http://www.moddb.com/mods/q43a/downloads/q43a-1115-beta-111
download is in EXE installer :
-------------------------------------------------------------
- Q43A 1.1.15 beta 11 - P0RT
-------------------------------------------------------------
description :
requires quake 4 with point release 1.4.2 installed
version 1.7 is a complete general overhaul with glitch free sp and mp gameplay, repacked and organized into pk4s for server downloads, dds images and textures,
Q43A mod is to make q4 gameplay darker, tougher, and more tactical and realistic single player mode and more like Q3 with greater balance and action in multi player mode, works best as an unofficial patch to make q4 work, playable and good for the next few years of quake 1,2,3 or 4 action
all downloadable and existing q4 maps are playable as the normal game, after loading the mod just press "start new game" to play the whole of the singleplayer mode, you will need to add "last man standing" and "invisibility" to any dm maps mapdef file to be able to play them in either new gametype, militia is 99% code, no changes are needed to any map for all the changelog to be active in sp or mp gameplay.
changelog :
includes unmodified : dm, tdm, tourney, ctf, arena ctf, deadzone ganetypes
and new MP gametypes :
gameType Reactor : kind of UT onslaught. kill a reactor. with team health regen in promity to own reactor. with reactor health regen too. 2 team points everytime reactor health reactors <=25% of maxHealth.
gameType Last Man Standing : set amount of respawns/lives alowed, when all used up. player is forced as a spectator with or without server allowing them. until the next game starts. which is whenever only 1 player has respawns remaining, need to use si_useready
gameType Invisibility : standard deathmatch. with infinate invisibility, bind impulse_50 to flick on/off in SP
SP/MP-GAMETYPES :
manual weapon zoom. use forward/back buttons to zoom in and out
projectile flares, default : charged blaster
projectile tripbombs
projectile, default : grenade launcher
flamethrowers, default : gev
all weapons can use class idGuidedProjectile
guide projectiles from projectile view with own hud, default : nalpalm gun
redone hitscans. weapons now use class idHitscanProjectile
playerview bloodsplashes/sprays
press jump to enter/exit vehicles
better muzzle kicks on all weapons
weapons can have a pre muzzle flash effect that plays when weapon is idle
vehicles kick players out when flipped and no longer eject players into the sky
gibs use burn away effect instead of just being removed
new physics for moveables and vehicles
vehicle positions can be set to thirdperson view within def file
new weapon damage, ai,
effects
3rd person death when player is dead
full headshots : mp announcer will play sound announce_headshot
each vehicle position uses its own hud setting in def file for multiple driver postitions
bind _impulse23 to toggle invisibility in sp and mp gametype invisibility
full usuable water with func_liquid, with colorization of projectiles going into and exiting liquid pools
material specific footstep sounds
operating system clock to the top right corner of the ingame hud
new machinegun fire sound
SINGLE-PLAYER :
team ai will stay a set distance from you when in attack mode
ai deaths will be random animations. or burst into fire if cvar g_burnholysin = 1
random voice taunts from self to strogg
view from ai killer with pm_aideathview, with each model having its own hud/gui to view from when player is dead
full usable sp game pause binding _impulse25
MULTI-PLAYER :
100% new netcode thats specific to dedicated/listen servers, and clients, which gives you lower cpu usage on both servers and clients
3 new gametypes : reactor, last man standing, invisibility
server side : full respawnable free for all and team vehicles , should allow multiple passenger positions, with each position using its own seperate hud
server side : all players view frag leader when game ends
server side : all players view winning team base when game ends in team games
all games have a warmup count down before they begin, si_countDown
instaGib enabled using cvar SI_INSTAGIB
new god powerup : max health/armour, run faster, jump higher, and immortality
ctf flag is now invisible if carrier player has invisibility
ctf flag resets to base if player dies ontside of the arena
si_drop powerups/weapons now work
server side : individual lipsynced voice taunts for each player model
server side : railgun color/team hitscan tints, fx lights need to be replaced with projectile mtr_light
extra player mp models
server side : sfx groundshake/nightemare etc effects
announcer will play sound announce_headshot with a headshot kill
server side : full flashlights for weapons/vehicles using models and on/off button and weapon animation
server side : first person guideded projectiles
key bind _impulse_60 to play mp voice taunt 1
key bind _impulse_61 to play mp voice taunt 2
key bind _impulse_62 to play mp voice taunt 3
key bind _impulse_63 to play mp voice taunt 4
key bind _impulse_64 to play mp voice taunt 5
key bind _impulse24 to drop ctf flags
hud ammo clipsizes
25secs warning beep to mp game time limit hit
custom damage sets for mp games, all damagedef are read from 1 file, and set in server config using si_damageset
si_rmapCycle to randomize server map list, without having to setup a si_mapCycle .scriptcfg file
player in/out teleport sounds
player model specific arm skins and model set in the models entitydef
end of games will now show "next match begins in [si_gameReviewPause]" on the game review pause summary/score screen
all the main si_settings will now show on othe ingame mpgame server info screen with enabled/disabled instead of 1 or 0
full usuable water with func_liquid, with colorization of projectiles going into and exiting liquid pools
new cmd list :
screenshotmode //enable noclip and hide player hud and weapons
new cvar list :
sp/mp game :
pm_dropWeapons //replaces player def files "nodrop"
pm_thirdpersonCrosshair //show crosshair in thirdperson view
pm_instaGib //insta in singleplayer
pm_dropWeapons //drop weapons when killed
pm_dropPowerups //drop powerups when killed
pm_thirdpersonCrosshair //show crosshair, def file overrides this
pm_thirdpersonVehicleRange //eye distance from driver position, def file overrides this
pm_thirdpersonVehicleHeight //eye height from driver position, def file overrides this
pm_aiDeathView //view from killer when dead
pm_aiDeathViewRandom //chance in %n, >= 2
user info :
ui_zoomtype //0 = manual, 1 = auto. for multiplayer
sp ai game :
ai_fovDegrees //replaces ai def files "fov", use overrideFOV in def files
sp/mp game :
g_burnaway //remove ai ragdolls
g_gibHealth //health below 0. for gibs
g_respawnDelay //time player respawns after death. replaces respawn_delay in player def file
g_voiceTaunts //enable voice taunts in single player game. 1 in 24 chance of player/ai saying something after kill with "snd_taunt" in def file
g_fadeDeath //fade screen to black when dead
g_regidDead //keep actors solid when dead
g_bloodSpray //bloodspray vision
g_teamDamage //team damage in single player mode
g_voiceFriendlyFireChance //chance of friendly fire lipsync/sound
g_zoomtype //0 = manual, 1 = auto. for singleplayer
g_weaponHitbeep //to play g_weaponHitbeepSND when weapon shots hit enemies
g_spectateHudfx //0 = off, 1 = monitor fx, 2 = monitor fx + broken glass
g_showNamesMP //show player names when spectating winner
g_showPing //always show ping on the mp hud
server setup :
si_voiceTaunts //enable voice taunts
si_vehicleRespawn //respawn vehicles
si_vehicleRespawnTime //time to vehicle respawn death
si_vehicleTimeToRespawn //actual time to vehicle respawn after death
si_vehicleSteal //allow enemy team to steal vehicle until vehicle death
si_ctfKillReturns //return flag when carrier has been killed
si_playerViewEffects //enables player hud bloodsplashes, double/tunnel/shake vision
si_burnholysin //same as g_burnholysin, doesnt do much in MP but waste a few packets
si_dropWeapons //drop weapons when killed
si_dropPowerups //drop powerups when killed
si_gameReviewSpectate //force players to spectate when game ends
si_gameForceReady //force player ready when game ends
si_gameReviewPause //scores review time in seconds (at end game)
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
si_rocketjumps //0 = disallow, 1 = allow, and si_rocketjumppower to have a custom height
si_teamname0/si_teamname1 //for customizable team names, which show on all menu.guis, and chat
si_playerAir //how long in seconds the player can go without air before he starts taking damage
-------------------------------------------------------------
- changes 1.1.13 > 1.1.15 BETA
-------------------------------------------------------------
fixes client game crash when connecting to a server that a game has ended and waiting for the next game
fixes gavity set in "worldspawn" map files
fixes projectile liquid impacts having no splash fx
fixes hyperblaster projectiles partially bouncing when ping is above 20ms
fixes projectiles not firing from barrel in thirdperson mode
fixes player not being able to move and getting thrown out of the world if in a vehicle and goes into spectator mode
fixes weapon ammo on weapon gui sometimes not being synced, showing actual ammount of ammo and not counting down when firing
fixes si_message not showing on the mp gamemenu server info screen
fixes si_tournamentMode showing [null] on the mp gamemenu server info screen
fixes mp vehicle graphics glitch when a client exits a vehicle
fixes not being able to pickup dropped items/weapons/powerups
fixes mp client camping game slowdown
fixes mp machinegun flashlight flicker when player switches on/off
fixes game crash when loading a reactor game type map for reactor game type and map has no reactors
fixes mp load screen text for reactor and last man standing gametypes, screen will now show : reactor [time limit %si_timeLimit], last man standing [respawn %si_lmsRespawns ]
fixes end of mp game view frag leader player model not always being on screen or centered at the end of mp games
fixes end of mp game view frag leader player footstep/weapon sounds still playing
fixes skin decals overlaying as a black square
fixes client head lag when players moving
fixes railgun shots not always being full length if no entity is hit
fixes railgun leaving green impact decals
fixes railgun having muzzleflash light in mp games
fixes dmg projectile having a fly light in mp games
fixes zoom sound still playing when max auto zoom is reached
fixes not being able to shoot when starting sp mode without changing weapons first
fixes world effects and static orange monitor hud material not playing at the end of mp games when spectating winner
fixes missing/impilicit "strogg" based mp model voice taunts
fixes warmup/countdown 3,2,1,fight announcer not playing
fixed exit vehicle crash when killed in a vehicle
fixed play inview arms still showing on clients when entered a vehicle in mp
fixed ai still playing pain sounds when they`re are dead and shot
adds/ixed full projectile lights - change color passing through water and back to normal when exited
added cvar g_showping to always show ping
adds mp player model specific arm skins and model set in the models entitydef
adds player in/out teleport sounds
adds full usuable water with func_liquid, with colorization of projectiles going into and exiting liquid pools that works in sp/mp with pm_air synced from server config
adds cvar si_rmapCycle to randomize server map list, without having to setup a si_mapCycle .scriptcfg file
adds cvar si_damageset to set a custom damage set for mp games, all damagedef are read from 1 file, 1kb
adds cvar g_showSystemClock to show operating system time on the mp hud
adds player spawn telefrags, for any campers or passerbys
adds mp hud ammo clipsizes
adds material specific footstep sounds
adds _impulse_60 to play mp voice taunt 1
adds _impulse_61 to play mp voice taunt 2
adds _impulse_62 to play mp voice taunt 3
adds _impulse_63 to play mp voice taunt 4
adds _impulse_64 to play mp voice taunt 5
adds/fixes new machinegun fire sound
adds 25secs warning beep to mp game time limit hit
adds full usable sp game pause binding _impulse25
adds swimmable liquid using func_liquid using editor vars :
"editor_var density" "water density when swimming"
"editor_var buoyancy" "buoyancy of player only"
"editor_var _color" "color to overlay on player hud when submerged"
"editor_var damageDef" "damage def to use every second"
includes a basic demo map. /map test in the console to run
changes all sound volumeDB, min/maxDistance on most of the sound files
changes all menu default crosshair colors to be 0.4 alpha/transparent
changes _impulse23 to toggle invisibility in sp and mp gametype invisibility
changes all mp lipsyncs, now all models have vismes from sp games
changes pro strogg model to bright pro orange marine
changes teleport model fx
changes player respawn fx
changes player teleport spawn in fx
changes railgun fx to a thinner beam fx
changes all 1.1.13 mp model names to proper names except for main sp models
changes all of makron fx
changes all sp ai teleport in/out fx
changes iron maiden teleport fx
changes and cleans up mp powerup fx
changes pm_stepsize to "22" which lets you run up more steps without jumping [no doctors lower levels]
set all weapon respawn times :
Free For All 26sec
Team DM 55sec
Tourney 45sec
CTF 46sec
Arena CTF 65sec
Arena 1 Flag CTF 42sec
DeadZone 36sec
Reactor 80sec
Last Man Standing 14sec
Invisibility 120sec
default pickup respawn time to : 48sec
changes :
player ragdolls now have physics when killed in a func_liquid pool
all mp player models and main gui`s are now precached when the game first loads and can add 15-30 secs on the splash screen when initializing menus, and when you first connect and play a mp game
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
to add water :
liquid no long need a model set in the map file func_liquid, after you have set the mins/maxs for the func_liquid, add a slim brush for the surface material
-------------------------------------------------------------
- o09 p0r+
-------------------------------------------------------------
download is in EXE installer :
-------------------------------------------------------------
- Q43A 1.1.15 beta 11 - P0RT
-------------------------------------------------------------
description :
requires quake 4 with point release 1.4.2 installed
version 1.7 is a complete general overhaul with glitch free sp and mp gameplay, repacked and organized into pk4s for server downloads, dds images and textures,
Q43A mod is to make q4 gameplay darker, tougher, and more tactical and realistic single player mode and more like Q3 with greater balance and action in multi player mode, works best as an unofficial patch to make q4 work, playable and good for the next few years of quake 1,2,3 or 4 action
all downloadable and existing q4 maps are playable as the normal game, after loading the mod just press "start new game" to play the whole of the singleplayer mode, you will need to add "last man standing" and "invisibility" to any dm maps mapdef file to be able to play them in either new gametype, militia is 99% code, no changes are needed to any map for all the changelog to be active in sp or mp gameplay.
changelog :
includes unmodified : dm, tdm, tourney, ctf, arena ctf, deadzone ganetypes
and new MP gametypes :
gameType Reactor : kind of UT onslaught. kill a reactor. with team health regen in promity to own reactor. with reactor health regen too. 2 team points everytime reactor health reactors <=25% of maxHealth.
gameType Last Man Standing : set amount of respawns/lives alowed, when all used up. player is forced as a spectator with or without server allowing them. until the next game starts. which is whenever only 1 player has respawns remaining, need to use si_useready
gameType Invisibility : standard deathmatch. with infinate invisibility, bind impulse_50 to flick on/off in SP
SP/MP-GAMETYPES :
manual weapon zoom. use forward/back buttons to zoom in and out
projectile flares, default : charged blaster
projectile tripbombs
projectile, default : grenade launcher
flamethrowers, default : gev
all weapons can use class idGuidedProjectile
guide projectiles from projectile view with own hud, default : nalpalm gun
redone hitscans. weapons now use class idHitscanProjectile
playerview bloodsplashes/sprays
press jump to enter/exit vehicles
better muzzle kicks on all weapons
weapons can have a pre muzzle flash effect that plays when weapon is idle
vehicles kick players out when flipped and no longer eject players into the sky
gibs use burn away effect instead of just being removed
new physics for moveables and vehicles
vehicle positions can be set to thirdperson view within def file
new weapon damage, ai,
effects
3rd person death when player is dead
full headshots : mp announcer will play sound announce_headshot
each vehicle position uses its own hud setting in def file for multiple driver postitions
bind _impulse23 to toggle invisibility in sp and mp gametype invisibility
full usuable water with func_liquid, with colorization of projectiles going into and exiting liquid pools
material specific footstep sounds
operating system clock to the top right corner of the ingame hud
new machinegun fire sound
SINGLE-PLAYER :
team ai will stay a set distance from you when in attack mode
ai deaths will be random animations. or burst into fire if cvar g_burnholysin = 1
random voice taunts from self to strogg
view from ai killer with pm_aideathview, with each model having its own hud/gui to view from when player is dead
full usable sp game pause binding _impulse25
MULTI-PLAYER :
100% new netcode thats specific to dedicated/listen servers, and clients, which gives you lower cpu usage on both servers and clients
3 new gametypes : reactor, last man standing, invisibility
server side : full respawnable free for all and team vehicles , should allow multiple passenger positions, with each position using its own seperate hud
server side : all players view frag leader when game ends
server side : all players view winning team base when game ends in team games
all games have a warmup count down before they begin, si_countDown
instaGib enabled using cvar SI_INSTAGIB
new god powerup : max health/armour, run faster, jump higher, and immortality
ctf flag is now invisible if carrier player has invisibility
ctf flag resets to base if player dies ontside of the arena
si_drop powerups/weapons now work
server side : individual lipsynced voice taunts for each player model
server side : railgun color/team hitscan tints, fx lights need to be replaced with projectile mtr_light
extra player mp models
server side : sfx groundshake/nightemare etc effects
announcer will play sound announce_headshot with a headshot kill
server side : full flashlights for weapons/vehicles using models and on/off button and weapon animation
server side : first person guideded projectiles
key bind _impulse_60 to play mp voice taunt 1
key bind _impulse_61 to play mp voice taunt 2
key bind _impulse_62 to play mp voice taunt 3
key bind _impulse_63 to play mp voice taunt 4
key bind _impulse_64 to play mp voice taunt 5
key bind _impulse24 to drop ctf flags
hud ammo clipsizes
25secs warning beep to mp game time limit hit
custom damage sets for mp games, all damagedef are read from 1 file, and set in server config using si_damageset
si_rmapCycle to randomize server map list, without having to setup a si_mapCycle .scriptcfg file
player in/out teleport sounds
player model specific arm skins and model set in the models entitydef
end of games will now show "next match begins in [si_gameReviewPause]" on the game review pause summary/score screen
all the main si_settings will now show on othe ingame mpgame server info screen with enabled/disabled instead of 1 or 0
full usuable water with func_liquid, with colorization of projectiles going into and exiting liquid pools
new cmd list :
screenshotmode //enable noclip and hide player hud and weapons
new cvar list :
sp/mp game :
pm_dropWeapons //replaces player def files "nodrop"
pm_thirdpersonCrosshair //show crosshair in thirdperson view
pm_instaGib //insta in singleplayer
pm_dropWeapons //drop weapons when killed
pm_dropPowerups //drop powerups when killed
pm_thirdpersonCrosshair //show crosshair, def file overrides this
pm_thirdpersonVehicleRange //eye distance from driver position, def file overrides this
pm_thirdpersonVehicleHeight //eye height from driver position, def file overrides this
pm_aiDeathView //view from killer when dead
pm_aiDeathViewRandom //chance in %n, >= 2
user info :
ui_zoomtype //0 = manual, 1 = auto. for multiplayer
sp ai game :
ai_fovDegrees //replaces ai def files "fov", use overrideFOV in def files
sp/mp game :
g_burnaway //remove ai ragdolls
g_gibHealth //health below 0. for gibs
g_respawnDelay //time player respawns after death. replaces respawn_delay in player def file
g_voiceTaunts //enable voice taunts in single player game. 1 in 24 chance of player/ai saying something after kill with "snd_taunt" in def file
g_fadeDeath //fade screen to black when dead
g_regidDead //keep actors solid when dead
g_bloodSpray //bloodspray vision
g_teamDamage //team damage in single player mode
g_voiceFriendlyFireChance //chance of friendly fire lipsync/sound
g_zoomtype //0 = manual, 1 = auto. for singleplayer
g_weaponHitbeep //to play g_weaponHitbeepSND when weapon shots hit enemies
g_spectateHudfx //0 = off, 1 = monitor fx, 2 = monitor fx + broken glass
g_showNamesMP //show player names when spectating winner
g_showPing //always show ping on the mp hud
server setup :
si_voiceTaunts //enable voice taunts
si_vehicleRespawn //respawn vehicles
si_vehicleRespawnTime //time to vehicle respawn death
si_vehicleTimeToRespawn //actual time to vehicle respawn after death
si_vehicleSteal //allow enemy team to steal vehicle until vehicle death
si_ctfKillReturns //return flag when carrier has been killed
si_playerViewEffects //enables player hud bloodsplashes, double/tunnel/shake vision
si_burnholysin //same as g_burnholysin, doesnt do much in MP but waste a few packets
si_dropWeapons //drop weapons when killed
si_dropPowerups //drop powerups when killed
si_gameReviewSpectate //force players to spectate when game ends
si_gameForceReady //force player ready when game ends
si_gameReviewPause //scores review time in seconds (at end game)
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
si_rocketjumps //0 = disallow, 1 = allow, and si_rocketjumppower to have a custom height
si_teamname0/si_teamname1 //for customizable team names, which show on all menu.guis, and chat
si_playerAir //how long in seconds the player can go without air before he starts taking damage
-------------------------------------------------------------
- changes 1.1.13 > 1.1.15 BETA
-------------------------------------------------------------
fixes client game crash when connecting to a server that a game has ended and waiting for the next game
fixes gavity set in "worldspawn" map files
fixes projectile liquid impacts having no splash fx
fixes hyperblaster projectiles partially bouncing when ping is above 20ms
fixes projectiles not firing from barrel in thirdperson mode
fixes player not being able to move and getting thrown out of the world if in a vehicle and goes into spectator mode
fixes weapon ammo on weapon gui sometimes not being synced, showing actual ammount of ammo and not counting down when firing
fixes si_message not showing on the mp gamemenu server info screen
fixes si_tournamentMode showing [null] on the mp gamemenu server info screen
fixes mp vehicle graphics glitch when a client exits a vehicle
fixes not being able to pickup dropped items/weapons/powerups
fixes mp client camping game slowdown
fixes mp machinegun flashlight flicker when player switches on/off
fixes game crash when loading a reactor game type map for reactor game type and map has no reactors
fixes mp load screen text for reactor and last man standing gametypes, screen will now show : reactor [time limit %si_timeLimit], last man standing [respawn %si_lmsRespawns ]
fixes end of mp game view frag leader player model not always being on screen or centered at the end of mp games
fixes end of mp game view frag leader player footstep/weapon sounds still playing
fixes skin decals overlaying as a black square
fixes client head lag when players moving
fixes railgun shots not always being full length if no entity is hit
fixes railgun leaving green impact decals
fixes railgun having muzzleflash light in mp games
fixes dmg projectile having a fly light in mp games
fixes zoom sound still playing when max auto zoom is reached
fixes not being able to shoot when starting sp mode without changing weapons first
fixes world effects and static orange monitor hud material not playing at the end of mp games when spectating winner
fixes missing/impilicit "strogg" based mp model voice taunts
fixes warmup/countdown 3,2,1,fight announcer not playing
fixed exit vehicle crash when killed in a vehicle
fixed play inview arms still showing on clients when entered a vehicle in mp
fixed ai still playing pain sounds when they`re are dead and shot
adds/ixed full projectile lights - change color passing through water and back to normal when exited
added cvar g_showping to always show ping
adds mp player model specific arm skins and model set in the models entitydef
adds player in/out teleport sounds
adds full usuable water with func_liquid, with colorization of projectiles going into and exiting liquid pools that works in sp/mp with pm_air synced from server config
adds cvar si_rmapCycle to randomize server map list, without having to setup a si_mapCycle .scriptcfg file
adds cvar si_damageset to set a custom damage set for mp games, all damagedef are read from 1 file, 1kb
adds cvar g_showSystemClock to show operating system time on the mp hud
adds player spawn telefrags, for any campers or passerbys
adds mp hud ammo clipsizes
adds material specific footstep sounds
adds _impulse_60 to play mp voice taunt 1
adds _impulse_61 to play mp voice taunt 2
adds _impulse_62 to play mp voice taunt 3
adds _impulse_63 to play mp voice taunt 4
adds _impulse_64 to play mp voice taunt 5
adds/fixes new machinegun fire sound
adds 25secs warning beep to mp game time limit hit
adds full usable sp game pause binding _impulse25
adds swimmable liquid using func_liquid using editor vars :
"editor_var density" "water density when swimming"
"editor_var buoyancy" "buoyancy of player only"
"editor_var _color" "color to overlay on player hud when submerged"
"editor_var damageDef" "damage def to use every second"
includes a basic demo map. /map test in the console to run
changes all sound volumeDB, min/maxDistance on most of the sound files
changes all menu default crosshair colors to be 0.4 alpha/transparent
changes _impulse23 to toggle invisibility in sp and mp gametype invisibility
changes all mp lipsyncs, now all models have vismes from sp games
changes pro strogg model to bright pro orange marine
changes teleport model fx
changes player respawn fx
changes player teleport spawn in fx
changes railgun fx to a thinner beam fx
changes all 1.1.13 mp model names to proper names except for main sp models
changes all of makron fx
changes all sp ai teleport in/out fx
changes iron maiden teleport fx
changes and cleans up mp powerup fx
changes pm_stepsize to "22" which lets you run up more steps without jumping [no doctors lower levels]
set all weapon respawn times :
Free For All 26sec
Team DM 55sec
Tourney 45sec
CTF 46sec
Arena CTF 65sec
Arena 1 Flag CTF 42sec
DeadZone 36sec
Reactor 80sec
Last Man Standing 14sec
Invisibility 120sec
default pickup respawn time to : 48sec
changes :
player ragdolls now have physics when killed in a func_liquid pool
all mp player models and main gui`s are now precached when the game first loads and can add 15-30 secs on the splash screen when initializing menus, and when you first connect and play a mp game
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
to add water :
liquid no long need a model set in the map file func_liquid, after you have set the mins/maxs for the func_liquid, add a slim brush for the surface material
-------------------------------------------------------------
- o09 p0r+
-------------------------------------------------------------
Edited by p0rt at 15:43 CDT, 16 July 2010 - 2249 Hits
