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- Q43A BUILD #19.7 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 entity netcode to improove performance and reduce the bandwidth only running the code thats needed on the server or client. for both SP and MP

installation :

for windows : put the q43a folder in the main quake4 folder : drivepath/quake4/q43a/
for linux : download the linux 1.3 -> 1.4.2 update patch and install it, then copy all 1.4.2 q4base/*.pk4 files from your windows install, put the q43a folder in the main quake4 folder : drivepath/quake4/q43a/ | if you only have the quake 4 dvd, reinstall the patch after you have copied all the pk4 files into the q4base folder and will need the 1.0->1.4.2 linux patch

configuration :

1>load quake4 and load Q43A using the mod menu in the bottom left corner of the main menu of Quake 4

for windows : make a new shortcut to quake4.exe and use cmd : quake4.exe +set fs_game q43a
for linux : open a terminal in the quake 4 folder and cmd : ./quake4 +set fs_game q43a : if quake 4 is installed in /usr/local/games/ add sudo before ./ | if quake 4 is installed in /home/*/games/ chown -hR quake4/

starting single player :

load Q43A and click on "new game" button on the main menu

starting listen servers :

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

load Q43A and configure a server in the main menu, and make sure it is`nt dedicated, and click on "create server" button

starting 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

1>load Q43A and configure a server in the main menu, and make sure it is dedicated, and click on "create server" button

or rename the quake4/q43a/server_autoexec.cfg to autoexec.cfg
for windows : make a new shortcut to quake4ded.exe and cmd : quake4ded.exe +set fs_game q43a
for linux : open a terminal in the quake 4 folder and cmd : ./quake4-dedicated +set fs_game q43a : if quake 4 is installed in /usr/local/games/ add sudo before ./ | if quake 4 is installed in /home/*/games/ chown -hR quake4/

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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
Adds : projectile charge before weapon discharge to all weapons, add key "chargetime" to the projectiles entitydef /n seconds, default weapon charged projectiles :

alternative blaster = flare 1.6 seconds
alternative grenade launcher = tripbomb 2.6 seconds
alternative nalpalm = guide projectile from POV 1.4 seconds

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
Adds : map list to main menu/single player

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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
Adds : dodge jumping :

bind _impulse41 to strafe jump left
bind _impulse42 to strafe jump right

Adds : strafe jumping/bunny hopping
Adds : new custom hud template, to use ingame drop the console on the mainmenu and type : g_customhud guis/custom_hud.gui
Adds : projectile teleporting for rockets/grenades/blaster/dmg
Adds : all new ingame MP menu [press ESC]
Adds : domination time to non team games [ when in lead, times in seconds is added to domination time ]
Adds : team domination time to MP team games [ when in lead, times in seconds is added to domination time ]
Adds : MP game pause, only on listenservers, dedicated server uses its own game time and frame number and is in the engine : cmd : bind p _impulse25, and press p to pause game

Changes : powerup pickups, player can now only pickup 1 powerup at a time

removes server config cvars si_useReady/si_warmup/si_useCountdown : replaces them with cvar si_preGame //0-start game,1-use ready,2-use warmup,3-use countdown

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- new cmd list
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Adds : screenshotmode //enable noclip and hide player hud and weapons to make level load sceenshots with ease

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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
Adds : g_noWeaponRecoil //stop weapon recoil view effect when firing weapons
Adds : g_showZoomHud //hide/show weapons hud when zooming
Adds : g_strafeScale //for dodge jump scale
Adds : g_strafeAirLimit //maximum air dodge jumps
Adds : g_hopScale //bunnyhop scale for strafe jumping

- server config :

Adds : si_allowPause //allow players to pause the game
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_preGame //Pre Game Mode : 0 stsrt game, 1 ready up, 2 warmup, 3 countdown
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

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changelog #19.6 -> #19.7
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fixes cvar g_playerlean
fixes game crash when stopping recoding of a net demo when acting as a listenserver, screen is black when playing back, the engine is bollox and doesnt set them up the same as demos recorded on a dedicated server
fixes double impact fall damage
fixes player legs not moving when pushing moveables
fixes health and armor not being updated when playing back netdemos
fixes CTF flag being removed from player at the end of game and in area view of team winning base
fixes CTF flag not being dropped when carrier goes into spectating mode
fixes ammo regen not giving player any ammo
fixes all of the buy item menu system when buying is enabled on a server in MP games
fixes MP player model settings being used in SP games
fixes AI all bursting into flames when killed in SP games
fixes napalm gun not having a view model when strogged in SP games
fixes players remaining in spectator mode after a sudden death restart
fixes pickup respawn sound being heard when player is anywhere in the map
fixes player respawn/teleport sound being heard when player is anywhere in the map
fixes linux driver shutting server or client down on startup, so you nolonger need to use wine :

for SP/MP/listen servers - open a terminal and do :
cd...games/quake4
./quake4 +set fs_game q43a

to run a dedicated server, gointo the q43a folder and rename server_autoexec.cfg to autoexec.cfg - open a terminal and do :
cd...games/quake4
./quake4-dedicated +set fs_game q43a

adds team domination time to MP team games
adds cvar g_autoRecordMpDemos //automatically start recoding a netdemo from game start to end of game review start
adds MP moveables now pushable
adds MP game pause, only on listenservers, dedicated server uses its own game time and frame number and is in the engine : cmd : bind p _impulse25, and press p to pause game
adds water splash when falling into liquid pools
adds projectile charge before weapon discharge to all weapons, add key chargetime to the projectiles entitydef /n seconds, default weapon charged projectiles :

alternative blaster = flare 1.6 seconds
alternative grenade launcher = tripbomb 2.6 seconds
alternative nalpalm = guide projectile from POV 1.4 seconds

adds single player map list to main menu/single player
adds pause game key bind control to main menu/settings/controls
adds mouse controls to main menu/settings/controls
adds dodge jump left/right key bind controls to main menu/settings/controls/movement
adds dodge jump left/right key bind controls to main menu/settings/controls/movement
adds say voice taunt 1 key bind controls to main menu/settings/controls/attack
adds say voice taunt 2 key bind controls to main menu/settings/controls/attack
adds say voice taunt 3 key bind controls to main menu/settings/controls/attack
adds say voice taunt 4 key bind controls to main menu/settings/controls/attack
adds say voice taunt 5 key bind controls to main menu/settings/controls/attack
adds conced duel match key bind controls to main menu/settings
/controls/other
adds drop CTF flag key bind controls to main menu/settings/controls/other
adds music/voice volume controls to main menu/settings/system options
adds third person death control to main menu/settings/game options
adds weapon recoil control to main menu/settings/game options
adds view death from attack [sp] control to main menu/settings/game options
adds zoom type [sp] control to main menu/settings/game options
adds show zoom hud control to main menu/settings/game options
adds show system clock control to main menu/settings/game options
adds net demo menu list to menu menu/muliplayer/
adds many cvars to menu menu/muliplayer/create server
adds auto record net demo`s control to main menu/multiplayer/control
adds simple items control to main menu/multiplayer/control
adds zoom type [mp] control to main menu/multiplayer/control
adds time limit warning beep control to main menu/multiplayer/control
adds weapon hit beep control to main menu/multiplayer/control
adds player shadows control to main menu/multiplayer/control
adds pickup shadows control to main menu/multiplayer/control
adds custom hud control to main menu/multiplayer/control
adds show ping control to main menu/multiplayer/control
adds spectator hud fx control to main menu/multiplayer/control
adds a whole new ingame MP main menu [press esc="yes"]

changes water splash effects
changes g_customhud cvar, custom hud now only set in MP games
changes si_message cvar, message is no longer shown in chatbox, now it is
shown on the ingame MP menu on the server info page
change all fall damage deltas for MP games, no you can drop from higher ledges without damage or being gibbed
changes projectiles, projectile path will nolonger be offset when shooting into liquid pools

removes cvars si_useReady/si_warmup/si_useCountdown : replaces them with cvar si_preGame //0-start game,1-use ready,2-use warmup,3-use countdown

dropped weapons will have current ammoclip set as pickup_ammo, and the player who picks up the weapon should have the clipsize the player who dropped the weapon had instead of the pickup_ammo default amount

cleans up all ammo system code and MP runs on identical code to SP games
cleans up other net code and misc stuff

new menu`s are looking like

player setup : http://img192.imagevenue.com/img.php?image=79..._490lo.jpg
config server : http://img285.imagevenue.com/img.php?image=79...2_22lo.jpg
config server more options : http://img213.imagevenue.com/img.php?image=79..._983lo.jpg
config server advanced options : http://img292.imagevenue.com/img.php?image=79..._471lo.jpg
ingame MP menu [ press ESC ] : http://img294.imagevenue.com/img.php?image=79..._125lo.jpg

DOWNLOAD Q43A WIN/LINUX #19.7 FULL RELEASE http://www.moddb.com/mods/q43a/downloads/q43a...build-1971