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Quake 4 Q4MAX v0.72 Competition Mod

Download now! Download now! File size: 25.14 kB
Game: Quake 4
Platform: PC
File type: Mod
Date added: Mar 21, 2006
Downloads: 894

A modification to Quake 4 that improves the competitive aspects of the game, such as new HUDs.

Mod details:

This changelog is the canonical source of information for Q4MAX.

Any document that disagrees with it is almost certainly wrong.



Note: like every other version of Quake, Q4 "listen" servers are EXTREMELY defective.

They MAY work but they're not officially supported. Always use a "dedicated" server.





Notes for version 0.72 (27 Feb 06)



add: mode CTFS - CaptureStrike



add: health and armor votes for CA/CTFS

(no vote_allow control on these: they're too trivial)



add: pause (referees only)



add: PM skins. tweak r_gamma/r_brightness/r_lightscale if they're not bright enough



add: "weapon" as an alias for _impulse 0-9 for binds



chg: menu now has zoom toggle, GL smoke, RL smoke, draw gibs, draw blood, weapon fov effect, and team model.



chg: #l now uses the same location desc as team overlay.



chg: #l works in CA.



chg: CA does not allow firing at the end of round to prevent grenade exploit.



chg: mode TOURNEY for Raven's tournament mode



chg: mode DM (also named duel) means real 1v1 play, not Raven's tournament



chg: CA spawns default to 100H/150A



chg: railguns no longer dropped on player death in IG



chg: RG has infinite ammo in IG



chg: no throwing weapons in IG/CA



chg: g_feedScorebot defaults to 1



chg: CTF defaults to no team damage



chg: removed si_entityFilter



chg: Windows only: Error handling

Access Violations and other crashes now drop to the console and log the error rather than displaying the Windows error dialog.

Please submit the error displayed on the console if this happens (multiple lines).



chg: Crosshair name fade-in time speeded up



chg: Crosshair name displays for spectators



chg: the #i token requires you are looking at the item more than before - gives more accurate information.



cgh: cg_logXMLStats and sv_logXMLStats (0|1 - cg defaults 1, sv defaults 0). Logs game statistics

to a stats subdirectory in an XML format.



fix: team damage setting was ignored in IG



fix: si_modes misbehaved at times



fix: dead players using #w did nasty things



fix: scorebot feeder got sulky when time went backwards (map changes)



fix: CA displays stats at end of game.



fix: CA no longer decays health > 100 during countdown.



fix: crash in some cases when railing with no team damage (eg CA).



fix: autoaction screenshots given .jpg extension



fix: CA player scores are reset at the beginning of each round



fix: g_gunx/y/z no longer affects models other than the local clients (unless following as a spec)



fix: cg_blood filters out even more blood effects.



fix: (RB) trigger_hurt works correctly in MP





Notes for version 0.71 (22 Dec 05)



add: callvote instagib, vote_allow_instagib

use seta si_modes "IFFA ICTF ITDM" and seta si_mode IFFA

to create an instagib-only server



add: cg_blood (0|1, default 1)

show bloodstains, spurts, etc on players



add: cg_gibs (0|1, default 1)

explode corpses into itty bitty pieces



add: cg_smoke_RL, cg_smoke_GL (0|1, default 1)

controls smoke trail effects



add: players spawn with all weapons (except DMG) and 100A in warmup



add: team overlay (health, armor, weapon, location of your teammates)



add: automatic referee privileges

create a file called "reflist.txt" in your Q4MAX directory

and put the GUIDs of your admins/clanmates/etc in it



add: cg_weaponFovEffect (0|1, default 0)

controls weapon model being "pulled back" at higher fovs (like Q3)



add: Clan Arena mode (standard mode "CA")



add: "callvote mode map" to do both at once, but use the UI: it's much easier



chg: removed g_gun_roll, g_gun_yaw, g_gun_pitch

they didn't actually do anything :)



chg: g_fov upper limit raised to 120

there's certainly a point at which a high FOV changes from a

competitive setting to an exploit, but 120 is within the safe zone



chg: unlocked r_lightScale



chg: normalised the MG firing sound





Notes for version 0.70 (12 Dec 05 - the CPL Winter Release)



add: more OSP commands

players

lockteams

unlockteams

remove

marine

strogg



add: cg_noChatBeep (0|1, default 0)



add: CPMA chat tokens

#a armor

#h health

#i nearest significant item

#l nearest significant item spawnpoint

#w current weapon and ammo

use ## if you actually want a # to show up in chat



add: r_vertexLight (0|1, default 0)

use a (much much) faster codepath for world lighting

r_skipBump 0 can have nasty side-effects with this

since bumpmapping REQUIRES localised worldlights



add: ui_autoAction (default "", options "demo" "ss")

automatically record demos, and/or take screenshot at match end

if you want both use "demo ss"



add: si_autoAction (default "", options "demo" "ss")

force players to record demos etc - very handy for leagues/events



chg: chat appears as "player: green text"



chg: teamchat appears as "(player): cyan text"



fix: (RB) pain sounds were really unreliable





Notes for version 0.60 (2 Dec 05)



add: OSP-style votes and vote controls (vote_allow_x)

the vote_allow_x controls obsolete g_voteFlags

armordecay

armorsystem

autobalance (team games only)

caplimit (flag games only)

droppowerups

dropweapons (team games only)

falldamage

footsteps

fraglimit (nonflag games only)

kick

map

mode (mode does NOT have a vote_allow var: see si_modes)

mutespecs

nextmap

overtime (0: sudden death, 1: 2-minute periods)

poweruprespawn

referee

restart

selfdamage

teamdamage

timelimit

warmup

weaponrespawn



add: vote_limit (default 3)

maximum number of votes a player can call per game, 0 = no limit



add: OSP commands

abort (referee only)

allready (referee only)

referee



add: cg_forceModels (default 1)

forces player models to cg_enemyModel/cg_teamModel



add: cg_enemyModel (default "")

forced enemy player model, blank uses default model



add: cg_teamModel (default "")

forced team player model, blank uses default model



add: cg_forceColors (default 1)

forces player colors to cg_enemyColor/cg_teamColor



add: cg_enemyColor ("R G B", default "")

forced enemy player color, blank disables coloring of enemies



add: cg_teamColor ("R G B", default "")

forced team player color, blank disables coloring of teammates



add: hud_style (default "cpmhud1")



add: ref_password (default "")

if set, allows players to gain limited admin privileges via the "referee" command

note that the password is case-sensitive



add: si_mode (default "FFA")

loads a gametype and its associated rules (timelimit etc)

this supercedes the g_gametype cvar, and MUST be used instead

there are 5 "standard" modes: FFA, DM, TDM, CTF, ACTF

see docs/modes.txt for information on creating custom modes



add: si_modes (default "")

restricts the modes the server allows, blank means no restrictions

e.g. si_modes "TDM CTF ACTF" means the server can only be used for team games



add: dropWeapon command (teamgames only)

drops your current weapon for a teammate



add: g_feedScorebot (default 0)

provide match information to external tools (Score_Time, Score_Marine, etc)

you must never feed a scorebot after midnight



add: ready/notready status shown on scoreboard



chg: minimum respawn time is 2 seconds



chg: maximum respawn time is 4 seconds



chg: com_allowConsole defaults to 1



chg: players can warm up in inactive tourney arenas



chg: the UI calls FFA "FFA" rather than "DM"

since they're not the same thing, and some of us actually know that



chg: g_voteFlags has been removed (vote_allow_x supercedes it)



chg: si_weaponStay has been removed

"weaponRespawn 0" in a mode config replaces it



chg: si_teamDamage has been removed

"teamDamage x" in a mode config replaces it



chg: the "centerview" command has been removed



fix: (RB) g_fov is a config cvar



fix: (RB) spawn selection code was horribly broken in DM



fix: (RB) SG and HB switch time was broken



fix: (RB) the various bob/roll cvars work correctly in MP



fix: (RB) r_displayRefresh works correctly in MP



fix: (RB) r_skipSpecular works correctly in MP

 
 
   

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