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| q4 militia 1.7 1.1.12 - File Description |
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Description:
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.
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|  | | q4 militia 1.7 1.1.12 - Screenshots |  | Screenshots: |  |

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| q4 militia 1.7 1.1.12 - 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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|  | | q4 militia 1.7 1.1.12 - Readme |  | Readme File: 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 : impact causes twice the damage. mp announcer will play sound announce_headshot
each vehicle position uses its own hud setting in def file for multiple driver postitions
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
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
mp 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
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
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
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)
changes 1.1.10 > 1.1.12
adds 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
adds si_rocketjumps 0 = disallow, 1 = allow, and si_rocketjumppower to have a custom height
adds si_teamname0/si_teamname1 for customizable MP team names, which show on all menu.guis, and chat
adds g_spectateHudfx 0 = off, 1 = monitor fx, 2 = monitor fx + broken glass
adds g_zoomtype 0 = manual, 1 = auto. for singleplayer
adds ui_zoomtype 0 = manual, 1 = auto. for multiplayer
adds pr 1.4.2 bright skins to model selection, forced if si_tournamentmode = 1
adds g_weaponHitbeep to play g_weaponHitbeepSND when weapon shots hit enemies
fixes item pickup name showing 222222222
fixes voice taunts playing different audio on different clients
fixes hitscans for projectile impacts/detonations
fixes gametype text on mp loading screen being chopped at the bottom
fixes missing deadzone controlzone trigger
fixes g_bloodspray being overriden in mp games by si_playervieweffects
fixes last man standing and invisibility gametypes not scanning for other gametype maps in menu map lists
fixes weapon ammo gui being blank on client spawwns
fixes projectile flares sometimes floating upwards
fixes spectator gui fx not working if pm_thirdPersonDeath = 0
changes pm_speed to a balance between dm/etc and ctf
changes mainmenu to a clean mainmenu
changes rocket inpacts fx having no more model chunks in mp games
changes grenade launcher inpacts fx having no more model chunks in mp games
changes lightning gun muzzle flash for sp and mp. made smaller
changes flare fx and default blaster project.
removes vehicle health regen with lighteninggun
removes custom mp announcer
removes headshots causing twice the damage
includes fixes from small patch 1.1.11 :
fixes si_message not showing in chatbox every si_message_time minutes
fixes guided projectile still showing in guidedeye projectile/first person mode
gives all weapons alternative fire with or without zoom
fixes toggle spectator from menu/key
fixes nailgun projectiles not launching from barrel
fixes railgun projectiles not launching from barrel |  |

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| q4 militia 1.7 1.1.12 - User Comments |
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