File Details

Download this file | Go to files list

-------------------------------------------------------------
- Q43A BUILD #19.8 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 entity netcode to improve performance and reduce the bandwidth only running the code thats needed on the server or client. for both SP and MP

changelog :

-------------------------------------------------------------
- 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/

-------------------------------------------------------------
- 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 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
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

-------------------------------------------------------------
- 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
Adds : map list to main menu/single player

-------------------------------------------------------------
- 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
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

-------------------------------------------------------------
- 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
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]

-------------------------------------------------------------
- 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

-------------------------------------------------------------
- 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
Adds : g_autoRecordMpDemos //automatically start recoding a netdemo from game start to end of game review start

- 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]

-------------------------------------------------------------
- o09 p0r+
-------------------------------------------------------------

Download this file | Go to files list