[Q4 MOD MP] : Gankmod (v2.0b)
QUAKE4 GANKMOD (Old Style Competition Mod)
http://img21.imageshack.us/img21/176/splash0pd.jpg
Description:
Glad to see some talk is going on.
I'd like to say thanks to everyone for posting. It's good to see the community trying to sort out this issue. Everyones opinion here is probably useful so long as its not pointless & destructive like the post above me. So having said that, I would like to clear up a few things if I may.
for full & proper results-
*make sure you are using the final build *
*posted on friday nov 4 @ 6pm est*
1) My only intention here was to approximate the feel of good ol q3 osp & to give the community what it was lacking. Namely a good working OSP type mod with a few bells and whistles, even if only in apperance.
2) I think collaboration is a good thing. Realistically though I am only 1 person and I know no other moders and this is in fact, the first one Ive ever tried to make. So I openly welcome the prospect of developing a mod with someone else. Just as a side point though the only reason I made this was because I got tired of waiting around for people to organize & since as I said Im only 1 person I thought maybe things would get done faster.
3) Yes there is a some hud + health code but If you look again Im sure youll realize there is much more to it that an ammo counter and health bar. Things like the osp sounds the bright skins the faster rail fx , the instant zoom, the lgun fx, the bright grenades etc...
5)There is no q4max code present that I am aware of.
6) It seems to me the whole reason we, as gamers, tweak, is to gain speed.. right? Well these mods provide faster fps and faster game play by ridding the game of clutter and delay. The plan was to make twitch factor a priority and remove anything in its way by using OSP as areference. For example, By not having the roket draw 200 smoke sprites a sec you reduce cpu usage and can see better. Or try the rail out .. its still 1.5 refire rate in mp 1.6 in sp, but peeps say it feels faster even though its identical to regular rail except for the disipation effects... etc
I think that even though some of these changes seem arbitrary and maybe even downright stupid to some, if you try them out for about 1hr on a ctf server or a tdm server you will see its not random at all, its just geared for speed.
ANYWAY,it needs some work but i think Its a good start and I also think its got alot of what we need "right now".
Eitherway, I'm sure it will find its own level but without an sdk were kind of limited. Maybe in the meantime we can all collaborate and make something great for everyone. So GGZ and GLHF..
Gankmod Features
-BRIGHTSKINS (good ones :b)
-NO SMOKETRAILS ON ROCKETS NADES OR NAILS COZ I RULE http://forumtgmonline.futuregamer.it...icon_smile.gif
-LOWER MGUN SOUND
-BRIGHT GRENADES
-LGUN FX (WEWT?)
-XBATTLE STYLE HUD
-OSP STYLE HITSOUNDS COZ THEY RULE http://forumtgmonline.futuregamer.it...on_biggrin.gif
This mod is best when used with
R_SKIPSPECULAR "1"
Homepage e Download:
http://img21.imageshack.us/img21/338/linkblu2yu.gif http://www.spectra-digital-media.com/EKM .htm
Re: [MOD MP] : Gankmod (v1.0)
AGGIORNAMENTO
Gankmod 2.0
Description:
This mod features:
-No smoketrails on rockets and nades and nailgun
-Lowered railgun effect
-OSP style hit hitsounds
-Instant zoom
-Lower mgun sound
-Bright grenades
-Xbattle style hud
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Gankmod _20;50102
Re: [MOD MP] : Gankmod (v2.0)
Re: [MOD MP] : Gankmod (v2.0)
Re: [MOD MP] : Gankmod (v2.0)
Re: [MOD MP] : Gankmod (v2.0)
Re: [MOD MP] : Gankmod (v2.0)
AGGIORNAMENTO
Gankmod 2.0a U-comp
Description:
This newly updated version of Gankmod 2.0a U-comp (ultra competition) mod for quake4 has got some great new changes:
-Nice fps boost as well as
-Enhanced Flag color/visibility.
-ALL marks from walls have been removed (use g_decals 0)
-Works with low picmip settings (no longer forced hi-quality)
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Gankmod _20a_Ucomp;50221
Re: [MOD MP] : Gankmod (v2.0)
AGGIORNAMENTO
Gank Mod (2.0b)
Description:
Thank you for downloading Gankmod v2.0b
As some of you already know I am now working with the q4max team,
so this will be the last installment for a few .
But rest assured there will be more to come.
This latest version has a big fps boost due specifically to the removal of certain effects
like the glows around healths and other items. After spending some time with r_showtris 3 as my friend, I can say that the fps increase is mesurable and justifiable without comprimising any gameplay or visibility. Other changes include lgun impact removal, shard colors are now same as helath shards like in q3. There is also a new corpse skin + fix for people who like to try and be unseen and use a thin model making this mod TDM compliant.
As if thats not enough; Have some maps!
Gankmod Now ALSO comes with 2 redone classic ctf maps (originaly by scancode) optimized for this release.Note these versions are new and are not to be confused with the my older releases of these maps
I hope you like them;
q4wxs1 has all weapons instead of instagib and it roks! 2v2 or 4v4
q4wcp5 is an old favorite and It finnaly runs smoothly (visportal nightmare)
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Gank_Mo d;51538
Re: [MOD MP] : Gankmod (v2.0b)
AGGIORNAMENTO
Gankmod (2.0c)
Description:
Changes in 2.0c
New brightskin colors thats stand out more on all surfaces without having one overpower the other.
The number one complaint about orange brightskins is that on many ctf maps they blend in.
This takes care of that by lowering the overall intensity while increasing saturation.
q4wcp5 is an old favorite and It finally runs smoothly (visportal nightmare)
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Gankmod ;52335
Re: [MOD MP] : Gankmod (v2.0b)