DOWNLOAD THE LATEST VERSION
http://www.moddb.com/mods/q43a

INSTALLATION :

find the folder quake4 is installed in.

installation :

put the q43a folder in the main quake4 folder :

drivepath/quake4/q43a/

running it :

to run SP as unofficial patch worx/listen servers/connect to servers :

run quake4.exe +set fs_game q43a

or simply load quake4 like normal and load the mod through the main menu link in the bottom left corner

to start a dedicated server :

open the drivepath/quake4/q43a/q43a_txt.pk4 in any zip progran and extract the Docs/serverconfig.cfg file into drivepath/quake4/q43a/

run quake4ded +set fs_game q43a +exec serverconfig.cfg

when the mod is loaded, the main menu should be red, then drop the console and type gm_version to see if the driver is loaded correctly, if the cmd doesnt exist then the driver isnt loaded, and you will have to extract it manually, both windows and linux drivers are in the game666.pk4

CUSTOM DAMAGE SETS FOR SERVERS :

extract q43a_damageset_q43a.pk4, edit the def file change _q43a to you damage set name

entityDef damage_blaster_q43a
{
}

entityDef damage_blaster_damagesetname
{
}

upload new pk4 with your damge set in to your server. set seta si_damageSet "damagesetname", and start server

FUNC_LIQUID IN MAPS FOR WATER/LAVA :

add a func_liquid to a map, and set the mins/max in the entity editor to the box size to want to be liquid

make a normal brush and size it over the func_liquid box, and put the nodraw texture on all side except for the surface, you have to fake a bind, messing about the map file in a text editor, enitity kids and sizes wont work, you have to set it up manually which can take some time for the surface, the hud overlay will look rubbish if the surface is to high or to low from the func_liquid surface

RANDOM MAPS WITHOUT NEEDING A MAPCYCLE.SCRIPT :

enable si_rmapcycle 1 in server config, and the server will choose the next map for you and all clients for listen and dedicated servers.

VEHICLES IN MP GAMES :

use vehicles in editor context menu [ right click ] under team/vehicles, they are set up to respawn, and will be open for all, in non team games, to have vehicles without the team skins. copy either marine or strogg entity and just //"skin" and the skin will be back to the singleplayer skin

ALTERNATIVE WEAPON FIRE :

weapons without zoom enable will allow for projectile launches like normal fire, and pressing zoom if a weapon has a alternative fire set will fire it, like nalpalm to fire a guided projectile from POV and tripbombs with grenade launch, a flare with the blaster, to can set alternative weapon fire on all weapons

ENTITIES ON FIRE WHEN SPAWN IN MAP LOADS :

open its entitydef and add keys

"onFire" "0" // on fire
"onFireChance" "21" // 1 in this chance if its set, better off with low numbers 1->3

FULL CUSTOM MP PLAYER MODELS :

the main info is the same as standard quake 4

playerModel model_player_dorkif { //Dorkif
"model" "model_player_strogg"
"def_head" "char_marinehead_kanestrg"
"def_head_ui" "char_marinehead_kanestrg"
"skin" "skins/characters/kane_strogg/tactical_elite"
"description" "#str_108017"
"team" "Strogg"
}

the rest is easy to work out

entityDef model_player_dorkif {

//taunts are used for binded impulse keys
"lipsync_taunt_1" "tactical_elite_sounds_taunt_1"
"lipsync_taunt_2" "tactical_elite_sounds_taunt_2"
"lipsync_taunt_3" "tactical_elite_sounds_taunt_3"
"lipsync_taunt_4" "tactical_elite_sounds_taunt_4"
"lipsync_taunt_5" "tactical_elite_sounds_taunt_5"

//normal death sounds
"lipsync_death_1" "tactical_elite_sounds_death_1"
"lipsync_death_2" "tactical_elite_sounds_death_2"
"lipsync_death_3" "tactical_elite_sounds_death_3"

//normal pain sounds
"lipsync_pain_small" "tactical_elite_sounds_pain_small"
"lipsync_pain_medium" "tactical_elite_sounds_pain_medium"
"lipsync_pain_large" "tactical_elite_sounds_pain_large"
"lipsync_pain_huge" "tactical_elite_sounds_pain_huge"
"lipsync_pain_low_health" ""

"snd_water_wade" "player_sounds_water_wade"
"snd_footstep" "player_sounds_footstep"
"snd_footstep_sand" "player_steps_dirt"
"snd_footstep_dirt" "player_steps_dirt"
"snd_footstep_hollowmetal" "player_steps_hollow_metal"
"snd_footstep_rock" "player_sounds_footstep"
"snd_footstep_flesh" "player_steps_liquid"
"snd_footstep_water" "player_sounds_water"
"snd_gear2" "player_gear_movement2"
"snd_jump" "player_gear_movement"
"snd_stepladder" "player_steps_ladder"
"snd_land_hard" "player_jump_land_hard"
"snd_land_soft" "player_jump_land"
"snd_guienter" "player_sounds_guienter"
"snd_guiexit" "player_sounds_guiexit"

//in view weapon models and skins/ each weapon has a inview model in its models/weapons/inview.md5mesh
"weapon0_viewModel" "weapon_gauntlet_view_strogg"
"weapon1_viewModel" "weapon_machinegun_view_strogg"
"weapon2_viewModel" "weapon_shotgun_view_strogg"
"weapon3_viewModel" "weapon_hyperblaster_view_strogg"
"weapon4_viewModel" "weapon_grenadelauncher_view_strogg"
"weapon5_viewModel" "weapon_nailgun_view_strogg"
"weapon6_viewModel" "weapon_rocketlauncher_view_strogg"
"weapon7_viewModel" "weapon_railgun_view_strogg"
"weapon8_viewModel" "weapon_lightninggun_view_strogg"
"weapon9_viewModel" "weapon_dmg_view_strogg"
"weapon10_viewModel" "weapon_napalmgun_view"

"weapon0_viewSkin" "skins/multiplayer/weapon_view_GT_default"
"weapon1_viewSkin" "skins/multiplayer/weapon_view_MG_default"
"weapon2_viewSkin" "skins/multiplayer/weapon_view_SG_default"
"weapon3_viewSkin" "skins/multiplayer/weapon_view_HB_default"
"weapon4_viewSkin" "skins/multiplayer/weapon_view_GL_default"
"weapon5_viewSkin" "skins/multiplayer/weapon_view_NG_default"
"weapon6_viewSkin" "skins/multiplayer/weapon_view_RL_default"
"weapon7_viewSkin" "skins/multiplayer/weapon_view_RG_default"
"weapon8_viewSkin" "skins/multiplayer/weapon_view_LG_default"
"weapon9_viewSkin" ""
"weapon10_viewSkin" ""

}

EXISTING MAPS

99% of mp maps that exist will work in Q43A, you will probaly have to copy the info out of the addon conf and put it in the def/map.def file and then delete the addon.conf out of the maps pk4 for it to work

if running a server you are better off deleting the addon.conf out of the cmp map pack pk4, map info is already in the maps.def, and leaving the addon.conf in the pk4, will make the game shutdown to load the map everytime

custom single player maps will not work, Q43A has no hitscan, and all custom Ai will have hitscans setup to use, they wll have to be fixed for the map to work and not error out with the missing hitscan message.. hitscans have been replaced with regular projectiles

the whole of the original SP game will work, just start a new game on the menu to play it

MATERIALTYPES :

new in Q43A : snow. lava. grass. foley. metalgrate_small. metalgrate_large. wood. tile. sandstone. redrock. darkconcrete. lightconcrete. wetmud

you can add your own materialTypes, in folder materials/types/types.mtr and they will be used for textures/fx/sounds