download : http://www.moddb.com/mods/q43a/downloads/q43a...x-build-19
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- Q43A 1.1.15 BUILD #19 win32/linux - p0rt
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description :
requires quake 4 with point release 1.4.2 installed.
Q43A mod fixes many if not all glitches and bugs known in quake`s 4 gameplay and existing mods, adds all the missing features that were in quake 3 arena and replaces the netcode all new netcode to improove gameplay which is more noticable with more players and action on a server. all possible by plenty of recoding of the SDK. just load the mod and play quake 4 like normal with no messing around or waiting for custom maps to be released, for both SP and MP
changelog :
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- INSTALLATION
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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 :
delete addon.conf out of the q4base/q4cmp_pak001.pk4, all map info has been added to the q43a_txt.pk4/def/maps.def file, disabling the cmp maps that have no working lights or are rubbish to play on
run quake4ded +set fs_game q43a +exec serverconfig.cfg
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- gameTypes
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normal : dm, tdm, tourney, ctf, arena ctf, deadzone ganetypes
and new MP gametypes :
gameType Reactor : like UT onslaught. kill a reactor. with team health regen in proximity 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
gameType Duel :
>if si_maxplayers is set to 2, bing impulse_26 to conced a match
>more air move allowed
>timelimit games only
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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
Changes : SP and MP gravity, both gametypes uses the same default world gravity setting of 1066 [normal SP gravity]
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
Fixes : 1000s of small things
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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 : client side : model specific lipsynced voice taunts for each player model
key bind _impulse_60-64 to play mp voice taunts 1->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
Changes : invisibility powerup model, now smaller and better looking
Changes : CTF flag, now has invisibility skin applied when carrier has invisibility powerup, and not made hidden
Changes : powerup pickups, player can now only pickup 1 powerup at a time
Changes : all projectile effects are now 100% clientside saving few more bytes of bandwidth
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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
- user info :
Adds : ui_zoomtype //0 = manual, 1 = auto. for multiplayer
- ai :
Adds : ai_fovDegrees //replaces ai def files "fov", use overrideFOV in def files
- sp/mp game :
Adds : g_brass //show weapon eject brass, restoring from saved games will have no FX if enabled
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
Adds : g_timeLimitWarningMP //seconds to play time limit countdown warning, 0 to disable
- server config :
Adds : si_alternativeFire //alternative weapon fire, not including zoom
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_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_playerAir //how long in seconds the player can go without air before he starts taking damage, when under water or in vacuums
Adds : si_damageSet //name of damageset to use
Adds : si_instaGib //instaGib for all projectile impacts
Adds : si_instantRespawns //respawn instantly when killed
Adds : si_invisPowerups //allow powerups in invisibility gametype
Adds : si_KillReturnsCTF //return flag when carrier has been killed
Adds : si_lmsRespawns //player respawn limit in last man standing (LMS) gametype
Adds : si_message //custom MOTD for the chatbox, and shown every 'si_message_time' minutes
Adds : si_message_time //time in minutes for 'si_message' to be shown
Adds : si_flashlights //allow weapon and vehicle flashlights
Adds : si_PlayerRunSpeed //player run speed
Adds : si_PlayerRunSpeedCTF //player run speed for CTF games
Adds : si_PlayerRunSpeedDUEL //player run speed for DUEL games
Adds : si_PlayerWalkSpeed //player walk speed
Adds : si_PlayerCrouchSpeed //player crouch speed
Adds : si_ReactorPlayerRegenRate //time in seconds to fully regen same player health when in teams reactor 'radius'
Adds : si_ReactorRegenRate //time in seconds to full regen reactors health
Adds : si_ReactorRegenWait //time in seconds to wait after last damage, before starting to regen health
Adds : si_rmapcycle //enable random map cycle, server will auto select a working gametype map and start the next game/match
Adds : si_rocketjumpPower //rocket jump power
Adds : si_rocketjumps //allow rocket jumps
Adds : si_teamName0 //custom team name for marine team
Adds : si_teamName1 //custom team name for strogg team
Adds : si_useCountdown //use pre-game si_countdown to start games, [warmup/readyup]
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- func_liquid
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allows for full swimmable liquid using func_liquid to be added to both SP and MP maps, with full colorization of projectile and effects that pass through liquid
includes a basic demo map. /map test in the console to run
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- weapons
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set all weapon respawn times :
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
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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
- user info :
Adds : ui_zoomtype //0 = manual, 1 = auto. for multiplayer
- ai :
Adds : ai_fovDegrees //replaces ai def files "fov", use overrideFOV in def files
- sp/mp game :
Adds : g_brass //show weapon eject brass, restoring from saved games will have no FX if enabled
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
Adds : g_timeLimitWarningMP //seconds to play time limit countdown warning, 0 to disable
- server config :
Adds : si_alternativeFire //alternative weapon fire, not including zoom
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_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_playerAir //how long in seconds the player can go without air before he starts taking damage, when under water or in vacuums
Adds : si_damageSet //name of damageset to use
Adds : si_instaGib //instaGib for all projectile impacts
Adds : si_instantRespawns //respawn instantly when killed
Adds : si_invisPowerups //allow powerups in invisibility gametype
Adds : si_KillReturnsCTF //return flag when carrier has been killed
Adds : si_lmsRespawns //player respawn limit in last man standing (LMS) gametype
Adds : si_message //custom MOTD for the chatbox, and shown every 'si_message_time' minutes
Adds : si_message_time //time in minutes for 'si_message' to be shown
Adds : si_flashlights //allow weapon and vehicle flashlights
Adds : si_PlayerRunSpeed //player run speed
Adds : si_PlayerRunSpeedCTF //player run speed for CTF games
Adds : si_PlayerRunSpeedDUEL //player run speed for DUEL games
Adds : si_PlayerWalkSpeed //player walk speed
Adds : si_PlayerCrouchSpeed //player crouch speed
Adds : si_ReactorPlayerRegenRate //time in seconds to fully regen same player health when in teams reactor 'radius'
Adds : si_ReactorRegenRate //time in seconds to full regen reactors health
Adds : si_ReactorRegenWait //time in seconds to wait after last damage, before starting to regen health
Adds : si_rmapcycle //enable random map cycle, server will auto select a working gametype map and start the next game/match
Adds : si_rocketjumpPower //rocket jump power
Adds : si_rocketjumps //allow rocket jumps
Adds : si_teamName0 //custom team name for marine team
Adds : si_teamName1 //custom team name for strogg team
Adds : si_useCountdown //use pre-game si_countdown to start games, [warmup/readyup]
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changelog #19
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fixes :
fixes votesystem
fixes admin rCon menu
fixes random game crash when ragdoll is blocking a door in SP, should be fixed this time
fixes game crash when cycling player models at the end of MP games
fixes [should] random game crash with crash logs that end with \dict.cpp (461): idDict::FindKey
fixes game crash when loading a map in TDM with no team spawnspots
fixes LG registering weapon fires when out of ammo
fixes game crash when killed in a vehicle
fixes gib FX not start from player model center origin
fixes [gev tank] hover pads not having enough force to lift vehicle
fixes game pause message when SP game is paused, drop ingame console and type "bind p _impulse25" and press p to pause SP game
fixes SP weapon ammo guis not always being updated
fixes TDM scoreboards
fixes god powerup pickup sound
fixes god powerup MP announcer [if audio is set]
fixes headshot frags MP announcer [if audio is set]
fixes all voice taunts/pain/death are now 100% clientside and fully work and get played in MP, as long as there is a visme in the lipsync file, and player model head as a lipsync anim, morris/kane/standard models will show, custom MP players in Q43A that use the heads below will not
need some anim emotion_ and anim lipsync for the following heads :
char_marinehead_kanestrg
char_marinehead_half
char_marinehead_doctor_masked
char_marinehead_shot
adds smoke trail to RL rockets
adds player domination time to TDM
adds gev and walker damagedef to [Q43A template] custom MP damagesets :
changes many values on physics, none that change gameplay feel, just cosmetic and more realistic
some proper liquid physics on moveables
changes SP/MP gibs, now more interesting and wont just drop to the floor
changes restoring from saved games, saved games should now work all the way through SP mode
changes SP and MP gravity, both gametypes uses the same default world gravity setting of 1066 [normal SP gravity]
changes LG inview FX, now cleaner and always looks like effect is coming from the barrel
changes all projectile effects are now 100% clientside saving few more bytes of bandwidth
changes hyberblaster projectile, now has a smaller effect
changes nail projectile, removes nail model and just has a particle effect
changes water splash ripple effects, new visible effects with most idliquid _color tints
changes powerup pickups, player can now only pickup 1 powerup at a time
changes CTF flag, now has invisibility skin applied when carrier has invisibility powerup, and not made hidden
changes god power, no longer uses haste effect
changes invisibility powerup model, now smaller and better looking
removes cvar si_duelMaps, only FFA and Invisibility uses all gametype maps
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changelog #18
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fixes mainmenu/create server/more options Kill Returns Flag button
fixes mainmenu/create server/more options Voice Taunts/Flashlight button
fixes gametype [ tournament mode ] text on end of game scoreboard, if si_tournamentmode on/off
fixes server shutdown with "unknown ammo type" message
fixes all weapons with full overhaul and new netcode
fixes RL muzzle fx still playing when out of ammo and holding fire
fixes clientside "firerate" on all weapons set in weapons entitydef
fixes cvar si_suddenDeathRestart, force map restart in MP games
fixes clientside domination time not displaying correct time format.. seconds
fixes end of game team summary scoreboard
fixes all connection and sync errors for servers with more then 16 clients
fixes cvar g_spectateHudfx
fixes tripbombs in SP not triggering on enemy AI
fixes weapon eject brass in SP
fixes server sometimes selecting another with is si_rmapcycle 0 and no mapcycle script is set in si_mapCycle
fixes map restarts for team games
fixes firing single shot when weapon alternative fire is pressed [zoom] in for the first time
fixes game crash when loading maps with team reactors in
fixes MP gametype reactor
fixes reactor end of game winning ent.
kill a reactor or
time limit hit :
if a team scores a health below 25% point, team scores are used
if no scores are made, health is used
fixes clientside airtics not counting back up, when waist deep or out of func_liquid [pools]
fixes cvar g_skipplayershadowsMP, shadows nolonger show in thirdperson death or at the end of game if shadows are disabled
fixes game crash when loading medlabs map
fixes game crash when entering vehicles in SP
fixes MP world weapon reload anim playing when clip is full and reload is pressed
fixes MP world weapon auto reload anims not playing
fixes CTF flag not being removed from player when dropped with impulse_24
fixes MP si_teamdamage, now only applies to team games
fixes death push
fixes MP ingame scoreboard, impulse_19
fixes cvar pm_aiDeathView //view death from ai Killer
adds cvar g_brass "0" //show weapon eject brass, restoring from saved games will have no FX if enabled
adds cvar si_alternativeFire "1" //alternative weapon fire, not including zoom
adds cvar si_PlayerRunSpeedDUEL "342" //player run speed for DUEL games < to server config
adds tournament mode/instant respawns to mainmenu/create server/more options menu
adds suddendeath to gametype duel when timelimit is hit, and frags are tied
adds current distance for guided projectile to projectiles guide hud, when guiding projectile from POV
adds players current domination time to MP hud
adds new RG rail effect
changes cvar g_doubleVision //no longer synced over network
changes cvar g_fov //no longer synced over network
changes MP scoreboard, will show every player thats on the server and not limited to 16
changes lights, all lights spawned are not synced over network, add entity key "net_syncPhysics" to lights in the map editor to sync color changes and physics
changes foglights not being synced with server [forced]
changes air move control in gametype duel. reduces amount of movement you have
changes cvars g_muzzleFlash, g_projectileLights : no longer network synced
changes IMPULSE_26, gametype Duel conced now only works if server max players is 2
changes MP domination time, now just a glory statistic, and not added to game ranking
changes the max_game_message_size, dont know how many bits a vehicle or player state uses, so the new size is probaly OTT, and can exceed the si_maxplayers 128 limit, so you will have to say when your server get a realiable message overflow message if the new size is not big enough
changes zoom hud, SP/MP huds are now shown when zoomed in with a weapon
cleans up more impact math, nearly all impact impulses now go through the same bit of work around math, if you want projectile impact knockbacks g_knockbackdivision will probaly have to be set to beflow 1, the default is 9 which will have no knockback, old default is 180, with projectile applyimpulse are applied 3 times in different functions
g_dv..... [doubtevision] cvars have new defaults, to save some bandwidth,, on a server disable si_playerviewEffects, clientside use g_doubtevision etc, all disabled if si_tournamentMode is enabled
server config, net_clientPredictGUI is nolonger used, weapon_combat code is all clean, and weapon will be lowered on dedicated server anyway if player focus is a usable gui
serverconfig, g_predictedProjectiles is nolonger used
removes cvars g_forceModel, g_forceStroggModel, g_forceMarineModel : enable run server with si_tournamentmode 1 to force pro models
clientside sound when guiding projectile from POV will work, but only the first time a player is spawned, set net_predictionErrorDecay 0, and it will work more times, if not always, or just random
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changelog #17
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fixes airtics tick up when 0 and become waist deep in func_liquid
fixes func_liquid damagedef, not working, damagedef always being no_air
fixes func_liquid _color hud overlay not showing, if thirdperson cam enters func_liquid
fixes/adds impulse_24 to drop CTF flag
fixes tripbombs being removed when projectile "fuse" is reached
fixes timelimitwarning playing constantly when map is looped
fixes timelimitwarning beep playing multiple times at the end of a game
fixes MP tripbombs exploding on self when in non team games
fixes MP rocket launcher not being able to fire after picking up ammo when clip is empty
fixes client gibs not burning away
fixes func_liquid in editor. select a brush, right click and make it a func_liquid and setup the size of the liquid pool
changes duel gametype, si_maxplayers now used, instead of kicking off clients when they connection forced using numclients >=2
changes func_liquid damagedef time, now uses random seconds between 1->6 instead of "delay" set in damagedef
changes tracing func_liquid is now 100% from physicObj/classes
changes MP maxhealth, now 100 from 145
changes MP player spawn armor, now 100 from 43
changes si_maxplayers, now a max of 128
changes ammo totals
"max_ammo_railgun" "35"
"max_ammo_machinegun" "115"
"max_ammo_nailgun" "134"
"max_ammo_shotgun" "35"
"max_ammo_hyperblaster" "108"
"max_ammo_rocketlauncher" "14"
"max_ammo_grenadelauncher" "24"
"max_ammo_lightninggun" "145"
"max_ammo_dmg" "3"
"max_ammo_napalmgun" "1"
adds func_liquid/under water weapon muzzleflashes
adds/replaces pro orange marine skin, with non pinkish camo areas
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- changelog #16 :
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adds new clean mp end of game scoreboard
adds domination time to duel/ffa, if timelimit is hit and players are tied, winner will be taken from frags + domination time
fixes/cleans up mp scoreboard
fixes last man standing games not ending when all player respawns are gone
fixes last man standing games not end when only 1 player is remains in game with respawns left
fixes last man standing respawns not counting down in game on player hud
fixes last man standing scoreboard not showing players in order of respawns left/knocked out
fixes frag/team winner end of game text remaining on spectator screen/hud after game restarts/player respawns
changes si_minplayers is more then 1 and si_warmup or si_useready are not enabled, si_useready will be set as default when loading each new map
-------------------------------------------------------------
- changelog #15
-------------------------------------------------------------
fixes bpglass material projectile impact effect showing "not found" default material
fixes random client game freeze when loading next map
fixes weapon crosshair always flickering into target mode on some maps
fixes walker MP respawn glitch, not having correct axis
fixes editor crashing on startup
fixes projectile fly effect being tinted to the color of func_liquid, when fly effect isnt in func_liquid
fixes dead MP vehicles burning effects not playing on clients who connect midgame
fixes walker MP respawn glitch, not having correct axis
fixes editor crashing on startup
fixes projectile fly effect being tinted to the color of func_liquid, when fly effect isnt in func_liquid
fixes crosshair glitch, will being in target/hit mode on some maps, or when a client connects to server
adds cvar g_timeLimitWarningMP //seconds to play time limit countdown warning, 0 to disable
fixes/adds player inview weapon switch anims, and now abit faster then the default speed
fixes all glitches with binded weapon switch impluse keys
should fix not being able to fire when weapon selected and out of ammo, and pickup ammo/weapon to refill, when autoswitch isnt enabled
cleans up scoreboard/summery gui teamnames/score font, and been reset to default
fixes controllable guided projectiles form POV. still no sound when guiding as a client, sound if choppy if any
fixes normal guided projectiles not working.. both types are seperate, use "guidefromPOV" in projectile entitydef
fixes random game crash when ragdoll is blocking a door
fixes choppy player anim states, when switch to dead state,idle etc, and switching to spectating winner view
-------------------------------------------------------------
- o09 p0r+
-------------------------------------------------------------
-------------------------------------------------------------
- Q43A 1.1.15 BUILD #19 win32/linux - p0rt
-------------------------------------------------------------
description :
requires quake 4 with point release 1.4.2 installed.
Q43A mod fixes many if not all glitches and bugs known in quake`s 4 gameplay and existing mods, adds all the missing features that were in quake 3 arena and replaces the netcode all new netcode to improove gameplay which is more noticable with more players and action on a server. all possible by plenty of recoding of the SDK. just load the mod and play quake 4 like normal with no messing around or waiting for custom maps to be released, for both SP and MP
changelog :
-------------------------------------------------------------
- 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 :
delete addon.conf out of the q4base/q4cmp_pak001.pk4, all map info has been added to the q43a_txt.pk4/def/maps.def file, disabling the cmp maps that have no working lights or are rubbish to play on
run quake4ded +set fs_game q43a +exec serverconfig.cfg
-------------------------------------------------------------
- gameTypes
-------------------------------------------------------------
normal : dm, tdm, tourney, ctf, arena ctf, deadzone ganetypes
and new MP gametypes :
gameType Reactor : like UT onslaught. kill a reactor. with team health regen in proximity 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
gameType Duel :
>if si_maxplayers is set to 2, bing impulse_26 to conced a match
>more air move allowed
>timelimit games only
-------------------------------------------------------------
- single/multiplayer game modes :
-------------------------------------------------------------
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
Changes : SP and MP gravity, both gametypes uses the same default world gravity setting of 1066 [normal SP gravity]
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
Fixes : 1000s of small things
-------------------------------------------------------------
- singleplayer game mode :
-------------------------------------------------------------
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
-------------------------------------------------------------
- multiplayer game mode :
-------------------------------------------------------------
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 : client side : model specific lipsynced voice taunts for each player model
key bind _impulse_60-64 to play mp voice taunts 1->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
Changes : invisibility powerup model, now smaller and better looking
Changes : CTF flag, now has invisibility skin applied when carrier has invisibility powerup, and not made hidden
Changes : powerup pickups, player can now only pickup 1 powerup at a time
Changes : all projectile effects are now 100% clientside saving few more bytes of bandwidth
-------------------------------------------------------------
- new cmd list
-------------------------------------------------------------
Adds : screenshotmode //enable noclip and hide player hud and weapons
-------------------------------------------------------------
- cvar list
-------------------------------------------------------------
- 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
- user info :
Adds : ui_zoomtype //0 = manual, 1 = auto. for multiplayer
- ai :
Adds : ai_fovDegrees //replaces ai def files "fov", use overrideFOV in def files
- sp/mp game :
Adds : g_brass //show weapon eject brass, restoring from saved games will have no FX if enabled
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
Adds : g_timeLimitWarningMP //seconds to play time limit countdown warning, 0 to disable
- server config :
Adds : si_alternativeFire //alternative weapon fire, not including zoom
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_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_playerAir //how long in seconds the player can go without air before he starts taking damage, when under water or in vacuums
Adds : si_damageSet //name of damageset to use
Adds : si_instaGib //instaGib for all projectile impacts
Adds : si_instantRespawns //respawn instantly when killed
Adds : si_invisPowerups //allow powerups in invisibility gametype
Adds : si_KillReturnsCTF //return flag when carrier has been killed
Adds : si_lmsRespawns //player respawn limit in last man standing (LMS) gametype
Adds : si_message //custom MOTD for the chatbox, and shown every 'si_message_time' minutes
Adds : si_message_time //time in minutes for 'si_message' to be shown
Adds : si_flashlights //allow weapon and vehicle flashlights
Adds : si_PlayerRunSpeed //player run speed
Adds : si_PlayerRunSpeedCTF //player run speed for CTF games
Adds : si_PlayerRunSpeedDUEL //player run speed for DUEL games
Adds : si_PlayerWalkSpeed //player walk speed
Adds : si_PlayerCrouchSpeed //player crouch speed
Adds : si_ReactorPlayerRegenRate //time in seconds to fully regen same player health when in teams reactor 'radius'
Adds : si_ReactorRegenRate //time in seconds to full regen reactors health
Adds : si_ReactorRegenWait //time in seconds to wait after last damage, before starting to regen health
Adds : si_rmapcycle //enable random map cycle, server will auto select a working gametype map and start the next game/match
Adds : si_rocketjumpPower //rocket jump power
Adds : si_rocketjumps //allow rocket jumps
Adds : si_teamName0 //custom team name for marine team
Adds : si_teamName1 //custom team name for strogg team
Adds : si_useCountdown //use pre-game si_countdown to start games, [warmup/readyup]
-------------------------------------------------------------
- func_liquid
-------------------------------------------------------------
allows for full swimmable liquid using func_liquid to be added to both SP and MP maps, with full colorization of projectile and effects that pass through liquid
includes a basic demo map. /map test in the console to run
-------------------------------------------------------------
- weapons
-------------------------------------------------------------
set all weapon respawn times :
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
-------------------------------------------------------------
- starting MP games in server config
-------------------------------------------------------------
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
-------------------------------------------------------------
- new cmd list
-------------------------------------------------------------
Adds : screenshotmode //enable noclip and hide player hud and weapons
-------------------------------------------------------------
- cvar list
-------------------------------------------------------------
- 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
- user info :
Adds : ui_zoomtype //0 = manual, 1 = auto. for multiplayer
- ai :
Adds : ai_fovDegrees //replaces ai def files "fov", use overrideFOV in def files
- sp/mp game :
Adds : g_brass //show weapon eject brass, restoring from saved games will have no FX if enabled
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
Adds : g_timeLimitWarningMP //seconds to play time limit countdown warning, 0 to disable
- server config :
Adds : si_alternativeFire //alternative weapon fire, not including zoom
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_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_playerAir //how long in seconds the player can go without air before he starts taking damage, when under water or in vacuums
Adds : si_damageSet //name of damageset to use
Adds : si_instaGib //instaGib for all projectile impacts
Adds : si_instantRespawns //respawn instantly when killed
Adds : si_invisPowerups //allow powerups in invisibility gametype
Adds : si_KillReturnsCTF //return flag when carrier has been killed
Adds : si_lmsRespawns //player respawn limit in last man standing (LMS) gametype
Adds : si_message //custom MOTD for the chatbox, and shown every 'si_message_time' minutes
Adds : si_message_time //time in minutes for 'si_message' to be shown
Adds : si_flashlights //allow weapon and vehicle flashlights
Adds : si_PlayerRunSpeed //player run speed
Adds : si_PlayerRunSpeedCTF //player run speed for CTF games
Adds : si_PlayerRunSpeedDUEL //player run speed for DUEL games
Adds : si_PlayerWalkSpeed //player walk speed
Adds : si_PlayerCrouchSpeed //player crouch speed
Adds : si_ReactorPlayerRegenRate //time in seconds to fully regen same player health when in teams reactor 'radius'
Adds : si_ReactorRegenRate //time in seconds to full regen reactors health
Adds : si_ReactorRegenWait //time in seconds to wait after last damage, before starting to regen health
Adds : si_rmapcycle //enable random map cycle, server will auto select a working gametype map and start the next game/match
Adds : si_rocketjumpPower //rocket jump power
Adds : si_rocketjumps //allow rocket jumps
Adds : si_teamName0 //custom team name for marine team
Adds : si_teamName1 //custom team name for strogg team
Adds : si_useCountdown //use pre-game si_countdown to start games, [warmup/readyup]
-------------------------------------------------------------
changelog #19
-------------------------------------------------------------
fixes :
fixes votesystem
fixes admin rCon menu
fixes random game crash when ragdoll is blocking a door in SP, should be fixed this time
fixes game crash when cycling player models at the end of MP games
fixes [should] random game crash with crash logs that end with \dict.cpp (461): idDict::FindKey
fixes game crash when loading a map in TDM with no team spawnspots
fixes LG registering weapon fires when out of ammo
fixes game crash when killed in a vehicle
fixes gib FX not start from player model center origin
fixes [gev tank] hover pads not having enough force to lift vehicle
fixes game pause message when SP game is paused, drop ingame console and type "bind p _impulse25" and press p to pause SP game
fixes SP weapon ammo guis not always being updated
fixes TDM scoreboards
fixes god powerup pickup sound
fixes god powerup MP announcer [if audio is set]
fixes headshot frags MP announcer [if audio is set]
fixes all voice taunts/pain/death are now 100% clientside and fully work and get played in MP, as long as there is a visme in the lipsync file, and player model head as a lipsync anim, morris/kane/standard models will show, custom MP players in Q43A that use the heads below will not
need some anim emotion_ and anim lipsync for the following heads :
char_marinehead_kanestrg
char_marinehead_half
char_marinehead_doctor_masked
char_marinehead_shot
adds smoke trail to RL rockets
adds player domination time to TDM
adds gev and walker damagedef to [Q43A template] custom MP damagesets :
changes many values on physics, none that change gameplay feel, just cosmetic and more realistic
some proper liquid physics on moveables
changes SP/MP gibs, now more interesting and wont just drop to the floor
changes restoring from saved games, saved games should now work all the way through SP mode
changes SP and MP gravity, both gametypes uses the same default world gravity setting of 1066 [normal SP gravity]
changes LG inview FX, now cleaner and always looks like effect is coming from the barrel
changes all projectile effects are now 100% clientside saving few more bytes of bandwidth
changes hyberblaster projectile, now has a smaller effect
changes nail projectile, removes nail model and just has a particle effect
changes water splash ripple effects, new visible effects with most idliquid _color tints
changes powerup pickups, player can now only pickup 1 powerup at a time
changes CTF flag, now has invisibility skin applied when carrier has invisibility powerup, and not made hidden
changes god power, no longer uses haste effect
changes invisibility powerup model, now smaller and better looking
removes cvar si_duelMaps, only FFA and Invisibility uses all gametype maps
-------------------------------------------------------------
changelog #18
-------------------------------------------------------------
fixes mainmenu/create server/more options Kill Returns Flag button
fixes mainmenu/create server/more options Voice Taunts/Flashlight button
fixes gametype [ tournament mode ] text on end of game scoreboard, if si_tournamentmode on/off
fixes server shutdown with "unknown ammo type" message
fixes all weapons with full overhaul and new netcode
fixes RL muzzle fx still playing when out of ammo and holding fire
fixes clientside "firerate" on all weapons set in weapons entitydef
fixes cvar si_suddenDeathRestart, force map restart in MP games
fixes clientside domination time not displaying correct time format.. seconds
fixes end of game team summary scoreboard
fixes all connection and sync errors for servers with more then 16 clients
fixes cvar g_spectateHudfx
fixes tripbombs in SP not triggering on enemy AI
fixes weapon eject brass in SP
fixes server sometimes selecting another with is si_rmapcycle 0 and no mapcycle script is set in si_mapCycle
fixes map restarts for team games
fixes firing single shot when weapon alternative fire is pressed [zoom] in for the first time
fixes game crash when loading maps with team reactors in
fixes MP gametype reactor
fixes reactor end of game winning ent.
kill a reactor or
time limit hit :
if a team scores a health below 25% point, team scores are used
if no scores are made, health is used
fixes clientside airtics not counting back up, when waist deep or out of func_liquid [pools]
fixes cvar g_skipplayershadowsMP, shadows nolonger show in thirdperson death or at the end of game if shadows are disabled
fixes game crash when loading medlabs map
fixes game crash when entering vehicles in SP
fixes MP world weapon reload anim playing when clip is full and reload is pressed
fixes MP world weapon auto reload anims not playing
fixes CTF flag not being removed from player when dropped with impulse_24
fixes MP si_teamdamage, now only applies to team games
fixes death push
fixes MP ingame scoreboard, impulse_19
fixes cvar pm_aiDeathView //view death from ai Killer
adds cvar g_brass "0" //show weapon eject brass, restoring from saved games will have no FX if enabled
adds cvar si_alternativeFire "1" //alternative weapon fire, not including zoom
adds cvar si_PlayerRunSpeedDUEL "342" //player run speed for DUEL games < to server config
adds tournament mode/instant respawns to mainmenu/create server/more options menu
adds suddendeath to gametype duel when timelimit is hit, and frags are tied
adds current distance for guided projectile to projectiles guide hud, when guiding projectile from POV
adds players current domination time to MP hud
adds new RG rail effect
changes cvar g_doubleVision //no longer synced over network
changes cvar g_fov //no longer synced over network
changes MP scoreboard, will show every player thats on the server and not limited to 16
changes lights, all lights spawned are not synced over network, add entity key "net_syncPhysics" to lights in the map editor to sync color changes and physics
changes foglights not being synced with server [forced]
changes air move control in gametype duel. reduces amount of movement you have
changes cvars g_muzzleFlash, g_projectileLights : no longer network synced
changes IMPULSE_26, gametype Duel conced now only works if server max players is 2
changes MP domination time, now just a glory statistic, and not added to game ranking
changes the max_game_message_size, dont know how many bits a vehicle or player state uses, so the new size is probaly OTT, and can exceed the si_maxplayers 128 limit, so you will have to say when your server get a realiable message overflow message if the new size is not big enough
changes zoom hud, SP/MP huds are now shown when zoomed in with a weapon
cleans up more impact math, nearly all impact impulses now go through the same bit of work around math, if you want projectile impact knockbacks g_knockbackdivision will probaly have to be set to beflow 1, the default is 9 which will have no knockback, old default is 180, with projectile applyimpulse are applied 3 times in different functions
g_dv..... [doubtevision] cvars have new defaults, to save some bandwidth,, on a server disable si_playerviewEffects, clientside use g_doubtevision etc, all disabled if si_tournamentMode is enabled
server config, net_clientPredictGUI is nolonger used, weapon_combat code is all clean, and weapon will be lowered on dedicated server anyway if player focus is a usable gui
serverconfig, g_predictedProjectiles is nolonger used
removes cvars g_forceModel, g_forceStroggModel, g_forceMarineModel : enable run server with si_tournamentmode 1 to force pro models
clientside sound when guiding projectile from POV will work, but only the first time a player is spawned, set net_predictionErrorDecay 0, and it will work more times, if not always, or just random
-------------------------------------------------------------
changelog #17
-------------------------------------------------------------
fixes airtics tick up when 0 and become waist deep in func_liquid
fixes func_liquid damagedef, not working, damagedef always being no_air
fixes func_liquid _color hud overlay not showing, if thirdperson cam enters func_liquid
fixes/adds impulse_24 to drop CTF flag
fixes tripbombs being removed when projectile "fuse" is reached
fixes timelimitwarning playing constantly when map is looped
fixes timelimitwarning beep playing multiple times at the end of a game
fixes MP tripbombs exploding on self when in non team games
fixes MP rocket launcher not being able to fire after picking up ammo when clip is empty
fixes client gibs not burning away
fixes func_liquid in editor. select a brush, right click and make it a func_liquid and setup the size of the liquid pool
changes duel gametype, si_maxplayers now used, instead of kicking off clients when they connection forced using numclients >=2
changes func_liquid damagedef time, now uses random seconds between 1->6 instead of "delay" set in damagedef
changes tracing func_liquid is now 100% from physicObj/classes
changes MP maxhealth, now 100 from 145
changes MP player spawn armor, now 100 from 43
changes si_maxplayers, now a max of 128
changes ammo totals
"max_ammo_railgun" "35"
"max_ammo_machinegun" "115"
"max_ammo_nailgun" "134"
"max_ammo_shotgun" "35"
"max_ammo_hyperblaster" "108"
"max_ammo_rocketlauncher" "14"
"max_ammo_grenadelauncher" "24"
"max_ammo_lightninggun" "145"
"max_ammo_dmg" "3"
"max_ammo_napalmgun" "1"
adds func_liquid/under water weapon muzzleflashes
adds/replaces pro orange marine skin, with non pinkish camo areas
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- changelog #16 :
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adds new clean mp end of game scoreboard
adds domination time to duel/ffa, if timelimit is hit and players are tied, winner will be taken from frags + domination time
fixes/cleans up mp scoreboard
fixes last man standing games not ending when all player respawns are gone
fixes last man standing games not end when only 1 player is remains in game with respawns left
fixes last man standing respawns not counting down in game on player hud
fixes last man standing scoreboard not showing players in order of respawns left/knocked out
fixes frag/team winner end of game text remaining on spectator screen/hud after game restarts/player respawns
changes si_minplayers is more then 1 and si_warmup or si_useready are not enabled, si_useready will be set as default when loading each new map
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- changelog #15
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fixes bpglass material projectile impact effect showing "not found" default material
fixes random client game freeze when loading next map
fixes weapon crosshair always flickering into target mode on some maps
fixes walker MP respawn glitch, not having correct axis
fixes editor crashing on startup
fixes projectile fly effect being tinted to the color of func_liquid, when fly effect isnt in func_liquid
fixes dead MP vehicles burning effects not playing on clients who connect midgame
fixes walker MP respawn glitch, not having correct axis
fixes editor crashing on startup
fixes projectile fly effect being tinted to the color of func_liquid, when fly effect isnt in func_liquid
fixes crosshair glitch, will being in target/hit mode on some maps, or when a client connects to server
adds cvar g_timeLimitWarningMP //seconds to play time limit countdown warning, 0 to disable
fixes/adds player inview weapon switch anims, and now abit faster then the default speed
fixes all glitches with binded weapon switch impluse keys
should fix not being able to fire when weapon selected and out of ammo, and pickup ammo/weapon to refill, when autoswitch isnt enabled
cleans up scoreboard/summery gui teamnames/score font, and been reset to default
fixes controllable guided projectiles form POV. still no sound when guiding as a client, sound if choppy if any
fixes normal guided projectiles not working.. both types are seperate, use "guidefromPOV" in projectile entitydef
fixes random game crash when ragdoll is blocking a door
fixes choppy player anim states, when switch to dead state,idle etc, and switching to spectating winner view
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- o09 p0r+
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Edited by p0rt at 06:26 CDT, 13 April 2011 - 69488 Hits