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flag From the News Desk
Quake 4 Mods - New Q4Max
Q4Max NewsTo reiterate again on Q4max's behalf: This is a competition mod. They do not intend to change gameplay for standard Q4. They will however be adding more game modes. In this release you will notice they have revived a favorite of mine from Q3: Clan Arena. Similar to RA3, this mode was very popular in certain circles and I hope it catches on with Q4. Also, there is a mode called ATDM or Advanced TDM which uses a strong tiered armor system, 90 second quad respawn, no powerup drop and with droppable weapons enabled.


The key changes in the .071 release:

* Competition support: standard modes, referees, warmup and overtime modes, automatic demo recording and screenshot (server forced or client option), competitive settings GUI, high vis weapon skins.
* Team mode support: fullbright team and enemy skins, custom enemy model, text chat tokens, team overlay with locations (go ech!), lockable teams.
* Performance options: ‘vertex light’, r_lightscale unlocked, rocket and grenade smoke toggle, gib toggle, ambient sound filter.
* New Mode: Clan Arena - callvote mode CA (address worship to AJ)
* New Mode: Instagib - callvote mode iffa/ictf/itdm


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


Thats enough for now. This mod will be installed on the True Carnage servers at some point tonight. I don't know about you.....but I can hardly wait. =)
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