Game: |
Quake 4 |
Platform: |
PC |
File type: |
Mod |
Date added: |
Mar 21, 2006 |
Downloads: |
978
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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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