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Quake 4 Downloads > Mods > Multiplayer:
SPStyle
Filename: spstyle_v1.zip


Size:
Developer:
Downloads:
Date Added:
Type / Category:
2.02 MB
Skutarth
573
01-19-2006
Mods > Multiplayer


Average User Rating: 4.8
Number of Votes: 5
Related Files:
Latest 5 Mods > Multiplayer:
- Disintegration Mod (1.3)
- Q4Run (0.3.7 beta)
- Quake 4: Evolved
- Quake 4 Relief Extreme Shaders v1.4
- Next Generation Shaders (v1.0)

3 Other Files by Skutarth:
- SP Style (v4)
- SPstyle (3.0)
- SP Style (v2)


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SPStyle - File Description  


Description:
SPstyle is a mod for Quake 4 that tries to add the feel and style of Quake 4's singleplayer mode to multiplayer. If you liked how singleplayer played, you'll probably like this mod.



SPStyle - Screenshots  
Screenshots:
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SPStyle - File Download Options  

Primary Download Locations:
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Download from Worldwide Mirror by FileFront Download SPStyle!



SPStyle - Readme  
Readme File:
============================
SPstyle -- by Skutarth
============================

============================
Installation
============================

Extract the folder SPstyle into your Quake 4 directory.
Then select the mod through the mod menu on the
main menu.

Alternatively, you can run SPstyle.bat included in the
zip to start up the mod. Again, just place it into your
Quake 4 directory.

IMPORTANT: Make sure you're not extracting the folder or
its contents into your q4base directory!

============================
Thanks
============================

Thanks go out to the Last Man Standing team!
Check out the official LMS site at:

http://lms.d3files.com/

============================
Disclaimer
============================

I take no responsibility for any damages caused by this mod.
However, if your computer starts on fire, be sure to take pictures
and email them to me at the address below.

============================
Contact
============================

Found a bug? Have a suggestion? Feel free to send it to:

skutarth (at) gmail (dot) com


SPStyle - User Comments  
The following comments are owned by the user that posted them. Quake 4 Files is not responsible for their content.

Total comments: 10 | Last comment: 05-20-2006 at 15:05

 #1 - I'm lazy - 01-21-2006 at 07:35
pospi
Joined: January 21st, 2006
Posts: 2
hey i made this mod a long while back (but never released it stick out tongue)... what did you end up doing to the game? I basically just made the weapons reload and gave them all the full upgrades like in singleplayer. oh yeah and put the blaster in of course.

Did you end up doing anything else? be interested to know (:

 #2 - 01-22-2006 at 06:56
Skutarth
Joined: December 15th, 2005
Posts: 44
Yeah. It turns out the distribution here accidentally had the wrong Gamex86.dll in the zip. Whoops! I made it so that the players could actually see the ammo left in the clip. I also changed movement speeds and the like to that of Strogg Kane. It ended up working nicely since people can still make the same normal jumps between platforms as they could in Multiplayer. I haven't added all the weapon mods, yet. I'm still deciding whether or not the players should get them when they spawn or from another way.

I don't recommend anybody download this because of this error. A better version will be out soon with less bugs and more fun.

 #3 - 01-23-2006 at 01:56
pospi
Joined: January 21st, 2006
Posts: 2
put 'em in for sure. its easy enough to edit those few files, and it doesnt change things up that much. The nailgun upgrade looks cool, but in MP the seeking nails just move too slowly to be of any use except in certain circumstances. The RL homing rockets dont seem to home in. Most of the other upgrades are just clip size and damage mods that dont make a great deal of difference to the game. Actually, the only gun that it makes a big difference to is the hyperblaster, and I think that one's for the best. So it's no big deal.

 #4 - 04-03-2006 at 04:55
Micki
From: (Sønderborg)
Joined: April 3rd, 2006
Posts: 12
First of all, hi, this is my first post on any Filefront related site... I just registered...
Anyways:
Nice i was looking forward for such a mod... In fact, that's the very reason i looked through Quake 4's mod page... smile

Anyways, Skutarth, i'd like you to concider adding these features into your mod:

- Powerups that "upgrade" your current weapon... The weapon your holding, will get an upgrade, alike from what they get upgraded to in Singleplayer... Weapons that don't have any upgrades, will have something else (like greater ammo capicity, better rate of fire, more damage etc)

- A "Stroggification Powerup"... a Powerup that can be picked up, and used in the game... Like the Personal Teleporter... The transformation requires a few seconds to finish, so you will have to find a safe spot, to transform... (i persoanlly like this idea...) Then, you have all the benefits like Kane get's as a Strogg in Singleplayer... You're a little more stronger against weapon fire, and you can run faster etc... Of course, the transformation would need some fancy looking graphics, like the electric "fuss" aorund dead Stroggs, or something, to make it possible for other players to recognize that you're transforming... When you die while you have this item, you drop it, so others can use it... If you're already transformed, you cna't lose it... There is only one kind of this item... So only one player will be able to have it at a time...
---
I think that's about it... smile I hope you'll concider adding something like this... (please credit me in the readme, if you use anything though, i'd really appreciate that) smile

 #5 - 04-03-2006 at 05:22
Micki
From: (Sønderborg)
Joined: April 3rd, 2006
Posts: 12
PS
the second screenshot says the player name is "Iggy"
Iggy from 3DR..?! embarrasment

 #6 - 04-16-2006 at 19:40
Skutarth
Joined: December 15th, 2005
Posts: 44
Thanks for the suggestions, Micki. I was actually planning to have upgrades for the weapons appear in some way instead of either giving them to the player at start or not at all. I'm having issues with network synchronization for the clips, though. No matter what I do, I can't get the current weapon clip to sync to the server and recall. There's a fluke where it works, though. If you pick up any sort of ammo, the ammo that's in your weapon at the time is saved for that weapon. So say you have 16 bullets left in your MG magazine. If you switch to and from the MG, your ammo will be at what it was last saved at (note that this only happens to client players). However, if you pick up any ammo with 16 bullets in your MG magazine while it's out, whenever you switch back to it the MG will still have 16 bullets in it, et cetera. Because of this I run into such problems as negative total bullets for weapons (since the bullets are reverted from the ammo left to the clip left) and such. I haven't yet found a solution for it. I'll gladly provide the source to anybody who can figure it out. I've spent a ton of time even comparing Quake 4's SDK code to Doom 3's and making what seems like appropriate changes. Any help is appreciated! If you think you can help me out, contact me at the address in the readme or use the message system in Q4Files.

The Stroggification powerup is a great idea, but I'm too lame to code something like that for the moment. I'll think about it after I have everything else implemented.

 #7 - 04-16-2006 at 19:42
Skutarth
Joined: December 15th, 2005
Posts: 44
P.S. The speed for the players is actually slightly lower than the average between strogg and human player speeds in multiplayer. It works out nicely since you can still make most of the jumps in the multiplayer maps. I'm also not Iggy from 3DR.

Have a nice day!

 #8 - 04-19-2006 at 14:24
Micki
From: (Sønderborg)
Joined: April 3rd, 2006
Posts: 12
I'm affraid i can't help you with that Mg magazine issue, but i hope you'll get it fixed someday...
Also, i hope you'll one day get to make the stroggification powerup i suggested... Persoanlly i think it would add a little twist to this kind of Multiplayer... smile

Although, the Quad damage powerup would be a little too much to add in between all this... So perhaps it should be removed...

Or maybe make that an option...

 #9 - 04-22-2006 at 14:32
Skutarth
Joined: December 15th, 2005
Posts: 44
The problem isn't exclusive to the MG. All weapon clips are not synchronized.

 #10 - 05-20-2006 at 15:05
Skutarth
Joined: December 15th, 2005
Posts: 44
GUI and Clip issues have been resolved. Look for SPstyle V2 on Q4Files soon.



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