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After 5 years of hiatus, the ultimate update of quake 4 weapons rip is here. Currently on open beta, it features both base and upgraded weapons and improved decorate behaviour. Plus several quality of life improvements and lots of bugfixes.
After 5 years of hiatus, the ultimate update of quake 4 weapons rip is here. Currently on open beta, it features both base and upgraded weapons and several quality of life improvements, plus lots of bugfixes.
Since it's a mod that is being redesigned from scratch, it still lacks some major features from previous iterations. That being said, it's meant to be done later next year.
The open beta includes the weapon upgrades (for the first time ever on alphaent's q4 rips) and adds several quality of life improvements, like a custom mod options menu and optional models.
Plus, a major bugfix with a corrupted zlib stream, i didn't knew open alpha suffered from.
The main idea is to merge all "mod's within mod's" that volume 4 offered, as long as it's possible. So, maybe a buymenu or an arena style mode might be amongst the possibilities.
People can check progress on the mod by clicking on this trello page.
Open beta changelog:
* Weapon mods are now ripped and added into the mod.
* Added some scripts to improve game experience.
* Even further weapons responsiveness improved.
* Some sounds were merged into single files.
* Few sounds were converted into ogg.
* "Out of ammo" animations for grenade launcher and rocket launcher were ripped/programmed.
* Optimized bulletpuffs/explosions. Some subtle parts now uses double-tic animations.
* All bulletpuffs/projectile explosions now uses additive translucency.
* Used slade3's optimize png feature to optimize even further the weapon/bulletpuff/explosion sprites.
* Sndinfo was remade. Most sounds were renamed and some separate files were merged.
* Minor sbarinfo tweaks.
* Modeldef scale bug fixed.
* Some vanilla sound replacements.
* Custom skill tweaks.
* Improved menu. Added mod options menu.
* Improved barrel explosion.
* Pickup sprites are now scaled properly.
* Fixed a major bug with a corrupt zlib stream.
* Now partially compatible with d-touch. Official d-touch version planned at later date. (currently may run out of memory on low-end cellphones)
* Some muzzleflashes were merged into the weapon sprites.
* Grenade launcher now fires the grenade at a higher angle (8º) instead of 0º.
* Added dynamic lights to bulletpuff/explosions/projectiles (gldefs)
* Improved/optimized/redesigned casings. Now sprites are palletized, it's animated at 2 tics and randomizes between 3 different casing animations, making them more dynamic.
* Models textures were ripped again from scratch, fixing its oversaturated illumination.
* Sprites projectiles were now redesigned. Grenades now have proper 8 angle animation and rockets increased its angles to 16, for smoother experience.
* Added customfiles folder.
Hotfix 1 Changelog:
* Grenadelauncher and rocketlauncher projectile explode bugfix. Now it makes the intended damage.
* Grenade/Rocket trail fix. Now it shows the proper sprites.
* Added +forceradiusdmg to explosive projectiles, so now monsters with +noradiusdmg gets full damage from projectiles.
* Made crosshair recoil optional.
I hope you enjoy this as much as I did working on it. AlphaEnt.
Yesssssssssssssssssssssss!!!!!!!!!!!!!!! estuve esperando esto mucho siii!!!!!!
I was just installing Quake 4 lol
Your idiot! If we want play Quake 4, we only install Quake 4 lol
:D
How to play Q4 on Delta Touch (mobile port of GZdoom), with Q4/other mods on Doom :>
Bueno es realmente bueno jugar a Doom con las armas de Quake 4
OS: Windows 10 (or higher) (NT 10.0) Build 17134
M_LoadDefaults: Load system defaults.
W_Init: Init WADfiles.
adding D:/Games/@ DOOM/DoomShared/gzdoom.pk3, 627 lumps
adding D:/Games/@ DOOM/DoomShared/zd_extra.pk3, 132 lumps
adding ./doom2.wad, 2919 lumps
adding D:/Games/@ DOOM/DoomShared/skins/Skins.wad, 7123 lumps
adding q4base/q4base_01.pk3, 5177 lumps
adding q4base/q4base_maps.pk3, 56 lumps
adding q4base/q4base_maps.pk3:tech_q4.wad, 586 lumps
adding q4base/q4base_models.pk3, 358 lumps
adding q4base/q4base_00.pk3, 2017 lumps
adding q4base/q4base_00.pk3:generic acs.wad, 19 lumps
adding q4base/q4base_00.pk3:playersp.wad, 17 lumps
adding q4base/q4base_00.pk3:speed.wad, 5 lumps
adding q4base/q4base_01.pk3, 5177 lumps
adding q4base/q4base_maps.pk3, 56 lumps
adding q4base/q4base_maps.pk3:tech_q4.wad, 586 lumps
adding D:/Games/@ DOOM/DoomShared//q4base/q4base_models.pk3, 358 lumps
adding q4base/, 7 lumps
adding q4base/beamflashlight.pk3, 9 lumps
Execution could not continue.
Script error, "q4base_01.pk3:cvarinfo.txt" line 3:
cvar 'user_hitsound' already exists
looks like I dont need base_00 just 01 in my bat file
The open beta doesn't need the files from open alpha, as they replace them completely. So use the files only included on the open beta.
Also, if you want to use the mod without the bat files i've included, then load "only" the base_00 file. There's some code inside the gameinfo that will automatically load the remaining files for you.
cool, thx for tips
Great mod! Any chance of making it have no monster changes so it can work smoothly with monster mods? Or maybe split the mod into 2 parts? It'd actually be great if you were able to integrate the other Quake 4's monster sprites (https://www.moddb.com/mods/quake-4-lightning-fast-mod-doom-edition) in, since your mod has the better weapons but they have the better monsters.
A few sprites and such still need replacing as well, like the powerups.
There are very minor possibilities that i would rip monsters as well.
I should ask dbt is he alows me to use q4's lfm monsters as placeholder though.
I personally have a modded version with those monsters, but i'm not allowed to share them and really don't use them that much =P
Ok, minor update, i'll release an hotfix for the full version of the mod, i've deleted all monster replacements and changed only their projectiles, so, theorically, monsters should now be replaceables.
hotfix available now.
Nice work.
btw, which oblige version did you use for the oblige map pak?
I actually don't remember, according to the txt inside the mappack, it was 3.57.
The is a text file inside tech_q4.wad that contains the configuration i've used to set oblige.
Remember to check the latest version of the mod in: Moddb.com
Open beta is now outdated.