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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/

changelog :

- 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 <=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

- 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

- 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 : 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
Changes : invisibility powerup model, now smaller and better looking
Changes : CTF flag, now has invisibility skin applied when carrier has invisibility powerup, and not made hidden
Changes : powerup pickups, player can now only pickup 1 powerup at a time
Changes : all projectile effects are now 100% clientside saving few more bytes of bandwidth
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

- 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

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