[Register] [772086 Members] [89753 Online; 349 Members, 89404 Guests]  
Quake 4
File Search





Quake 4 Downloads > Mods:
q4 militia 1.1.15 update/patch
Filename: militia_1.1.15_beta_7.zip


Size:
Developer:
Homepage:
Downloads:
Date Added:
Requirements:
Type / Category:
8.48 MB
port66
http://q43a.org/
162
06-21-2010
http://quake4.filefront.com/file/q4_militia_17_1113;112239
Mods


Average User Rating: 6
Number of Votes: 4
Related Files:
Latest 5 Mods:
- Q43A BUILD #19.8 WIN/LINUX
- Q43A 1.1.15 WIN32/LINUX
- q4 militia 1.7 1.1.13
- q4 militia 1.7 1.1.12
- quake 4 militia 1.7 patch 1.1.11

5 Other Files by port66:
- Q43A 1.1.15 WIN32/LINUX
- q4 militia 1.7 1.1.13
- q4 militia 1.7 1.1.12
- quake 4 militia 1.7 patch 1.1.11
- quake 4 militia rCon 1.7 (1.1.10)

 Quake 4
 » Screenshots
 » Story
 » Downloads
    - Maps
    - Media
    - Mods
    - Official Releases
    - Skins
    - Utilities
 » File Search
 » Submit Files

 The News
 » News
 » News Archive
 » Submit News

Tutorials
    - Commands
    - Jump Pads
    - Portals
    - Walker
    - Multiplayer .def

 The Clans
 » Submit Your Clan
 » Clan Listing

 The Community
 » Links
 » Quake 4 Forums
    - General Discussion
    - Modding & Editing
    - Problems & Help
    - Clan Forums
    - Quake 1, 2 & 3
 » Submit PotD
 » PotD Archive

 The Site
 » Latest Poll
 » Staff
 » Apply To Volunteer
 » Link To Us
 » Contact





q4 militia 1.1.15 update/patch - File Description  


Description:
update patch for q4 militia 1.7 1.1.13 with many fixes and new things added including fully usuable water, and random maps using si_rmapCycle to randomize maps without having to setup a mapcycle.scriptcfg, with no game/server crashes on listen or dedicated,



q4 militia 1.1.15 update/patch - Screenshots  
Screenshots:
Click to enlarge


q4 militia 1.1.15 update/patch - File Download Options  

Primary Download Locations:
  Name:
Location:
Provided by:
Worldwide Mirror by FileFront
usa - USA Central USA Central
FileFront.com
 

Download from Worldwide Mirror by FileFront Download q4 militia 1.1.15 update/patch!



q4 militia 1.1.15 update/patch - Readme  
Readme File:
-------------------------------------------------------------
- MILITIA 1.7 - 1.1.15 beta patch rCon - P0RT
-------------------------------------------------------------

usage :

extract into either 1.1.13 or 1.1.14 full release folder

description :

requires quake 4 with point release 1.4.2 installed

version 1.7 is a complete general overhaul with glitch free sp and mp gameplay, repacked and organized into pk4s for server downloads, dds images and textures,

militia is straight forward mod to make q4 gameplay darker, tougher, and more tactical and realistic single player mode and more like Q3 with greater balance and action in multi player mode, works best as an unofficial patch to make q4 work, playable and good for the next few years of quake 1,2,3 or 4 action

all downloadable and existing q4 maps are playable as the normal game, after loading the mod just press "start new game" to play the whole of the singleplayer mode, you will need to add "last man standing" and "invisibility" to any dm maps mapdef file to be able to play them in either new gametype, militia is 99% code, no changes are needed to any map for all the changelog to be active in sp or mp gameplay.

changelog :

includes unmodified : dm, tdm, tourney, ctf, arena ctf, deadzone ganetypes

and new MP gametypes :

gameType Reactor : kind of UT onslaught. kill a reactor. with team health regen in promity to own reactor. with reactor health regen too. 2 team points everytime reactor health reactors <=25% of maxHealth.

gameType Last Man Standing : set amount of respawns/lives alowed, when all used up. player is forced as a spectator with or without server allowing them. until the next game starts. which is whenever only 1 player has respawns remaining, need to use si_useready

gameType Invisibility : standard deathmatch. with infinate invisibility, bind impulse_50 to flick on/off in SP

SP/MP-GAMETYPES :

manual weapon zoom. use forward/back buttons to zoom in and out
projectile flares, default : charged blaster
projectile tripbombs
projectile, default : grenade launcher
flamethrowers, default : gev
all weapons can use class idGuidedProjectile
guide projectiles from projectile view with own hud, default : nalpalm gun
redone hitscans. weapons now use class idHitscanProjectile
playerview bloodsplashes/sprays
press jump to enter/exit vehicles
better muzzle kicks on all weapons
weapons can have a pre muzzle flash effect that plays when weapon is idle
vehicles kick players out when flipped and no longer eject players into the sky
gibs use burn away effect instead of just being removed
new physics for moveables and vehicles
vehicle positions can be set to thirdperson view within def file
new weapon damage, ai,
effects
3rd person death when player is dead
full headshots : mp announcer will play sound announce_headshot
each vehicle position uses its own hud setting in def file for multiple driver postitions
bind _impulse23 to toggle invisibility in sp and mp gametype invisibility

SINGLE-PLAYER :

team ai will stay a set distance from you when in attack mode
ai deaths will be random animations. or burst into fire if cvar g_burnholysin = 1
random voice taunts from self to strogg
view from ai killer with pm_aideathview, with each model having its own hud/gui to view from when player is dead
new machinegun fire sound
material specific footstep sounds
operating system clock to the top right corner of the ingame hud
full usuable water with func_liquid, with colorization of projectiles going into and exiting liquid pools

MULTI-PLAYER :

100% new netcode thats specific to dedicated/listen servers, and clients, which gives you lower cpu usage on both servers and clients
3 new gametypes : reactor, last man standing, invisibility
server side : full respawnable free for all and team vehicles , should allow multiple passenger positions, with each position using its own seperate hud
server side : all players view frag leader when game ends
server side : all players view winning team base when game ends in team games
all games have a warmup count down before they begin, si_countDown
instaGib enabled using cvar SI_INSTAGIB
new god powerup : max health/armour, run faster, jump higher, and immortality
ctf flag is now invisible if carrier player has invisibility
ctf flag resets to base if player dies ontside of the arena
si_drop powerups/weapons now work
server side : individual lipsynced voice taunts for each player model
server side : railgun color/team hitscan tints, fx lights need to be replaced with projectile mtr_light
extra player mp models
server side : sfx groundshake/nightemare etc effects
announcer will play sound announce_headshot with a headshot kill
server side : full flashlights for weapons/vehicles using models and on/off button and weapon animation
server side : first person guideded projectiles
key bind _impulse_60 to play mp voice taunt 1
key bind _impulse_61 to play mp voice taunt 2
key bind _impulse_62 to play mp voice taunt 3
key bind _impulse_63 to play mp voice taunt 4
key bind _impulse_64 to play mp voice taunt 5
key bind _impulse24 to drop ctf flags
hud ammo clipsizes
25secs warning beep to mp game time limit hit
custom damage sets for mp games, all damagedef are read from 1 file, and set in server config using si_damageset
si_rmapCycle to randomize server map list, without having to setup a si_mapCycle .scriptcfg file
player in/out teleport sounds
player model specific arm skins and model set in the models entitydef
end of games will now show "next match begins in [si_gameReviewPause]" on the game review pause summary/score screen
all the main si_settings will now show on othe ingame mpgame server info screen with enabled/disabled instead of 1 or 0

new cvar list :

sp/mp game :

pm_dropWeapons //replaces player def files "nodrop"
pm_thirdpersonCrosshair //show crosshair in thirdperson view
pm_instaGib //insta in singleplayer
pm_dropWeapons //drop weapons when killed
pm_dropPowerups //drop powerups when killed
pm_thirdpersonCrosshair //show crosshair, def file overrides this
pm_thirdpersonVehicleRange //eye distance from driver position, def file overrides this
pm_thirdpersonVehicleHeight //eye height from driver position, def file overrides this
pm_aiDeathView //view from killer when dead
pm_aiDeathViewRandom //chance in %n, >= 2

user info :

ui_zoomtype //0 = manual, 1 = auto. for multiplayer

sp ai game :

ai_fovDegrees //replaces ai def files "fov", use overrideFOV in def files

sp/mp game :

g_burnaway //remove ai ragdolls
g_gibHealth //health below 0. for gibs
g_respawnDelay //time player respawns after death. replaces respawn_delay in player def file
g_voiceTaunts //enable voice taunts in single player game. 1 in 24 chance of player/ai saying something after kill with "snd_taunt" in def file
g_fadeDeath //fade screen to black when dead
g_regidDead //keep actors solid when dead
g_bloodSpray //bloodspray vision
g_teamDamage //team damage in single player mode
g_voiceFriendlyFireChance //chance of friendly fire lipsync/sound
g_zoomtype //0 = manual, 1 = auto. for singleplayer
g_weaponHitbeep //to play g_weaponHitbeepSND when weapon shots hit enemies
g_spectateHudfx //0 = off, 1 = monitor fx, 2 = monitor fx + broken glass

server setup :

si_voiceTaunts //enable voice taunts
si_vehicleRespawn //respawn vehicles
si_vehicleRespawnTime //time to vehicle respawn death
si_vehicleTimeToRespawn //actual time to vehicle respawn after death
si_vehicleSteal //allow enemy team to steal vehicle until vehicle death
si_ctfKillReturns //return flag when carrier has been killed
si_playerViewEffects //enables player hud bloodsplashes, double/tunnel/shake vision
si_burnholysin //same as g_burnholysin, doesnt do much in MP but waste a few packets
si_dropWeapons //drop weapons when killed
si_dropPowerups //drop powerups when killed
si_gameReviewSpectate //force players to spectate when game ends
si_gameForceReady //force player ready when game ends
si_gameReviewPause //scores review time in seconds (at end game)
si_tournamentmode //to quickly disable. projectile impacts, hud bloodsplashes, flashlights, player view effects, voice taunts. enables instantrespawns, broadcasts all footstep/jump and item/weapon pictup sounds to all clients, disables weapon impact_fx/wall decals
si_rocketjumps //0 = disallow, 1 = allow, and si_rocketjumppower to have a custom height
si_teamname0/si_teamname1 //for customizable team names, which show on all menu.guis, and chat

-------------------------------------------------------------
- changes 1.1.13 > 1.1.15 BETA
-------------------------------------------------------------

fixes client game crash when connecting to a server that a game has ended and waiting for the next game
fixes gavity set in "worldspawn" map files
fixes projectile liquid impacts having no splash fx
fixes hyperblaster projectiles partially bouncing when ping is above 20ms
fixes projectiles not firing from barrel in thirdperson mode
fixes player not being able to move and getting thrown out of the world if in a vehicle and goes into spectator mode
fixes weapon ammo on weapon gui sometimes not being synced, showing actual ammount of ammo and not counting down when firing
fixes si_message not showing on the mp gamemenu server info screen
fixes si_tournamentMode showing [null] on the mp gamemenu server info screen
fixes mp vehicle graphics glitch when a client exits a vehicle
fixes not being able to pickup dropped items/weapons/powerups
fixes mp client camping game slowdown
fixes mp machinegun flashlight flicker when player switches on/off
fixes game crash when loading a reactor game type map for reactor game type and map has no reactors
fixes mp load screen text for reactor and last man standing gametypes, screen will now show : reactor [time limit %si_timeLimit], last man standing [respawn %si_lmsRespawns ]
fixes end of mp game view frag leader player model not always being on screen or centered at the end of mp games
fixes end of mp game view frag leader player footstep/weapon sounds still playing
fixes skin decals overlaying as a black square
fixes client head lag when players moving
fixes railgun shots not always being full length if no entity is hit
fixes railgun leaving green impact decals
fixes railgun having muzzleflash light in mp games
fixes dmg projectile having a fly light in mp games
fixes zoom sound still playing when max auto zoom is reached
fixes not being able to shoot when starting sp mode without changing weapons first
fixes world effects and static orange monitor hud material not playing at the end of mp games when spectating winner
fixes missing/impilicit "strogg" based mp model voice taunts
fixes warmup/countdown 3,2,1,fight annoucner not playing

adds mp player model specific arm skins and model set in the models entitydef
adds player in/out teleport sounds
adds full usuable water with func_liquid, with colorization of projectiles going into and exiting liquid pools
adds cvar si_rmapCycle to randomize server map list, without having to setup a si_mapCycle .scriptcfg file
adds cvar si_damageset to set a custom damage set for mp games, all damagedef are read from 1 file, 1kb
adds cvar g_showSystemClock to show operating system time on the mp hud
adds player spawn telefrags, for any campers or passerbys
adds mp hud ammo clipsizes
adds material specific footstep sounds
adds _impulse_60 to play mp voice taunt 1
adds _impulse_61 to play mp voice taunt 2
adds _impulse_62 to play mp voice taunt 3
adds _impulse_63 to play mp voice taunt 4
adds _impulse_64 to play mp voice taunt 5
adds/fixes new machinegun fire sound
adds 25secs warning beep to mp game time limit hit

adds swimmable liquid using func_liquid using editor vars :

"editor_var density" "water density when swimming"
"editor_var buoyancy" "buoyancy of player only"
"editor_var _color" "color to overlay on player hud when submerged"
"editor_var model" ".lwo to use as main visible water model"
"editor_var damageDef" "damage def to use every second"

includes a basic demo map. /map test in the console to run

changes all sound volumeDB, min/maxDistance on most of the sound files
changes all menu default crosshair colors to be 0.4 alpha/transparent
changes _impulse23 to toggle invisibility in sp and mp gametype invisibility
changes all mp lipsyncs, now all models have vismes from sp games
changes pro strogg model to bright pro orange marine
changes teleport model fx
changes player respawn fx
changes player teleport spawn in fx
changes railgun fx to a thinner beam fx
changes all 1.1.13 mp model names to proper names except for main sp models
changes all of makron fx
changes all sp ai teleport in/out fx
changes iron maiden teleport fx
changes and cleans up mp powerup fx
changes pm_stepsize to "22" which lets you run up more steps without jumping [no doctors lower levels]

changes player ammo defaults :

"ammo_railgun" "4"
"ammo_machinegun" "65"
"ammo_nailgun" "45"
"ammo_shotgun" "12"
"ammo_hyperblaster" "43"
"amo_rocketlauncher" "3"
"ammo_grenadelauncher" "8"
"ammo_lightninggun" "35"
"ammo_napalmgun" "1"

"max_ammo_railgun" "35"
"max_ammo_machinegun" "135"
"max_ammo_nailgun" "87"
"max_ammo_shotgun" "35"
"max_ammo_hyperblaster" "94"
"max_ammo_rocketlauncher" "11"
"max_ammo_grenadelauncher" "14"
"max_ammo_lightninggun" "65"
"max_ammo_dmg" "3"
"max_ammo_napalmgun" "1"

set all weapon respawn times :

Free For All 26sec
Team DM 55sec
Tourney 45sec
CTF 46sec
Arena CTF 65sec
Arena 1 Flag CTF 42sec
DeadZone 36sec
Reactor 80sec
Last Man Standing 14sec
Invisibility 120sec

default pickup respawn time to : 48sec

changes :

si_warmup 1 + si_useReady 1 : normal warmup waiting for si_minplayers to readyup to start match
si_warmup 1 + si_useReady 0 : normal warmup using si_countdown to start match, move to next map when countdown is reached
si_warmup 0 + si_useReady 1 : spectator waiting for si_minplayers to readyup to start match
si_warmup 0 + si_useReady 0 + si_useCountdown 1 : spectator readyup using si_countdown to start match, move to next map when countdown is reached
si_warmup 0 + si_useReady 0 : just start game

to add water :

make a duplicate of materials/militia_liquid.mtr "textures/liquid/bloodpool" changing the textures to however you want your liquid pool to look

1>open editor
2>make a square brush the size of liquid pool and texture it, keep it selected and export it to obj. open your modeller and import the exported obj, delete all sides except for the surface area, and do any shaping needed if your a perfectionist
3>go back to q4 editor, and rescan you media, and add a the new model to the map
4>place a func_liquid in the center of the pool, and set the entity model to use the lwo model just openned,
5>set the mixs/maxs of the func_liquid using the entity tab vars, and then save,
6> open the map and the func_liquid and model should be connected together

-------------------------------------------------------------
- o09 p0r+
-------------------------------------------------------------


q4 militia 1.1.15 update/patch - User Comments  
The following comments are owned by the user that posted them. Quake 4 Files is not responsible for their content.

Total comments: 2 | Last comment: 10-13-2010 at 16:31

 #1 - 10-13-2010 at 13:07
Ice_Trey
From:
Joined: February 15th, 2005
Posts: 771
i hope this update will work cuss my quake keep crashing saying machinegun_projectile cant be spawned or somethin simlar

 #2 - 10-13-2010 at 16:31
Ice_Trey
From:
Joined: February 15th, 2005
Posts: 771
nope it didnt, any1 else having these issues??



When posting comments, you must follow these rules:
  1. No "Yay I got First Post!" posts, no exceptions and no matter what other content the post has!
  2. No Pornographic Material. Any sexually oriented imagery or links to such content will not be tolerated.
  3. No Warez or Illegal Software. This includes linking to software, posting about it, and suggesting to get it.
  4. No Cursing or Swear words. We encourage you to use our comment sections as a forum to debate files, news, etc., but please use proper adjectives to express yourself. We will not tolerate abuse upon another member or author.
  5. No Attacks / Retaliation of any kind against a member, or group of members.
  6. Please do not advertise for other sites or forums here.
  7. Maximum of 3 smileys per regular member.
The high interactivity of this site should be considered a luxury, not a right. If you cannot follow these simple rules, you can and will be warned or banned from the comments, site or the entire network for any period of time.
Now enjoy yourself and behave!



  • Register: To get your own Username, click here!
  • Forgot your password? click here!
  • You can use UBB here!
Username:     Password:  
Remember my username and password
Comment Title:
Your comments for this File please:


 Latest Files
 » Next NG Shaders .. (1.0)
 » Best Shaders Q4 (1.0)
 » Duct Tape Q4 (1.5)
 » CrazyMap (1.4.2)
 » q4dmbunker (1.4.2)
 » HospitalDmSwie.. (1.4.2)
 » HolyWinter (1.4.2)
 » HauntedOasis (1.4.2)
 » Q4 - D... (Test Version)
 » Control Network (v1.0)

 Latest News
 » Weekly Poll Results ..
 » Weekly Poll Results ..
 » Weekly Poll Results ..
 » Weekly Poll Results ..
 » Weekly Poll Results ..
 » Weekly Poll Results ..
 » Weekly Poll Results ..
 » Weekly Poll Results ..
 » Weekly Poll Results ..
 » Weekly Poll Results ..

 The Network
 » Gaming News
 » Game Demos
 » Game Patches
 » Trailer Videos
 » Gaming Forums

 Game Portals:
 » Age of Empires 3
 » Aliens vs Predator 2
 » America's Army
 » ArmA 2
 » Armada 2
 » Battlefield 1943
 » Bridge Commander
 » Brothers in Arms 2
 » Call of Duty 4
 » Command & Conquer
 » Company of Heroes
 » Crysis
 » Counter-Strike: Source
 » Dawn of War Series
 » Day of Defeat: Source
 » Diablo 3
 » Doom 3
 » Elite Force
 » Enemy Territory
 » Fallout 3
 » Far Cry 2
 » F.E.A.R.
 » Flight Simulator X
 » GTA San Andreas
 » Half-Life 2
 » Halo
 » Jedi Knight 3
 » Knights of the Old Republic
 » Left 4 Dead 2
 » LOTR: Battle 4 Middle Earth
 » Medal of Honor
 » Operation Flashpoint
 » Quake 4
 » Red Faction: Guerrilla
 » rFactor
 » Silent Hunter 4
 » Sins of a Solar Empire
 » Soldier of Fortune 2
 » S.T.A.L.K.E.R.
 » Star Trek: Legacy
 » Star Wars Battlefront 2
 » Star Wars Empire at War
 » StarCraft II
 » Starfleet Command III
 » Supreme Commander
 » Team Fortress 2
 » The Elder Scrolls IV
 » The Sims 2
 » TrackMania United
 » Unreal Tournament 3
 » Warcraft III
 » World of Warcraft
 » X3: Terran Conflict

You got served by in 0.0673 seconds using 6 MySQL queries and 13 includes
Copyright © 2013 FileFront, Inc. All rights reserved.
Design by Jos Jongejan aka Pro-Filer & Delta. Use of Quake 4 Files materials is subject to certain Terms & Conditions.
TM & © 2013 Activision Inc. All rights reserved. Quake IV and related marks are trademarks of id Software