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| Weapons Realism Mod (Final) - File Description |
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Description:
This mod affects the weapons and also makes your lame Lighting gun into a "Plasma-Thrower". Check out the full list of changes quoted below:
Weapons
BLASTER: Higher damage, longer charge up time but bigger, more powerful explosions.
MACHINE-GUN: More damage, faster firing rate and smaller clips.
SHOTGUN: More damage, wider spread, smaller clips and more pellets.
HYPER-BLASTER: Faster fire rate and bigger clip. Has a new alternate fire, similar to the Machine-Gun's.
GRENADE LAUNCHER: Smaller clip, smaller explosion, huge damage. Has an alternate fire that is activated if you hold alt. fire. This shoots
fast moving impact grenades.
NAIL-GUN: More damaging
Rocket Launcher: More powerful, bigger explosion, better explosion and trail effects.
RAIL GUN: Double the damage and faster firerate. No need to reload, Q2 style.
LIGHTNING GUN: Is now a flamethrower of sorts, nicknamed the Plasma-Thrower, YAY AGAIN!
DARK MATTER GUN: Slower ball of death, more damage, more Q2 style.
NAPALM GUN: Ammo for this weapon now provides more ammo and the gun can hold more ammunition. Improved explosions
Vehicles
HOVER-TRUCK: Now shoots super fast but with reduced damage, the turret is similar to an MG-42 now with an incredible firing speed but reduced
damage.
HOVER-TANK: What's that? Your tank cannon is a wimp? Ah, maybe I can help. Now the tank cannon reloads A LOT slower, however the explosion
is huge, more damaging, hit-scan and should flatten a Harvester in a shot or two. Machinegun is similar to the trucks one.
WALKER: How do those rockets stay in the air? They move so slow I think I could race them and win. The rockets now take longer to reload
though. Machinegun is the same.
TRAM: Same as the Hover-Trucks gun but the tram itself has half of the trucks health.
Change Log:
V1: Weapons have modified damage, ROF, clip-size, effects and splash damage.
V2: Tweaks to the weapons and ammo, modified player def file AI changes and added a corpse-stay feature, other minor changes and tweaks.
V3: Improved and tweaked V2 changed the vehicles def files.
V4: Glitch with hyper-blaster-wielding AIs, some files tweaked, various bug fixes.
V5: Made team-mates drop their weapons upon death and made them a lot weaker health wise but better fighters.
V6: Alternate firing modes added to some weapons, modified effects. Added marine spawning cheats to spawn marines with names, etc.
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|  | | Weapons Realism Mod (Final) - Screenshots |  | Screenshots: |  |

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| Weapons Realism Mod (Final) - File Download Options |
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Primary Download Locations: | | Name: Location: Provided by: | Worldwide Mirror by FileFront USA Central FileFront.com | | | |
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|  | | Weapons Realism Mod (Final) - Readme |  | Readme File: Quake 4 Weapons Realism Mod: Final Version
TABLE OF CONTENTS
=================================
PART 1: INTRODUCTION
PART 2: INSTALLATION
PART 3: UN-INSTALLATION
PART 4: LICENSE
PART 5: ABOUT THIS MOD
PART 6: CHANGE-LOG
PART 7: CREDITS
PART 8: FINAL NOTES
==================================
PART 1: INTRODUCTION
Hello,
I developed the Q4WRM one day by accident when my Quake 4 wouldn't start cause I turned anti-aliasing on. With some trouble, I got it to
work again. This mod basically enhances ALL weapons and attacks, making them more damaging. It also tweaks other parts of the game to make
it more enjoyable. A warning: this mod is meant to make your weapons more DAMAGING but not more POWERFUL. Most of the weapons shoot faster
and have reduced clips. This mod was first developed on a really low end Linux PC, but now I have a new high end gaming PC so Quake 4 and
I can test this mod on linux, bad machines, good machines and XP. This mod was developed for Q4 version 1.4 or higher, any lower than that
may cause trouble. A word of warning, with the machine gun, use short controllable bursts, I mean it.
PART 2: INSTALLATION
First Back up your "def", "effects" and "guis" folders, if you have them, located in your quake4/q4base/ folder, this is VERY important. If
you don't have these folders then all you have to do to uninstall this mod is delete those three. You may only have 1 or two of the folders
BTW. Then, open up this zip, open up the q4wrmfv folder and go through the provided folders until you find the folders named "def", "effects"
and "guis". Copy those into your quake4/q4base/ folder and allow it to overwrite everything. In theory, the worst that can happen is your
version of Q4 will revert back to the vanilla version, in which case you have failed the install in some way. When I was making this mod,
I bungled up the machine gun file in some way and it reverted to the default Q4 machine gun so the same should hold true for every weapon.
I'm NOT certain of this however, so don't go trying it out. To use it start Q4 like you normally do and have fun. To get all the effects of
this mod working, you will need to start a new level, either by getting to the next level in your current game or by starting a new game.
PART 3: UN-INSTALLATION
If you want to restore your old Q4 for any reason you can edit the text files, labeled accordingly (eg. "Blaster", "berserker", etc.) Also,
I have found deleting the gun text files restores the guns to a backup file. DO NOT TRY THIS UNLESS YOU ARE WILLING TO RISK BREAKING YOUR
GAME! If doing so broke Q4 then you could re-install this mod and edit the text files to whatever you think is good, or just re-install
your game. Also, you should have backed up your files like I told you to, if you did then delete the "def", "effects" and "guis" files and
put the backup file(s) in thier place.
PART 4: LICENSE
I made this with the help of six other mods: the Ignited Plasma Thrower Mod, q4_corpsstay_and_selfshadow_v01, the Rhino Squad Light pack,
the DC guns mod, Murphys Marines and Unbalanced 1.8. Much thanks to their authors, they helped me make Q4 perfect, like it wasn't already;)
Basically, give credit to me and the other authors of the other mods if you edit this mod and re-distribute it. Also, do not sell this mod
or any part of it, in any way. Have fun!
PART 5: ABOUT THIS MOD
This mod was developed over a few months with the help of six other mods. The changes are listed below:
---------------------
WEAPONS:
---------------------
BLASTER: Higher damage, longer charge up time but bigger, more powerful explosions.
MACHINE-GUN: More damage, faster firing rate and smaller clips.
SHOTGUN: More damage, wider spread, smaller clips and more pellets.
HYPER-BLASTER: Faster fire rate and bigger clip. Has a new alternate fire, similar to the Machine-Gun's.
GRENADE LAUNCHER: Smaller clip, smaller explosion, huge damage. Has an alternate fire that is activated if you hold alt. fire. This shoots
fast moving impact grenades.
NAIL-GUN: More damaging
Rocket Launcher: More powerful, bigger explosion, better explosion and trail effects.
RAIL GUN: Double the damage and faster firerate. No need to reload, Q2 style.
LIGHTNING GUN: Is now a flamethrower of sorts, nicknamed the Plasma-Thrower, YAY AGAIN!
DARK MATTER GUN: Slower ball of death, more damage, more Q2 style.
NAPALM GUN: Ammo for this weapon now provides more ammo and the gun can hold more ammunition. Improved explosions
---------------------
Vehicles:
---------------------
HOVER-TRUCK: Now shoots super fast but with reduced damage, the turret is similar to an MG-42 now with an incredible firing speed but reduced
damage.
HOVER-TANK: What's that? Your tank cannon is a wimp? Ah, maybe I can help. Now the tank cannon reloads A LOT slower, however the explosion
is huge, more damaging, hit-scan and should flatten a Harvester in a shot or two. Machinegun is similar to the trucks one.
WALKER: How do those rockets stay in the air? They move so slow I think I could race them and win. The rockets now take longer to reload
though. Machinegun is the same.
TRAM: Same as the Hover-Trucks gun but the tram itself has half of the trucks health.
---------------------
MISCELLANEOUS
---------------------
The enemies AI is slightly improved and their attacks are a lot more damaging. ALL the bodies stay, including the bosses now. You start with
a machinegun like most of your marine friends (and in Strauss case, enemies) do. You also get to start with body armor (50 armor points) like
you are wearing when the transport crashes. Also, you can carry 150 health and armor as a Strogg but only 100 health and 75 armor as a human.
Your speed as a Strogg is almost double what you have as a human. Also you have to hold shift (or whatever your "walk" key is) to run and you
will walk when you are not holding shift, sorry to you lazy people;) Also, some weapon ammo values have been modified as I see fit. Your
marines now have MUCH improved damage so they should be able to kick some squib ass;) But on the downside, they have 5 times less health.
Also, when they die they drop their weapon. And much more. If anyone has any questions, please contact me at EOTcrew@gmail.com If I missed
any credit or screwed up somewhere, please email me and letme know so I can fix it.
PART 6: CHANGE-LOG
---------------------------------------------------------------------
V1: Weapons have modified damage, ROF, clip-size, effects and splash damage.
V2: Tweaks to the weapons and ammo, modified player def file AI changes and added a corpse-stay feature, other minor changes and tweaks.
V3: Improved and tweaked V2 changed the vehicles def files.
V4: Glitch with hyper-blaster-wielding AIs, some files tweaked, various bug fixes.
V5: Made team-mates drop their weapons upon death and made them a lot weaker health wise but better fighters.
V6: Alternate firing modes added to some weapons, modified effects. Added marine spawning cheats to spawn marines with names, etc.
---------------------------------------------------------------------
PART 7: CREDITS
Concept and designer: Adam (AKA Slayer_2) EOTcrew@gmail.com
Ignited Plasma Thrower weapon and rocket launcher effects: R.J. Bladerunnercutter
Rhino Squad Light Pack, the shotgun light effect and the spawning marines mod: Mod By: William Murphy Email: murphs_mailbox@yahoo.com
The creator of the q4_corpsstay_and_selfshadow_v01
And many others who helped me with advice: dafama2k7 and Murph especailly.
PART 8: FINAL NOTES
Some things I wanted in this mod I couldn't figure out how to do. They are: add a dark matter lightning alt. fire for the DMG, add iron-
sights to the blaster, add a scoped mode for the shotgun which allows semi-auto fire with a tight spread, while un-zoomed is fully-auto
and add a normal lightning alt. fire mode to the lightning-gun. If anyone can help me with any of these, then please drop me a line at
EOTcrew@gmail.com I integrated the Spawn Marines mod into V6 so thats at your disposal if you wish. Check the console commands and murphys
marine patch for more info on how to use them. I've also included a config file "Quake4Config.cfg" which includes all my binds. They are:
--------------------------------------------------
Ctrl.........................Crouch
Shift........................Sprint
F1...........................Take a .jpg screenshot
F2...........................Quick save
F3...........................Toggle HUD
F4...........................Toggle third-person
F5...........................Stop time
F6...........................Spawn Marine with an MG
F7...........................Spawn Marine with an SG
F8...........................Spawn Marine with an HB
F9...........................Spawn Tech with an MG
F10..........................Spawn Tech with an SG
F11..........................Spawn Tech with an HB
F12..........................Spawn Medic with an MG
--------------------------------------------------
If You want to learn the codes for spawning these marines then open up the config file and take a look at its contents. I claim no
responsibility for ANYTHING that happens to you or any of your stuff if you use this mod. HAVE FUN!
Slayer_2
P.S. Take care of Medic 'Slayer', He's like a brother to me;) |  |

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| Weapons Realism Mod (Final) - User Comments |
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The following comments are owned by the user that posted them. Quake 4 Files is not responsible for their content.
Total comments: 13 | Last comment: 02-17-2008 at 10:40
Slayer_2 From: (Victoria) Joined: October 26th, 2007 Posts: 154 | Well I've done it, Q4WRM is done, have fun and take care all.
*Slayer_2 |
dafama2k7 From: (Salt (Girona)) Joined: September 28th, 2006 Posts: 3086 | Very good work, like always !!! |
Slayer_2 From: (Victoria) Joined: October 26th, 2007 Posts: 154 | I put a lot of hard work and time into this one. I'm sad I couldn't figure out your shaders mod enough to integrate the weapon shaders but then again, my coding skills are a lot stronger than my art skills. Thanks for your support
*Slayer_2 |
dafama2k7 From: (Salt (Girona)) Joined: September 28th, 2006 Posts: 3086 | Copy my GLPROGS folder into your .pk4 file of your mod and nothing more is required. Looks great !!! |
Slayer_2 From: (Victoria) Joined: October 26th, 2007 Posts: 154 | I have no .pk4 files for my mod, I couldn't get them to work so I just did my mod the easy way. I'll consider making it a .pk4 file sometime and adding your shaders as a patch. Looks like this mod ain't dead yet.
*Slayer_2 |
Venator Joined: January 15th, 2006 Posts: 299 | my only complaint is the shotgun in the screenshot... JUST TWO ROUNDS? WTF?! 4 or 6 i can understand... but TWO?!?!? |
Slayer_2 From: (Victoria) Joined: October 26th, 2007 Posts: 154 | Have you even bothered to play the damn mod!?! Jeez, this thing can fire 80 rounds a minute and unloads 400 damage each time! It makes a berserker go flying 50 feet! On General! I've owned Stream protectors with that thing many times. Believe me, It used to be 8 rounds but the I changed it to two after i saw that the the shotgun had become better than the DMG! Plus I based this weapon on the Moss-berg, which has only two rounds, I don't know how you'd fit any more in such a small space. BTW, the upgrade gives you 8 rounds, cheat for it and see what I mean by cheap weapon. Anyhow, if you don't like it, open up the "shotgun.def' file and edit it to your hearts content. The line "clipsize" is where you edit the clip size of the weapon. Try the mod, then tell me what you think. |
Venator Joined: January 15th, 2006 Posts: 299 | okay okay.. sorry... i usually look at a mod from screenshots first... then read the description... THEN try it for myself if i find it to my liking... sorry... |
Slayer_2 From: (Victoria) Joined: October 26th, 2007 Posts: 154 | Sorry if I came across harsh, I was just saying a picture is worth a thousand words, but a game is worth a million. Sorry again. |
Slayer_2 From: (Victoria) Joined: October 26th, 2007 Posts: 154 | I'm thinking of making a Q4WRM Epilogue. It Might contain some new shaders, subtitles and of course better weapons. Nothings certain yet and school and Crysis suck up my time but we'll see |
Slayer_2 From: (Victoria) Joined: October 26th, 2007 Posts: 154 | Here is a video of some of the new features: Parallax mapping, new weapon textures and sound and of course more tweaks. Also I'm concentrating on Multi player now as well. I still have many things to do like fix the shotguns light, get the Gauntlet in SP and the Blaster in MP, get the weapon pickups to match your weapon textures, get lightning and DM beam's working and more. Remember this is very WIP!
Youtube: http://ca.youtube.com/watch?v=M5KK7wkwly8
Download: http://files.filefront.com/q4wrmepiloguewmv/;9646411;/fileinfo.html
Enjoy,
Slayer_2 |
dafama2k7 From: (Salt (Girona)) Joined: September 28th, 2006 Posts: 3086 | I like it very much ! |
Slayer_2 From: (Victoria) Joined: October 26th, 2007 Posts: 154 | Your shaders are very useful |
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