you need obvious full quake 4 with point release 1.4.2 to connect....
just connect and it will all be downloaded [ delete any other q43a folder first ] :
connect : 85.234.148.170:27960
and will download the cmp mappack.pk4 with the addon.conf deleted out ot it, it causes conflict and a "data out of sync" error message, all the map def info is in the maps.def instead of the addon.conf

http://www.game-monitor.com/quake4_GameServer...ables.html

win32/linux drivers are in the gamex666.pk4, a serverconfig.cfg to spawn a dedicated server is in the q43a_txt.pk4 /docs, so after you connect and q43a mod has been downloaded, extract the serverconfig.cfg in quake4/q43a folder and do command :

for windows :
quake4Ded.exe +set fs_game q43a +exec serverconfig.cfg

for linux :
q4ded.x86 or quake4-dedicated +set fs_game q43a +exec serverconfig.cfg

edit serverconfig.cfg si_cvars tor the server game rules. etc etc

server running on unreleased beta, pure server working, connect and the mod will be downloaded and setup for you... yes, easy

and easy to start servers, all repacked so all you wont get "singleplayer only mod" error when starting servers etc, you will have win32/linux drivers for fully working SP/MP/dedicated server

or http://www.moddb.com/mods/q43a for screens/info/vids

and the random SP/MP movie [ game/test map ]


uploaded new drivers with this 1 :

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

no CTF announcer for flag pickup/scored, have to find and fix it, tedius and boring thing to do, everything else works smooth

-------------------------------------------------------------
- changelog
-------------------------------------------------------------

gameTypes :

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

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

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

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 : server side : model specific lipsynced voice taunts for each player model

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

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

func_liquid

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"

after you have set the mins/maxs for the func_liquid, add a slim brush for the surface material

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

-------------------------------------------------------------
- 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_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

- server config :

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_ctfKillReturns //return flag when carrier has been killed
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_rocketjumps //0 = disallow, 1 = allow, and si_rocketjumppower to have a custom height
Adds : si_rocketjumppower //power multiplier of rocket jumps, stops the need for splash damage changes that effect SP games
Adds : si_teamname0/si_teamname1 //for customizable team names, which show on all menu.guis, and chat
Adds : si_playerAir //how long in seconds the player can go without air before he starts taking damage, when under water or in vacuums