no, bots suck, play singleplayer, play humans in mp,
i`ll add a timer, for you all to try and speed run sp maps, and fail,
every map works except 1, after cinematic of whatever map it is, when you get strogged, the map stops there, just click start new game on the main menu, unofficial patch worx, play mp all the same
better to play sp with all the pk4`s unpacked, it stops a few glitches, like flashlights and weapons on intro cinematic
added total ammo to weapon switch icons, and g_customhud, to override and use your own hud "guis/customhud.gui", now yall can make you lame arcade huds,
i upload a win-linux full release, after midnight GMT to moddb, so you all can play it all night in secrecy. with vehicles back to being usable, without any form of map restarts on listen/dedicated servers
requires quake 4 with point release 1.4.2 installed
Q43A mod is to make q4 gameplay darker, tougher, and more tactical and realistic single player mode and more like Q3 with greater balance and action in multi player mode, works best as an unofficial patch to make q4 work, playable and good for the next few years of quake 1,2,3 or 4 action
all downloadable and existing q4 maps are playable as the normal game, after loading the mod just press "start new game" to play the whole of the singleplayer mode, you will need to add "last man standing" and "invisibility" to any dm maps mapdef file to be able to play them in either new gametype, militia is 99% code, no changes are needed to any map for all the changelog to be active in sp or mp gameplay.
gameType Reactor : kind of UT onslaught. kill a reactor. with team health regen in promity to own reactor. with reactor health regen too. 2 team points everytime reactor health reactors <=25% of maxHealth.
gameType Last Man Standing : set amount of respawns/lives alowed, when all used up. player is forced as a spectator with or without server allowing them. until the next game starts. which is whenever only 1 player has respawns remaining, need to use si_useready
gameType Invisibility : standard deathmatch. with infinate invisibility, bind impulse_50 to flick on/off in SP
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- single/multiplayer game modes :
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Adds : manual weapon zoom. use forward/back buttons to zoom in and out
Adds : projectile flares, default : charged blaster
Adds : projectile tripbombs, default : grenade launcher
Adds : flamethrowers, default : gev
Adds : guide projectiles from projectile point of view with own hud, default : nalpalm gun
Adds : playerview bloodsplashes/sprays
Adds : weapons can have a pre muzzle flash effect that plays when weapon is idle
Adds : vehicle positions can be set to thirdperson view within def file
Adds : 3rd person death when player is dead
Adds : full headshots : mp announcer will play sound announce_headshot
Adds : bind _impulse23 to toggle invisibility in sp and mp gametype invisibility
Adds : new machinegun fire sound
Adds : material specific footstep sounds, for most materialTypes : concrete, hollowmetal, snow etc
Adds : full usuable water with func_liquid, with colorization of projectiles going into and exiting liquid pools
Changes : all weapons can use class idGuidedProjectile as a projectile spawnclass
Changes : each vehicle position uses its own hud setting in def file for multiple driver postitions
Changes : all weapon damage, ai and effects for a better looking and interesting game
Changes : new physics for moveables and vehicles, and player tweaks
Changes : vehicles kick players out when flipped and no longer eject players into the sky
Changes : better muzzle kicks on all weapons
Changes : press jump to enter/exit vehicles
Changes : hitscans no longer exist. MG/RG/LG/[bullet] weapons now use class idHitscanProjectile
Changes : all sound volumeDB, min/maxDistance on most of the sound files, for a balanced game
Changes : all menu default crosshair colors to be 0.7 alpha/transparent
Fixes : gibs use burn away effect instead of just being removed
Fixes : mapdef file worldspawn "gravity" key, to allow map to have and use a custom gravity level
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- singleplayer game mode :
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Adds : team ai will stay a set distance from you when in attack mode
Adds : ai deaths will be random animations. or burst into fire if cvar g_burnholysin = 1
Adds : random voice taunts from self to strogg
Adds : view from ai killer with pm_aideathview, with each model having its own hud/gui to view from when player is dead
Adds : operating system clock to the top right corner of the ingame hud
Adds : full usable game pause binding _impulse25
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- multiplayer game mode :
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Adds : 100% new netcode thats specific to dedicated/listen servers, and clients, which gives you lower cpu usage on both servers and clients
Adds : 3 new gametypes : reactor, last man standing, invisibility
Adds : server side : full respawnable free for all and team vehicles , should allow multiple passenger positions, with each position using its own seperate hud
Adds : server side : all players view frag leader when game ends
Adds : server side : all players view winning team base when game ends in team games
Adds : multiple new ways of starting games, standard warm up/ready up, force ready up with countdown, use a timed warmup cowntdown
Adds : instaGib enabled using cvar si_instaGib
Adds : new god powerup : max health/armour, run faster, jump higher, and immortality
Adds : extra player models
Adds : server side : sfx groundshake/nightemare etc effects
Adds : server side : full flashlights for weapons/vehicles using models and on/off button and weapon animation
Adds : server side : guided/projectile point of view guideded projectiles
Adds : server side : model specific lipsynced voice taunts for each player model
key bind _impulse_60 to play mp voice taunt 1
key bind _impulse_61 to play mp voice taunt 2
key bind _impulse_62 to play mp voice taunt 3
key bind _impulse_63 to play mp voice taunt 4
key bind _impulse_64 to play mp voice taunt 5
Adds : hud ammo clipsizes for all weapons that use them
Adds : 25secs warning beep to mp game time limit hit
Adds : custom damage sets for mp games, all damagedef are read from 1 file, and set in server config using si_damageset
Adds : si_rmapCycle to randomize server map list, without having to setup a si_mapCycle .scriptcfg file
Adds : player in/out teleport sounds
Adds : player model specific arm skins and model set in the models entitydef
Adds : end of games will now show "next match begins in [si_gameReviewPause]" on the game review pause summary/score screen
Changes : ctf flag is now invisible if carrier player has invisibility
Changes : ctf flag resets to base if player dies ontside of the arena
Changes : si_drop powerups/weapons now work
Changes : server side : railgun color/team hitscan tints, that always work
Changes : all the main si_settings will now show on othe ingame mpgame server info screen with enabled/disabled instead of 1 or 0
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- new cmd list
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Adds : screenshotmode //enable noclip and hide player hud and weapons
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- cvar list
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- sp/mp game :
Adds : pm_dropWeapons //replaces player def files "nodrop" for SP games, does`nt do nothing, just looks good in thirdperson death
Adds : pm_thirdpersonCrosshair //show crosshair in thirdperson view
Adds : pm_instaGib //insta for singleplayer
Adds : pm_dropPowerups //drop powerups when killed for SP games, powerups nothing fully usable yet
Adds : pm_thirdpersonCrosshair //show crosshair, def file overrides this
Adds : pm_thirdpersonVehicleRange //eye distance from driver position, def file overrides this
Adds : pm_thirdpersonVehicleHeight //eye height from driver position, def file overrides this
Adds : pm_aiDeathView //view from killer AI when dead
Adds : pm_aiDeathViewRandom //chance in %n, >= 2, to view from killer AI pov
Adds : ai_fovDegrees //replaces ai def files "fov", use overrideFOV in def files
- sp/mp game :
Adds : g_burnaway //remove ai ragdolls in SP
Adds : g_gibHealth //health below 0. for gibs if projectile allows gibs
Adds : g_respawnDelay //time player respawns after death. replaces respawn_delay in player def file
Adds : g_voiceTaunts //enable voice taunts in game. 1 in 24 chance of player/ai saying something after kill with "snd_taunt" in def file in SP
Adds : g_fadeDeath //fade screen to black when dead in SP
Adds : g_regidDead //keep actors solid when dead in SP
Adds : g_bloodSpray //bloodspray vision on hud
Adds : g_teamDamage //team damage mode in SP
Adds : g_voiceFriendlyFireChance //chance of friendly fire lipsync/sound in SP
Adds : g_zoomtype //0 = manual, 1 = auto. for SP
Adds : g_weaponHitbeep //to play g_weaponHitbeepSND when weapon shots hit enemies
Adds : g_spectateHudfx //0 = off, 1 = monitor fx, 2 = monitor fx + broken glass in MP
Adds : g_showPing //always show ping on the mp hud
Adds : g_customHud //overrides default hud 'guis/customhud.gui' in SP/NP/TEAM MP
- server config :
Adds : si_voiceTaunts //enable voice taunts
Adds : si_vehicleRespawn //respawn vehicles
Adds : si_vehicleRespawnTime //time to vehicle respawn death
Adds : si_vehicleTimeToRespawn //actual time to vehicle respawn after death
Adds : si_vehicleSteal //allow enemy team to steal vehicle until vehicle death
Adds : si_ctfKillReturns //return flag when carrier has been killed
Adds : si_playerViewEffects //enables player hud bloodsplashes, double/tunnel/shake vision
Adds : si_burnholysin //same as g_burnholysin, doesnt do much in MP but waste a few packets
Adds : si_dropWeapons //drop weapons when killed
Adds : si_dropPowerups //drop powerups when killed
Adds : si_gameReviewSpectate //force players to spectate when game ends
Adds : si_gameForceReady //force player ready when game ends
Adds : si_gameReviewPause //scores review time in seconds (at end game)
Adds : si_tournamentmode //to quickly disable. projectile impacts, hud bloodsplashes, flashlights, player view effects, voice taunts. enables instantrespawns, broadcasts all footstep/jump and item/weapon pictup sounds to all clients, disables weapon impact_fx/wall decals
Adds : si_rocketjumps //0 = disallow, 1 = allow, and si_rocketjumppower to have a custom height
Adds : si_rocketjumppower //power multiplier of rocket jumps, stops the need for splash damage changes that effect SP games
Adds : si_teamname0/si_teamname1 //for customizable team names, which show on all menu.guis, and chat
Adds : si_playerAir //how long in seconds the player can go without air before he starts taking damage, when under water or in vacuums
adds swimmable liquid using func_liquid using editor vars :
"editor_var density" "water density when swimming"
"editor_var buoyancy" "buoyancy of player only"
"editor_var _color" "color to overlay on player hud when submerged"
"editor_var damageDef" "damage def to use every second"
after you have set the mins/maxs for the func_liquid, add a slim brush for the surface material
includes a basic demo map. /map test in the console to run
Free For All 14sec
Team DM 12sec
Tourney 23sec
CTF 17sec
Arena CTF 15sec
Arena 1 Flag CTF 15sec
DeadZone 14sec
Reactor 22sec
Last Man Standing 14sec
Invisibility 22sec
default pickup respawn time to : 48sec
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- starting MP games in server config
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si_warmup 1 + si_useReady 1 : normal warmup waiting for si_minplayers to readyup to start match
si_warmup 1 + si_useReady 0 : normal warmup using si_countdown to start match, move to next map when countdown is reached
si_warmup 0 + si_useReady 1 : spectator waiting for si_minplayers to readyup to start match
si_warmup 0 + si_useReady 0 + si_useCountdown 1 : spectator readyup using si_countdown to start match, move to next map when countdown is reached
si_warmup 0 + si_useReady 0 : just start game
fixes clientside game crash when guided projectile impacts
fixes clientside game crash when going into spectator and viewing end of game frag/team base winner
fixes some maps not having lights rendered
added new cvars for mp server player speed, for a custom running, walking, crouch player speed add :
extract and overwrite all files into the quake4\Q43A_1.1.15 folder
fixes : tournament gametype not working on dedicated servers, forces si_allowVoting to 0/disabled, and si_tournamentMode to 1/enabled
fixes : being thrown off of moving platforms
fixes : weapons not being dropped when out of ammo, if "droponempty" is set in weapon entitydef
fixes : previous weapon still firing when cvar ui_autoswitch is enabled
fixes :vote map restart client game crash, when map retarts if vote is won
changes : can now cancel weapon reloads, by firing
changes : si_gametype "Free For All" to FFA
its no effort, you might be all that, but drinking and smoking, and kicking ass, and a bit of code is`nt effort, modellers can be all fame and glory, i could`nt give a shit about all that, which is kind of obvious
sit in a irc chan, and make listen server, when you want a game, in windowed mode
militia is banned on q4master, and so would be q43a, because its militia with another name, because im banned on all modding forums and take the piss out of inbreds on doom3world
if there are ever any dedicated servers you would have to find them on quakeservers.com or another site you can post ips on
You...banned...no. I wonder what for. Might be because you're mod is useless, doesnt work half ALL of the time and you're spamming ESR Q4 forum with random changelog crap and whine about your terrible mod. You should probably stop while you're ahead. You should work on something that people will actually play.
cosmetic makeover and everything is more professional and clean than what raven put in the shop, none of that ameteur rubbish
and most of the changelog is my own code, none of it exists, not even the mp vehicle code, hud bloodsplash code is quoted out in d3 and q4 sdk and both is the same code that doesnt work in playerview.cpp
Yes, but who really cares. No one really plays your "mod" and you seem to be putting a lot of time into it. Why? It's not really doing anything original or that people are wanting. Just kind of seems like a waste. Why not help out with GTR; don't they need a coder or something?
why would i care about gtr, modding might be work for all of you, it kills a few hours here and there when theres nothing to do
and whats good about gtr, it has nothing but some gametypes,
most things in your vanilla thread has been fixed in q43a, along with a shit load of other original game glitches, and most the code has been cleaned up
if you want most of the complete changelog, then goto q4files and download and look at all the militia 1.6 releases, which all together would be >1mb txt file
Nothing - he probably just cannot work out how to stop his firewall blocking the outgoing heartbeats, or the incoming serverquerys, so it doesn't show up.
released in alpha state, i just finished it off, minus crouchslides, ground friction is set too high so slides no longer work
the sdk is full of code that just works, so never touch it again, and never recode it if the code that just works is needed some where else, copy and paste the code where its needed
dont have a pure dedicated server, if you want a dedicated server to work, pure servers dont do nothing special anyway, they just force a map restart if you change a unknown set of si cvars
sdk wise, it does absolute nothing
shutdown the server, if you change the config, connecting clients will have new config, while current client will have the old
It certainly causes problems, but not as much as every player repacking the pk4's themselves, potentially with different zip tools that mean they no longer have the same checksums
pk4s are all md5 hashed and will download which ever pk4s are needed clientside which dont match serverside md5 hashes of the used pk4s, the addon.conf was a temporary solution to some brainstorm that went wrong and then was removed in 1.4.2 or whatever version
deleting the addon.conf doesnt make any difference, playing on dedicated servers all night would just be like trawling around UT servers, and downloading something everytime you connect to 1
if you have q43a and a server uses a custom damageset, and its not in the client mod dir, the client will download it when you connect and the game then restarts with it loaded so you can connect to the server
the same with maps and custom mp player models, and anything else stored in a pk4
not really, dont use votes, running a server sounds good, just run a app, its not some technical world
pure servers wont let you change server config, si_cvars ingame, or ir will force a map restart, its only needed if you dont really know anything and cant read code
you can still use voting, just not si_pure servers, if by the random chance a client has the wrong info, they will be ERP_DROP with mis-matched crc packets and disconnected
and im not hunting 1 line down because something in the engine doesnt work
that right, same old dnb bitches from dnb arena never gonna quit with your middleclass bullshit cos dnb a ghey and dead scene, your whole pussy middleclass little scene should sort your heads out
and all get lives, your all nothing without dnb, just middleclass wankers the rest of the world dont care about,
all gone and found each other, all the same sad spoilt little middleclass twats, all in your own world living what you think is street n cool, when its nothing to do with every other musik scene, which points out that dnb really is a ghey scene, but its not because its dnb, and everything that made dnb was real ghetto of briton, which are all chavs to all you middleclass pricks with your gurlie cheesie bollox, but like to think your all ghetto too, cos its dnb
get a life, and some proper hardcore, with hoods to the right, left and center, and all the night life of the city, in and out of clubs