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Quake 4 Downloads > Mods:
quake 4 militia 1.6 rCon (1.1.6)
Filename: quake_4_militia_1.6_rcon.exe


Size:
Version:
Developer:
Downloads:
Date Added:
Requirements:
Type / Category:
39.58 MB
1.1.6
port66
448
08-27-2008
point release 1.4.2
Mods


Average User Rating: 5.8
Number of Votes: 6
Related Files:
Latest 5 Mods:
- quake 4 militia rCon 1.7 (1.1.10)
- q4 militia prC0n 1.1.8
- New Shaders Pack (v1.0)
- Militia 1.6 update (1.1.6)
- Militia 1.6 update (1.0.5)

5 Other Files by port66:
- quake 4 militia rCon 1.7 (1.1.10)
- q4 militia prC0n 1.1.8
- Militia 1.6 update (1.1.6)
- Militia 1.6 update (1.0.5)
- Militia update Final (1.1.4)

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quake 4 militia 1.6 rCon (1.1.6) - File Description  


Description:
All in 1 pack for militia that adds full mp vehicles on both dedicated and listen servers. voice taunts. projectile flares/tripbombs, 3rd person death from random angles, better physics, AI, effects, view frag leader/team base when mp game has ended, manual zoom using forward/back keys + zoom



quake 4 militia 1.6 rCon (1.1.6) - Screenshots  
Screenshots:
Click to enlarge


quake 4 militia 1.6 rCon (1.1.6) - Readme  
Readme File:
BOTH-TYPES :

manual weapon zoom. forward/back buttons+zoom button
projectile flares, default : blaster charged blast
projectile tripbombs
projectile flamethrower
all weapons can use idGuidedProjectile with no extra code, with player view from guiding projectile
playerview bloodsplashes/sprays
press just to enter vehicles
better nuzzle kicks
weapons can have a pre muzzle flash effect that plays when weapon is idle
vehicles kick players out without ejection into the sky for instant death
gibs no longer just disappear. they burn out
most the physics had some tweaks.. half life 2 type of movement for moveables, i mouse wont move a tank either. and a tank will move a crate
vehicles/vehicle positions can be set to thirdperson view def file

SINGLE-PLAYER :

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"
team ai will stay a set distance from you when attacking
ai deaths will be random animations. or burst into fire if cvar g_burnholysin = 1
random voice taunts
view from ai killer with pm_aideathview, with model has its own hud/gui to view from

MULTI-PLAYER :

Full server sync vehicles, should allow multiple positions, each with own seperate hud
regen vehicle health with lightening gun if is on team in a team game or idle and not locked in normal modes
all players view frag leader when game ends
all players view flag base when game ends
mp games have count down before they begin "si_countDown", with warmup still being seperate
instaGib enabled using cvar SI_INSTAGIB
god powerup : max health/armour, run faster, jump higher, immortality
CTF flag is invisible if carrier player has invisibility
individual voice taunts for each player model
railgun color/team hitscan tints, kinda crappy without using a mtr_light
extra player models

16player CTF The Core test map

CVARS :

pm_dropWeapons //replaces player def files "nodrop"
pm_thirdpersonCrosshair //show crosshair in thirdperson view

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

g_burnaway //0/1
g_gibHealth //health below 0. for gibs
g_respawnDelay //time player respawns after death. replaces respawn_delay in player def file
g_damagePushScale //scale of all damage def pushes
g_damagedeathPushTime //replaces def files "deathpush"
g_damagedeathPushScale //deathpushmin/min *scale * powerupmodifier. if any
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

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
pm/si_dropPowerups //seperated from pm/si_dropweapons

si_message //display message in chatbox every mins, si_message_time use "" for none
si_message_time //time in mins for si_message to show


quake 4 militia 1.6 rCon (1.1.6) - File Download Options  
Primary Download Locations:

 
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Provided by:

Worldwide Mirror by FileFront
USA Central
FileFront.com

Download from Worldwide Mirror by FileFront Download Now! usa - USA Central
 



quake 4 militia 1.6 rCon (1.1.6) - User Comments  
The following comments are owned by the user that posted them. Quake 4 Files is not responsible for their content.

Total comments: 14 | Last comment: 08-11-2009 at 19:38

 #1 - Slick dog! - Posted by: Slayer_2 (Member) on 08-27-2008 at 22:50
Gotta test this one out!

 #2 - its all kinky - Posted by: port66 (Member) on 08-28-2008 at 06:51
guiding a projectile is kind of tough without some engine work. to make the projectile seperate from the player view pos. shoot a nuke and see

 #3 - Great !!! - Posted by: dafama2k7 (Member) on 08-29-2008 at 05:07
I like very much this mod and i have learn many from Port66 mods creator, amazing !!! Rock

 #4 - cvars - Posted by: port66 (Member) on 08-29-2008 at 13:11
cheers to the dafama2k7,

some missing cvars not listed in details :

g_bloodSpray //bloodspray vision
g_teamDamage //team damage in single player mode
g_voiceFriendlyFireChance //chance of friendly fire lipsync/sound


pm_instaGib //insta in singleplayer
pm_dropWeapons //drop weapons when killed
pm_dropPowerups //drop powerups when killed
pm_thirdpersonCrosshair //show crosshair
pm_thirdpersonVehicleRange
pm_thirdpersonVehicleHeight

pm_aiDeathViewRandom //chance in %n, deathview becomes annoy if your crap, >= 2

si_burnholysin //same as g_burnholysin
si_dropWeapons //drop weapons when killed
si_dropPowerups //drop powerups when killed
si_ctfKillReturns //return flag when carrier has been killed
si_playerViewEffects //does the effects on dedicated server, groundshakes etc
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)

whats not in the info.txt, can be found in def files in //milita_add
..


 #5 - Posted by: Chrissstrahl (Member) on 08-31-2008 at 06:45
Hey, that's what you can call a mod!!!
I would love if you could provide a deflate32 regular standard Zip too.


 #6 - maybe - Posted by: port66 (Member) on 08-31-2008 at 17:21
but whats the difference. after the install is only a few kb. with an install log. just zip it up after install, making a homepage for it so who knows

 #7 - meh - Posted by: port66 (Member) on 09-10-2008 at 09:12
a site for the mod with the same old info http://c0re.vndv.com/

 #8 - Posted by: Cyborg_king (Member) on 09-24-2008 at 09:32
I get an error when I start the first map it says that it can't spawn DEF file projectile_marine_bullet.

Plz help.confused


 #9 - who knows - Posted by: port66 (Member) on 09-25-2008 at 11:42
try running militia standalone. hitscans was recoded. and now use idhitscanprojectiles. which use projectile physics. instead of tracepoint

this is in the def/ai/char_marine.def file...
entityDef projectile_marine_bullet
{
"inherit" "projectile_hitscan_base"

"def_damage" "damage_marine_bullet"

}


 #10 - ... ai "attack_*_hitscan" - Posted by: port66 (Member) on 09-25-2008 at 11:46
is now defunct and doesnt do nothing

 #11 - Great to know !!! - Posted by: dafama2k7 (Member) on 10-15-2008 at 11:27
Thank you Port66 for the mod and for the information !!! Beer! Beer!

 #12 - patch 1.7 - Posted by: port66 (Member) on 10-16-2008 at 23:46
should allow dedicated servers without no glitches, should be done in a week to 2. whoknows

 #13 - Port 66 - Posted by: Slayer_2 (Member) on 04-02-2009 at 18:37
I want to know if you want to help out with a little project of mine message me back if you're interested

 #14 - istaGIB- QUAKE 4 - Posted by: warlok77 (Member) on 08-11-2009 at 19:38
I'M HAVING SOME TROUBLE WITH MY INSTGIB ON QUAKE 4, I MAKE A GAME OR JOIN ONE BUT IT'S NORMAL WEAPONS.

YOU DON'T START OFF WITH THE RAIL GUN!

SOME HELP PLEASE. THANKS.




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