made little sense, as the reference 'old' is lost between iterations of the game.
  • Renamed cg_oldRocket <0|1> (default = 1) to cg_rocketStyle <1|2> (default = 1). The new naming structure fits in line with the cg_lightningStyle and the old convention made little sense, as the reference 'old' is lost between iterations of the game.
  • Renamed cg_oldPlasma <0|1> (default = 1) to cg_plasmaStyle <1|2> (default = 1). The new naming structure fits in line with the cg_lightningStyle and the old convention made little sense, as the reference 'old' is lost between iterations of the game.
  • Fixed 'Falling Damage Received when Landing Crouched from Jumppads'
  • Optimized cg_drawGun 0 by disabling the weapon sway/position calculations when the weapon is not being drawn.
  • Changed cl_mouseAccel, cl_mouseAccelStyle, cl_mouseAccelOffset and cl_maxPackets to now replicate (save to config in database).
  • Added cg_newWeaponBar 2 and cg_newWeaponBar 3 options for right and center aligned weapon ammo bars.

 
Domingo, 30 de Agosto de 2009
Llega QuakeLIVE a Argentina!!!!
Noticia de Quake LIVE | 30/08/2009 | 18:37:42 | [QCA]SebaSOFT!
Noticia de Quake LIVE

Y es el segundo país sudamericano que tiene servidores de QuakeLIVE! disponibles. Y son varios! Ahora podremos disfrutar de este juego gratuito sin temor al lag o a los yanquis acusándonos de tramposos.
Estas cosas siempre son el producto de muchas tratativas y es el amigo Tranthor que tomó la iniciativa con la ayuda de unlimitedTorneos.com.ar y GXZone.com.
También nuestro amigo abrió un sitio (www.quakelive.com.ar), en el que se tratarán todas las noticias y los problemas que puedas tener. Ya hay disponibles guías y muchas cosas para que estés listo para la batalla.

Nos vemos en las arena argentinas...

 
Martes, 25 de Agosto de 2009
QuakeCon 2009
Noticia de la Comunidad | 25/08/2009 | 10:37:36 | [QCA]SebaSOFT!
Noticia de la Comunidad

Salíó una lista resumen de los videos que de tomaron en la QuakeCon 2009. Estos videos (hechos por QuakeLive.tv) son desde partidos que se jugaron, pasando por las presentaciones de id Software, hasta entrevistas con los capos de estas empresas.

La Lista:

id Software Press Conference by QuakeUnity
http://quakecon.quake-live.tv/2009/0...ss-conference/

John Carmack Keynote by QuakeUnity
http://quakecon.quake-live.tv/2009/0...rmack-keynote/

Tim Willits Rage Interview by QuakeLive.TV
http://quakecon.quake-live.tv/2009/0...s-tim-willits/

Paul Wedgwood Brink Interview by QuakeLive.TV and QuakeUnity
http://quakecon.quake-live.tv/2009/0...ood-interview/

Marty Stratton Interview
http://quakecon.quake-live.tv/2009/0...ton-interview/

nVidia Instagib CTF High Quality VOD
http://quakecon.quake-live.tv/2009/0...ib-ctf-hq-vod/

Young Gamers Cup HQ VOD
http://quakecon.quake-live.tv/2009/0...rs-cup-hq-vod/

Lord Havok Interview – Linux and Mac clients for QuakeLive by QuakeLive.TV
http://quakecon.quake-live.tv/2009/0...-ql-linux-mac/

Flysher Interview – Winner of the QL Open Tournament by QuakeLive.TV
http://quakecon.quake-live.tv/2009/0...her-interview/

LQ VOD - King of the Hill Part 1 at QuakeCon by QuakeLive.TV
http://quakecon.quake-live.tv/2009/0...con-09-part-1/

HQ VOD - King of the Hill Part 2 at QuakeCon by QuakeLive.TV
http://quakecon.quake-live.tv/2009/0...akecon-part-2/

Young Gamer’s Cup Interviews with Lillie and SyncError – by QLTV
http://quakecon.quake-live.tv/2009/0...up-interviews/

Young Gamer’s Cup Wrap Up - by QLTV
http://quakecon.quake-live.tv/2009/0...s-cup-wrap-up/

nVidia Instagib CTF – Low Quality Version – by QLTV
http://quakecon.quake-live.tv/2009/0...-instagib-ctf/

Doom 3 BYOC Semis and Finals - by QLTV
http://quakecon.quake-live.tv/2009/0...qcon-coverage/

Walter Interview – by QLTV
http://quakecon.quake-live.tv/2009/0...ter-interview/

Varias discusiones y fotos:


GreasedScotsman and Jehar Discuss QuakeCon ’09 - QLTV
http://quakecon.quake-live.tv/2009/0...iscuss-qcon09/

GreasedScotsman and Jehar Discuss Wolfenstein - QLTV
http://quakecon.quake-live.tv/2009/0...s-wolfenstein/

GreasedScotsman and Jehar Discuss Wolf, Brink and Rage - QLTV
http://quakecon.quake-live.tv/2009/0...lf-brink-rage/

 
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