Yup, it's been released, with the full point release weighing 267MB / 274MB respectively (for Windows / Linux respectively), and the patch point release (that updates v1.3 to 1.4.2) weighing 66.1MB / 72.9MB respectively. Here's a select slice from the changelog, from the readme:
Fixes & Updates in 1.4:
1.4.2 Point Release :
* player lean, player models lean in the direction of movement use g_playerLean to scale or disable the effect (client side) * fix wallhugging on ramps fix also makes ramps slightly faster * horizontal speed fully maintained when crouch sliding and hitting a ramp previous version had a little dip 1.4.1 had a bug that caused a sharp speed drop (this is also fixed) * RG ammo box 10->7 * si_fps limited to 90fps for q4mp/, now declared in gamecode so mods can change their max * predict weapon changes for the local client. more responsive on high ping (can be turned off with net_clientPredictWeaponSwitch 0) * revert the projectile code to 1.4.0, not trying to predict projectiles anymore the prediction code of 1.4.1 can be enabled with g_predictProjectiles 1 (client side) (was causing too many bad artifacts) * reworked the hit sounds / hit feedback propagation. fixed skipping problems * change network demo extension to include the protocol number for Quake 4 1.4.2, the extension is .ndmo85 * fix network demos not setting the si_fps value properly * fix client prediction being irregular when connected to a TV repeater * added r_skipSky for a cheap black sky * fix a crash in single player (sound related) * fix several SMP-related crashes * fix a crash in autodownload server * hud_showSpeed cvar (shows current horizontal speed) * hud_showInput cvar (shows the input state to learn how to make particular moves) * hud_InputPosition, alters where the showInput feedback is displayed * hud_InputColor, alters the highlight color of the showInput feedback * s_useOcclusion no longer cheat protected (can be changed by network clients now) * no gauntlet spinup time, damage is immediate now * bse_rateLimit defaults to 3, showing all shotgun pellet impacts * added g_nailTrail, g_grenadeTrail, g_rocketTrail, g_railTrail, g_napalmTrail to disable weapon trails * updated reference netdemo included for performance tests: id_perftest.ndmo85
Yup, the v1.2 build version of both the Win32 and Linux Quake 4 SDK has been released, weighing 55.9MB and 61.3MB.
So be sure to download it, eager modding fans of Quake!
UPDATE: And subsequently, the new v1.2 point patch update has been released as well (for both Win32 and Linux, of course), making the inclusion of multiplayer voice chat, a forcemodel option, fixed pure-server auto-downloading, HTT support, smooth stairjumping and 4 new multiplayer maps; weighing precisely 22.64MB/119.15MB. (update from v1.1 version build/full). Be sure to head on over and download it at Worthplaying.
UPDATE #2: The v1.21 patch update for the GIN/Linux x86 edition has also been exuded, (weighing 117MB), here's the .plan update announcement, courtesy of Timothee Besset of id Software:
This update is fully compatible with other versions of Quake4 1.2. The main reason for this release is the addition of SMP renderer acceleration to the Linux version. Same rules apply for Linux SMP as they do on Windows. Depending on your system ( CPU limited, GPU limited, processor cache sizes.. ), this may or may not improve performance.
The SMP binary requires a modified version of the SDL library, which is shipped with the installer. A patch of the changes we applied to the lib is in the setup as well.
Other things fixed: - no longer using SDL_ListModes to filter available resolutions ( use +set r_useSDLModes to re-enable, SDL_ListModes returns way too little of the possible resolutions ) - fix stalls that may happen with DNS resolution ( Linux bug only ) - fix a download bug: if the server is configured with some of the fs_*path cvars having a trailing slash, they might cut one character when returning download URLs.
The download bug affects all operating systems. If you run a Windows server, make sure you don't have a trailing slash at the end of fs_basepath
Yep, the Quake 4 Mac OS X port version build has finally begun shipping today, and will run on either PowerPC CPU or dual-core 2.0 GHz Intel CPU chip powered Macs. Good news for Mac OS X users who have amicably been awaiting this moment to transpire! Here's the press announcement:
AUSTIN, Texas--(BUSINESS WIRE)--April 14, 2006--Aspyr Media, Inc. announced today that it has begun shipping QUAKE 4, a Mac OS X Universal application, developed by Raven Software and produced by id Software, for Macintosh. QUAKE 4 will run natively on both PowerPC- and Intel-based Macintosh computers.
ADVERTISEMENT The long-awaited sequel to QUAKE IIÂ®, QUAKE 4 enlists gamers in the role of Matthew Kane, a member of the legendary Rhino Squad, to penetrate deep into the heart of the Strogg war machine and engage in a series of heroic missions to destroy the barbaric alien race. QUAKE 4 begins only moments after the events of QUAKE II, with the Earth's fleet launching a massive offensive to the planet Stroggos. As Matthew Kane, gamers invade the alien stronghold, fighting alone, along side other Marines, and in mechanized walkers and hover tanks as they encounter the Strogg and their disturbing amalgamations of man and machine. Built on id Software's revolutionary DOOM 3Â® technology, QUAKE 4 also features fast-paced multiplayer competition modeled after the speed, style and feel of QUAKE III ArenaÂ®.
id -- Freud's primal part of the human psyche and one of the hottest game shops on Earth -- has been rocking the gaming world from Mesquite, Texas since 1991. As a renowned leader in the industry, id Software forged such frenetic titles as Wolfenstein 3DÂ®, DOOMÂ®, DOOM IIÂ®, QUAKEÂ® and QUAKE IIÂ®, and QUAKE III ArenaÂ®. With intense graphics and mind-blowing action, id's games have helped redefine the modern video game, continually setting industry standards for technology and gameplay. And, in keeping with tradition, id Software has amplified the world of adrenaline pumping 3-D gaming with the release of their latest action titles, Return to Castle WolfensteinÂ®, and DOOM 3. id Software's advanced DOOM 3(TM) engine is leading the next revolution in 3-D interactive games. Check out more about id Software at www.idsoftware.com.
Headquartered in Santa Monica, California, Activision, Inc. is a leading worldwide developer, publisher and distributor of interactive entertainment and leisure products. Founded in 1979, Activision posted net revenues of $1.4 billion for the fiscal year ended March 31, 2005.
Activision maintains operations in the U.S., Canada, the United Kingdom, France, Germany, Italy, Japan, Australia, Scandinavia, Spain and the Netherlands. More information about Activision and its products can be found on the company's World Wide Web site, which is located at www.activision.com.
About Aspyr Media Inc.
Aspyr Media Inc., based in Austin, TX is an established publisher of interactive entertainment software. Aspyr is a leading publisher of Macintosh, PC, and Game Boy Advance games, as well as DVD and audio CDs. Aspyr is committed to delivering high-quality entertainment products to consumers worldwide.
More information on Aspyr and their line of products can be found on the Internet at http://www.aspyr.com.