Quake 4 Fortress is a mod (modification) for Quake 4 based on Team Fortress. This means that it still has a similar feel and gameplay to the original game, but the visuals are altered for the most part. It also means that the game retains a lot of Quake 4's key features. Q4F's theme is one that gives a wide variety of locations. The overall themes of the classes and models will be "Retro Futuristic" (aka Wastelandish/Rustic future). This sort of feel gives us the ability to implement any sort of map theme we like. The classes and weapons will feel right at home in space, rundown powerplants, industrial zones, medival structures, castles, modern day bases, the list goes on... Most of the maps consist of Capture the Flag (CTF) type gameplay. This game mode consists of two teams, red and blue. Each team can have up to eight players (this may change depending on Q4's playerlimit). The objective of the game is the enter the enemy team's base, locate the Flag and...
============Instructions============Extract the q4f folder to your Quake 4 directory and launch the game using cmdline: +set fs_game q4for launch it in-game using the mod loader================Change Log (Q4F)================1.5:- Added Quake 4 1.4.2 Final support for Win/Nix=================Change Log (Q4Fx)=================1.4 & 1.3:- Added Quake 4 1.4.1 Beta support for Win/Nix- Addition: team-based teleporter support- Addition: Weapons Factory Revolution map support: *WFR teleporters work *WFR flag/cap works *WFR backpacks work (need to specify no_grenades_1/2 tho) *WFR water works- Addition: trigger_multiple and child triggers now supported in Q4F- Addition: server cvar & feature: "si_ctf_spawnPacks" - specifies how many resupply packs will spawn in quake 4 CTF maps- Fix: reload sequence no longer commences when there's not enough ammo to reload with- Fix: Weapon reload+fire bug occurance lessened (thx Infernal)- Fixed player speed bug that occurs when jumping while minigun is being fired- Fixed crash with pyro flamethrower1.2:- Fixed server browser to display q4 1.4b servers, player count, ping, and map- Fixed potential crash for map left on for extended time periods (thx Infernal)- Linux binary no longer requires GLIBC2.4- Added server var "si_warmup"; set to "0" to disable waiting for players- Added mod name identifier "Q4F 1.1c"*Note that not all 1.4b features are in yet. net_serverDownload "3" was in 1.1 buthas been taken out due to stability issues with q.4b1.1:- Added Q4 1.4b support1.0:- Added reloading system similar to q3f's- Added LINUX support- Added spawn/flag support for q4ctf maps (q4f servers can now run them properly)- Added server var: si_allowPogo to allow(1)/disable(0) pogo hopping- Fixed rocket push force for direct rocket hit (it was set to some insane value before..)- Fixed the display of the "Reloading" message while reloading- Fixed bug where the fire effect would still appear on players after they were no longer on fire- Medic's self-heal is now slower and more like QWTF's- The Hyperblaster (medic supernailgun) now fires closer to the QWTF speed- Tranquilized players now fire slower with non-automatic weapons- Got rid of the "huge translation for clip model" error for ctf_flag (may be unstable)- Fixed Rocket Launcher reload time===============Credits - Q4F===============Core* Project Lead - photeknix (photeknix AT hotmail.com)* Programmer - 3j (cjcone AT ncsu.edu)* Level Designer - Midori* Level Designer - bolle* Artist - HardmanPast Contributors* Programming - AcidInjury* Programming - Salteh* Level Design - Vilepickle* Level Design - Recon* Level Design - TechX* Level Design - nib* Art - Dconstruct* Art - Mesp* Art - CptTriscuit* Art - DukeHenry* Concept Art - TweedOutsource* Unlagged Code - TTK-Bandit (TTK-Bandit AT my-mail.ch)========================Credits - Q4FX 1.0 - 1.5========================*[Programming]* XavioR (avirox38 AT hotmail.com) 3j AnthonyJ Infernal*[Maps]* Infernal Bigllama*[Testing]* DHA CPU4BRAIN kenji gotknot*[Special Thanks]* bolle Mullet Man escapedturkey #q4mods on QuakeNet