An update (patch) for the Militia mod. See File/Full Details for the specifics.
An overhaul mod that changes and tweaks a ton of things. All aspects of gameplay and balance are touched upon, pretty much. See File/Full Details for the complete list.
Readme File:
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- MILITIA 1.4 TEST DRIVER 1.0.0 - MULTIPLAYER - P0RT
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WINDOWS
QUAKE4.EXE : FINAL V 1.0.0.0 BUILD 2147
replace "mtr_bloodspray".... with "mtr_bloodsprayVision" "textures/decals/militiablood"
in player def file for blood splats to screen on gibs and close combat
fixed map restarts while player/s are inside vehicles
full respawns
vehicle lowheath "effect"
time to burn before explosion after lowhealth effect and vehicle is dead
time to respawn after explosion if respawn is enabled
backup respawn time if explosion is near spawn point
team support with focus icons
no pickup items in vehicles inc ctf flags
"steal" team vehicle, when health is below lowHealth in def files, valid until death
regen vehicle health with lightening gun if is on team in a team game or idle and not locked in normal modes
telefrag vehicles/players on respawn spot during a respawn.
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- MILITIA 1.4 TEST DRIVER 1.0.1
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CHANGES :
ZOOM WEAPON USING UP/DOWN ARROW KEYS. MAX WEAPON_DEF ZOOMFOV = G_FOV
FOCUS FRIEND AI. WEAPON LOWERS AT RANDOM TIME /20-35SECONDS
ADDED PM_INSTAGIB FOR SINGLEPLAYER MODE
ADDED SI_INSTAGIB FOR SERVERS
REPLACED TEAM VEHICLE MESSAGE CURSOR WITH "POPUP" ON SIDE OF THE HUD
PRESS JUMP TO ENTER VEHICLES. /HIDE BEHIND AND FIGHT
FIXES :
multiple drops of powerups when death occurs in vehicles
mp announcer announcment when flag is reset on players death/flag resets after long fall death. instead of dropping
flag being shown when player has invisibility
vehicle kicks driver/s out when flipped. instead of killing/eject
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- MILITIA 1.4 TEST DRIVER 1.0.2
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CHANGES :
added god powerup. run faster, jump higher, immortality, extreame damage - model could do with a proper texture :
open player.def, add below "fx_gib" "effects/mp/gib.fx" :
"fx_god" "effects/mp/haste_player.fx"
"mtr_god_overlay" "models/god_overlay"
added cvars :
//ingame changes affect next map/restart
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
FIXES :
vehicle team not being set when stolen
weapon model when holding fire and selecting new weapon
vision bloodsplashes on close combat weapon impacts
player position after weapon zoomout on a mover
stopped zoomin/out loop sound from playing when min/max is reached
some memory error on game shutdown
vehicle healthRegen effect when being recharged with lighteninggun playing multiple times
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- MILITIA 1.4 TEST DRIVER 1.0.3
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CHANGES :
included effects/def
few extra mp player models...
added cvars :
pm_dropWeapons //replaces player def files "nodrop"
pm_thirdpersonCrosshair //show crosshair in thirdperson view
ai_fovDegrees //replaces ai def files "fov", use overrideFOV in def files
ai_fovDegreesClose
ai_fovCloseRange
g_burnaway //0/1
g_gibHealth //health below 0. for gibs
g_respawnDelay //time player respawns after death. replaces respawn_delay in player def file
g_damagePushScale //scale of all damage def pushes
g_damagedeathPushTime //replaces def files "deathpush"
g_damagedeathPushScale //deathpushmin/min *scale * powerupmodifier. if any
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
si_voiceTaunts //enable voice taunts
full headshots..
impact causes twice the damage.
mp announcer will play sound "announce_headshot"
deathpushmin/min - no need for massive numbers. 20 is kinda extream. not 900000
player get max health/armour when god power up is picked up
few frag leader when mp game is won
player voice taunts when killed some 1/individual mp player model pain/death sounds with no lipsync. cos i cant be assed to piss around with all the files, so do it another time
all mp games have count down before they begin "si_countDown", with warmup still being seperate
added activeGUI/hud to pm_thirdperson
FIXES :
single player vehicles
god powerup announcer only playing in tournament
instant respawn of player when telefragged and inside a vehicle
replaced cvar g_vehicleMode, with controlMode in usuable vehicle def files, default mode is 0, left/right arrow keys. turn not strafe
mp vehicle respawns shouldnt get randomly stuck in a loop
fake weapon being shown on player hud after being killed in a vehicle
cvar pm_thirdpersondeath
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- MILITIA 1.4 TEST DRIVER 1.0.4
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CHANGES :
add the installer
included militia menu
included militia lights.mtr
updated actor vo sound files. fixed actor hearing in last release - dll/1.3
both teams in mp games get full body burnout fx when dead
FIXES :
few changes in fx files
rocketlauncher +few other muzzlekicks
r_mode in autoexec_high.cfg file, included low.cfg
missing damage def from single player maps with walkers in
driver should alway be killed when vehicle is killed after kick out. no more 1sec flash of life
vehicle fx_dust now stopped after a telefrag
invisibility skin no longer carried over into next round on same map
player view angle after exiting vehicle. will be centered, not the viewAngle you enter
vehicle flashlights all the same
some ai vehicle not being removed after death explosion
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- MILITIA 1.4 TEST DRIVER 1.0.5
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CHANGES :
mp vehicles now be shown in editor
droppod made into some wipeout zimmy around kind of thing
flatbed gunner
some lame team vehicle skins - convert to tga to use..
skin images : models/team_deffuse/
each vehicle position now needs
"isDriver" "bool"
"isPassenger" "bool"
which only lets the driver position control the vehicle. or a big tank like U*T
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- MILITIA 1.4 TEST DRIVER 1.0.6
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CHANGES :
vehicles should be fully working on dedicated servers. some fps drops with vehicle fx are playing. and fixed all other fx. so few more fps gone, server will die wiithout net_serverDedicated being set to 1
added cvar pm_aiDeathView bool - view through eyes of killer ai
view player death from ai killer, with ai own individual vision hud. set in def files :
"aiVisionHud" "guis/aiVision/gladiator.gui"
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entitydef vehicle_ :
can use [in vehicle def files] :
"thirdpersonVehicle" "bool" //vehicle is thirdperson
"thirdpersonRange" "250" //range view from vehicle
"thirdpersonHeight" "40" //height view from vehicle
"thirdpersonCrossHair" "1" //show crosshair
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entitydef vehicle_ :
lock mp vehicles on spawn :
"spawnLock" "1" //lock when spawns
"spawnLockTime" "8" //countdown til unlock
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entitydef projectile_ :
make projectiles flares [blaster charged blast] :
"flare" "1" //bool
"flareTime" "2.5" //sec to start flare after projectile launch
"weightTime" "2.5" //will slow down after this time, [ for terrain maps ]
"fuse" "16" //keep alive, [ light in flare.fx ]
"fx_flare" "effects/weapons/blaster/flare.fx" //flare fx, contain light only
only on spawnclass idProjectiles
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entitydef projectile_ :
make projectiles tripbombs :
"tripBomb" "1" //bool
"tRadius" "100" //entities within this radius make it explode [ idActors/rvVehicles ]
"tBecomeActive" "7" //seconds trip becomes active after launch
"fx_tripBomb_active" "effects/weapons/grenadelauncher/tripbomb_active.fx"
"fx_tripBomb_detonate" "effects/weapons/grenadelauncher/tripbomb_detonate.fx"
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entitydef any_entity :
new effect :
"fx_HolySiN_setfire_center" "effects/vehicles/walker/burn_center.fx" - plays in center of model, needed if model is big, joint fire looks kinda crap on its own
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entitydef rvMonsterTurret/rvMonsterTurretFlying :
new effect :
"fx_death_looping" "" //play looping death effect, when dead. with remove_on_death 0
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entitydef any_entity :
use "skipImpulse" "1" //bool on entities, to disable push/splash damage etc
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entitydef any_entity :
change "onFire" // to all entities, not just actors..
or use "onFireChance" ">= 5" // 1 in chance of being on fire.
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added "playerBuffer" "7" to marines/rvAITactical. stops the tard blocking and getting you killed, unless they are talking
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all vehicle positions now have theyre own hud
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entitydef vehicle_ :
make vehicles fly.. with hoverpads.. [ droppod_mp ]
"Flying" "1" //its flies
"HeightGainSpeed" "13" //lift speed
"HeightLoseSpeed" "15" //drop speed
"AutoLock" "1" //it autolocks
"AutoLockHeight" "610" //height when autolocks
"sideWinder" "1" //lets you do barrel rolls with run/mouse look buttons
"rollSpeed" "22" //speed the vehicle rolls
"maxHeight" "23660" //max flight height
in hoverpad entitydef..
"fx_flightHeat" ""
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hold crouch+up/down to lift or lower
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view winning team base/flag at end of team games
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added cvar "si_ctfKillReturns" //return flag when carrier has been killed
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added cvar "si_playerViewEffects" //enables player hud bloodsplashes, double/tunnel/shake vision
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added cvar "pm/si_dropPowerups" //seperated from pm/si_dropweapons
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added cvar "g_fadeDeath" //fade screen to black when dead
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added cvar "g_regidDead" //keep actors solid when dead
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added cvar "g_knockbackdivision" //got rid of standard knockback running on def_damage "knockback". ai/player both use the same math for damage impulse
added cvar "g_knockbackdivisionMP" //different end impulse on servers and cant be assed to fix
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added spawnClass "idHitscanProjectile" and removed all stantard hitscans +code, projectiles have physics
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should play stuff on friendly fire, both played at the same time. but not on every impact - 10 in cvar g_voiceFriendlyFireChance.
added "lipsync_friendly_fire_/n" /n = 1-10
added "snd_friendly_fire_/n" /n = 1-10
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team names case sensitive and all are now "Marine"/"Strogg" not random 0 or 1
added "team" "All" which is default for all spawns, [ CTF 1 Flag ] is team "All"
FIXES :
railgun color/team hitscan tints
vehicle enter hud message showing when mp game is ended and near a vehicle
gibs no longer just disappear. they burn out
ctf flag no longer gets returned when carrier is killed, unless cvar si_ctfKillReturns is enabled
all clients should view frag winner at end of games.
"isDriver" only controls vehicles with hoverpads
thirdperson vehicle view +all passenger positions through thirdperson
thirdperson weapon zoom [ switches to firstperson ]
all mp charector textures burnaway when dead
half life 2 type of movement for moveables
fixed "mass" in def files, volume * density was only for moveables, so "mass/density" is the same on clipmodels, not all 1.0f
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- MILITIA 1.6 TEST DRIVER 1.1.0
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updated to pr 1.4.2
still to update :
view frag leader when game ends
view flag base when game ends
mp vehicle flash/spot lights
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- o09 p0r+
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