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| Quake 4 Mods - New Version of X-Battle | |
For those that are interested there is a new version of X-Battle out.
Most of the changes appear to be HUD
related with some movement tweaks. The number of HUD /interface options is
extensive and listed fully on the next page. There is also a super secret
easteregg according to the readme file. The only thing I see that is not listed
is they have a showspeed cvar in
there for the HUD.
Click ReadMore for all the readme details.
You can also download this file in the downloads/Q4 Mods section.
Latest Features:
X-Battle a modification for Quake 4
Url: http://www.xbattle.de/
Mail: info@xbattle.de
Feel free to visit us at #battlemod in QuakeNet :)
Latest Features ~ v0.10
fix: pm_stairJumps <0|1> allows strafejumping on stairs
on e.g. The Edge where long stairs are used it's not possible to SJ on
on them. In multiplayer you can do "clientcallvote stairjumps 1" to enable
it. All it does is enabling you to step on stairs, when you're in air.
chg: bobbing cvars can be changed in multiplayer
pm_crouchbob, pm_walkbob, pm_runbob, pm_runpitch,
pm_runroll, pm_bobup, pm_bobpitch and pm_bobroll
can be changed by players.
chg: clientcallvote info in console
clientcallvote [enter] shows detailed info about whats voteable and
the possible values
chg: map weapons are now available during warmup.
chg: crosshair size is adjustable stepless from 1-100
chg: g_fov is allowed from 20-150
chg: crosshair info distance raised
chg: si_teamdamage <0|1|2>
0 - no teamdamage
1 - only armor damage (default)
2 - full damage
chg: hud_barStyle, hud_ammoBar, hud_ammoVisible, hud_weaponVisible and
hud_weaponSwitch are now "true" cvars.
add: you can see readystatus in scoreboard
add: si_freeModels <0|1> allow using of all models
0 - Off ( default )
1 - On
add: si_scoreBotSupport <0|1>
0 - Off
1 - server queries returns player scores, team scores and timeleft.
add: si_scoreBotRefreshRate <1-60> scorebot-info refresh interval
Sets the interval in seconds that the server will refresh game
information used for scorebots.
add: teamlock & teamunlock commands
add: teamdamage is votable by gui ( multiplayer vote menu )
add: pm_smoothBoxJumps <0-16> allow smoother jumping on boxes
0 - Off
1 - smooth box jumps a little (default)
2-16 - more smoothing
If the stairjump fix is enabled, in Q4 you have the possibility to do
boxjumps, because the stairjump fix enables you to step on stairs,
while you are in air. If you have a box that is max 16 (max stepsize)
units higher than your jumpheight, you can step on it as on stairs and
jump to the next box. that's called a boxjump. but in some places,
like in "the edge" on the upper yellow armor, it is hard to do a
boxjump, because the box is too big, then you need to jump very exact
on the box, to do the boxjump. All smoothboxjump does is increasing
the max stepsize, when jumping in the air (doesn't work on ground).
This makes boxjumping possible from more positions much easier. Anyway,
someone may think, that it adds speed to get up there, but it doesn't.
add: ui_weaponBobbing <0|1> toggles bobbing of weapon
0 - disables the weapon bobbing and lag when turning or jumping
1 - show weapon bobbing ( default )
add: ui_rocketTrail <0|1> show/hide rockets smoke
0 - hide rockets smoke trail
1 - show rockets smoke trail ( default )
add: ui_grenadeTrail <0|1> show/hide grenades smoke
0 - hide grenade smoke trail
1 - show grenade smoke trail ( default )
add: ui_nailTrail <0|1> show/hide nailtrail
0 - hide nail smoke trail
1 - show nail smoke trail ( default )
add: ui_tinyRailTrail <0|1> dis-/enable the tiny railtrail
0 - disable tiny railtrail
1 - enable tiny railtrail ( default )
add: ui_enemyColorArms enemy models arms color
add: ui_enemyColorLegs enemy models legs color
add: ui_enemyColorTorso enemy models torso color
hex value that is used to ink the enemy-brightskin.
add: ui_teamColorArms arms color
add: ui_teamColorLegs legs color
add: ui_teamColorTorso torso color
this hex-value is used to ink your team-mates arms, legs or torso.
it's also used as _your_ color when a mate don't forces every part
using his color with ui_teamForceColors.
add: ui_teamColorIntensity <0 - 1.0> specifies brightskins brightness
add: ui_enemyColorIntensity <0 - 1.0> specifies brightskins brightness
it's a float value between 0 and 1 that u can use to darken your
brightskins a bit. default is 1.0 = maximum brightness.
add: ui_teamForceColors <0-7> set which parts are forced to your teamcolors
using this cvar you have the opportunity to see parts of your mates
brightskin with their color setting.
it's a bitmask with bit 1 to force legs, bit 2 to force arms and bit 3
for torso coloring. so legs, arms and torso get a value of 1, 2, 4.
if you want that the brightskins of your mates have your
ui_teamColorLegs and *Arms settings but _their_ *Torso value, you
would set up ui_teamForceColors to 3. ( legs = 1 + arms = 2 )
for your *Torso and your *Arms to 6 ( arms = 2 + torso = 4 ).
add: hud_showTeamHealth <0|1> display health/armor of teammates
0 - Off
1 - show health/armor info of teammates next to crosshair
in teamgames.
add: hud_drawTimer <0|1|2> toggles timer appearence
0 - Off
1 - timer shows time remained
2 - timer shows time passed
note: In one of the next versions chattokens will be
added to xbm, one of them will translate your remained time
to passed time or vice versa for team who have different
settings in their team. until then you should take care
that everyone in you team has the same hud_drawTimer
value.
add: hud_drawTeamOverlay <0|1> toggle teamoverlay
0 - Off
1 - shows teamoverlay in TDM / CTF
add: hud_showJumps <0|1> display jump distance
0 - Off
1 - On
add: hud_showSpeed <0|1> display player speed
0 - Off
1 - On
add: green armor support. +25 Armor. editorname: 'item_armor_jacket_mp'
add: g_blood <0|1> toggle the blood effects
0 - Off
1 - On
add: g_gibs <0|1> toggle the playergib effects
0 - Off
1 - On
add: g_fastWeaponSwitch <0|1> toggle shotgun and hyperblasters weaponswitch
0 - Off, wait until weapon is reloaded
1 - On, vanilla quake4 ( default )
add: g_spawnType <0-3> set different player spawn behavior
We suggest using a value of 2 or 3:
0 - random furthest from killer ( vanilla Q4, default )
1 - random furthest from dead player
2 - completly random
3 - completly random without 3 nearest from killer
add: g_maxRespawnTime <2-60> changes the maximum spawn time for players
add: g_altMinRespawnLimit <0|1> Toggles the use of alternative minimum spawn times for players
0 - Off, Vanilla Quake 4 (3 seconds)
1 - On, Vanilla Quake 3 (1.7 seconds)
add: hud_lagometerPosition Allows to freely positioning of the lagometer ( Default: 10 380 )
add: r_ambientLightOnly <0|1-2> to enable only ambientlights on the map.
0 - map default lightning (default)
1 - enable only ambientlight ( this will give an fps boost )
1.0-2.0 - set the light ammount.. this needs a map restart to get the correct light ammount.
(1.0 is default, 1.5 is middle and 2.0 is bright)
add: s_altHitsounds <0-1> Allows the usage of alternate hitsounds.
0 - default q4 hitsounds
1 - enable q3 hitsounds ( but still different hitsounds for armorhits )
add: 'callvote' as alias for clientCallvote
add: who will find the super secret easteregg first?
clientcallvote options
chg: teamdamage <0|1|2> - see si_teamdamage
add: stairjumps <0|1> - see pm_stairjumps
add: smoothboxjumps <0-16> - see pm_smoothboxjumps
add: freemodels <0|1> - see si_freemodels
add: fastswitch <0|1> - see g_fastWeaponSwitch
add: spawntype <0-3> - see g_spawnType
add: altminrespawnlimit <0|1> - see g_altMinRespawnLimit
add: maxrespawntime - see g_maxRespawnTime
Note
To use the green armor in baseq4 and xbm u need to put additional lines
to yourmap.def under the mapdef section:
entityDef item_armor_jacket_mp
{
"inherit" "item_armor"
"inherit2" "item_triggersize_MP"
"editor_usage" "Green armor"
"inv_name" "Green armor"
"inv_armor" "25"
"skin" "skins/items/armor/base_sp"
"editor_ignore" "0"
}
History :
~ X-Battle a modification for Quake 4
Url: http://www.xbattle.de/
Mail: info@xbattle.de
Feel free to visit us at #battlemod in QuakeNet :)
~ History
v0.10 ~ December 18th, 2005
fix: pm_stairJumps <0|1> allows strafejumping on stairs
chg: bobbing cvars can be changed in multiplayer
chg: clientcallvote info in console
chg: map weapons are now available during warmup.
chg: crosshair size is adjustable stepless from 1-100
chg: g_fov is allowed from 20-150
chg: crosshair info distance raised
chg: si_teamdamage <0|1|2>
chg: hud_barStyle, hud_ammoBar, hud_ammoVisible, hud_weaponVisible and
hud_weaponSwitch are now "true" cvars.
add: readystatus in scoreboard
add: si_freeModels <0|1> allow using of all models
add: si_scoreBotSupport <0|1>
add: si_scoreBotRefreshRate <1-60> scorebot-info refresh interval
add: teamlock & teamunlock commands
add: teamdamage is votable by gui ( multiplayer vote menu )
add: pm_smoothBoxJumps <0-16> allow smoother jumping on boxes
add: ui_weaponBobbing <0|1> toggles bobbing of weapon
add: ui_rocketTrail <0|1> show/hide rockets smoke
add: ui_grenadeTrail <0|1> show/hide grenades smoke
add: ui_nailTrail <0|1> show/hide nailtrail
add: ui_tinyRailTrail <0|1> dis-/enable the tiny railtrail
add: ui_enemyColorArms enemy models arms color
add: ui_enemyColorLegs enemy models legs color
add: ui_enemyColorTorso enemy models torso color
add: ui_teamColorArms arms color
add: ui_teamColorLegs legs color
add: ui_teamColorTorso torso color
add: ui_teamColorIntensity <0 - 1.0> specifies brightskins brightness
add: ui_enemyColorIntensity <0 - 1.0> specifies brightskins brightness
add: ui_teamForceColors <0-7> set which parts are forced to your teamcolors
add: hud_showTeamHealth <0|1> display health/armor of teammates
add: hud_drawTimer <0|1|2> toggles timer appearence
add: hud_drawTeamOverlay <0|1> toggle teamoverlay
add: hud_showJumps <0|1> display jump distance
add: hud_showSpeed <0|1> display player speed
add: hud_lagometerPosition to set the x/y position of the lagometer
add: green armor support. +25 Armor. editorname: 'item_armor_jacket_mp'
add: 'item_armor_jacket_mp' entity to editor under pickup->item menu
add: g_blood <0|1> toggle the blood effects
add: g_gibs <0|1> toggle the playergib effects
add: g_fastWeaponSwitch <0|1> toggle sg/hb fast weaponswitch
add: g_spawnType <0-3> set different player spawn behavior
add: r_ambientLightOnly <0|1-2> to enable only ambientlights on the map.
add: g_altMinRespawnLimit <0|1> toggles the use of alternative minimum spawn times for players.
add: g_maxRespawnTime <2-60> changes the maximum spawn time for players
add: s_altHitsounds <0-1> allows the usage of alternate hitsounds ( q3 sounds ).
add: 'callvote' as alias for clientCallvote
\clientcallvotes:
chg: teamdamage <0|1|2> - see si_teamdamage
add: stairjumps <0|1> - see pm_stairjumps
add: smoothboxjumps <0-16> - see pm_smoothboxjumps
add: freemodels <0|1> - see si_freemodels
add: fastswitch <0|1> - see g_fastWeaponSwitch
add: spawntype <0-3> - see g_spawnType
add: altminspawnlimit <0|1> - see g_altMinRespawnLimit
add: maxrespawntime - see g_maxrespawntime
v0.05 ~ November 12th, 2005
chg: grenade texture changed and recolored
chg: switched to another brightskin technique using shaders
fix: corpse model has a brightskin now
add: turned the machinegun sound down about 10db
add: little gloweffect for weapons
add: armor shards got a green brightskin
add: hud_weaponvisible <0|1|2> Toggles the visability of the weapon bar
add: hud_weaponswitch <0|1|2> Positions the weapon bar
add: hud_ammovisible <0|1|2> Toggles the visibility of your current ammo
add: hud_ammobar <0|1|2> Positions the current ammunition value
add: hud_barstyle <0|1> How the Health/Armor/Ammo Bars are displayed (Beta)
v0.04 beta ~ October 30th, 2005
add: loading screen shows XBM version and URL
add: removed all three startup intros.
add: advanced HUD ( THX to SoRDiD-DDT )
v0.03 beta ~ October 27th, 2005
add: new brightskins for both teams
add: deadbody brightskin
v0.02 alpha ~ October 25th, 2005
fix: missing marines and strogg models colored
add: grenadecolor recolored to yellow/red
v0.01 alpha ~ October 5th, 2005
add: marine team models are forced to a bright green color
add: one strogg team model recolored to be white
add: grenadecolor recolored to green
~ eof
ReadMe:
~ X-Battle a modification for Quake 4
Date: November 12th, 2005
Url: http://www.xbattle.de/
Mail: info@xbattle.de
Feel free to visit us at #battlemod in QuakeNet :)
~ Client Hud Settings ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This release introduces new cvars, however, until the SDK is out we don't
see a way to to assign them a default value or implement default behavior.
Because of this we had to put in an autoexec.cfg wich contains the default
values of the cvars. If you want to alter their values, you can't change
these cvars online, you have to edit the autoexec.cfg and restart Quake 4.
If you want to test them, you can create a server and set net_allowcheats
to 1. After testing don't forget to write your final settings into your
battle/autoexec.cfg
hud_ammovisible <0|1|2> Toggles the visibility of your current ammo
0 - never
1 - show up when updated, but rehide after three seconds
2 - show permanently
We don't recommend setting it to "2", Quake 4 only updates the
ammo when a weapon/ammo was picked up or you switch the weapon.
That means, if you use "2" as setting and hold down your fire
button, the HUD will not update your remaining ammunition and
fool you. And yes, you sense it: "Until no SDK is out..."
hud_ammobar <0|1|2> Positions the current ammunition value
0 - bar at bottom-left
1 - show the value under crosshair
2 - both
hud_barstyle <0|1> How the Health/Armor/Ammo Bars are displayed
0 - Default Style
1 - CPMA Bars Style (Beta)
hud_weaponvisible <0|1|2> Toggles the visability of the weapon bar
0 - never
1 - show up when updated, but rehide after three seconds
2 - show permanently
hud_weaponswitch <0|1|2> Positions the weapon bar
0 - middle
1 - left
2 - right
~ eof ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
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