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.

Report abuse Q43A WIN/LINUX BUILD #19.8.5
Filename
Q43A_b19.8.5_release.zip
Type
Full Version
Uploader
p0rt
Date
Jan 17th, 2013
Size
63.86mb (66,964,964 bytes)
Downloads
407 (1 today)
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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 improve performance and reduce the bandwidth only running the code thats needed on the server or client. for both SP and MP


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- Q43A BUILD #19.8.5 win/linux - p0rt
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Q43A BUILD #19.8.5 CHANGES :

fixes listen and dedicated server and client crashes on windows x86/x64, linux

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

pack does :

windows singleplayer, multiplayer client, listen servers, dedicated servers
linux singleplayer, multiplayer client, listen servers, dedicated servers

just upload the q43a as is, if you want servers to work, all pk4 are needed clientside, for those to download onconnect, and structure and names are done so all pk4 will be downloaded, and work on windows and linux with dll in the single pk4

changelog :

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- Q43A_LAUNCHER.exe
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1>press the default button to load the default server configuration
2>configure server to game play wanted
3>press launch button to start your server

after the game has been launched a temporary q43alconfig.cfg is created in the q43a folder. you can use this or save as your new config to use elsewhere.

start servers with command line:

for windows :

make a new shortcut to quake4ded.exe and cmd : quake4ded.exe +set fs_game q43a +exec configfile.cfg

for linux :

open a terminal in the quake 4 folder and use cmd : ./quake4-dedicated +set fs_game q43a +exec configfile.cfg

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- gameTypes
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normal : ffa, 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

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- single/multiplayer game modes :
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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

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- singleplayer game mode :
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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

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- 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

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- 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 +damage

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- installation and new cmds and cvars
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see q43a/info_19.8.3.txt

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changelog #19.8 PATCH 4
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fixes si_airticks cvar
fixes si_rocketjumppower cvar
fixes si_allowhitscantint cvar
fixes si_teamname0/1 cvars not showing on huds and scoreboards

adds "knockback" to damage def,
increates rail range 3x

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

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Q43A WIN/LINUX BUILD #19.8.5
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Platforms
Windows, Linux
Game
Quake 4
Developed By
p0rt
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Official Page
Q43a.96.lt
Release Date
Released Dec 31, 2009
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MD5 Hash
ac26a9fe911f9b8ee803b62e8ab61f06
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