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Discussione: [Q4 Mod MP] : X Battle Mod & Quake4 Pro Arena

  1. #1
    M.o.d.e.r.a.t.o.r.e. L'avatar di NoSf3rAćU
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    Predefinito [Q4 Mod MP] : X Battle Mod & Quake4 Pro Arena

    X Battle (v0.04b)


    Description:

    Small mod which changes a couple of things:

    - All 3 game startupintros removed

    - Extended HUD ( thx to SoRDiD-DDT )

    - Weaponswitch redesigned. it shows now the current ammo of each weapon. If you dont have ammo for a weapon the background becomes red. So you doesn't select a weapon without ammo anymore.

    - Statusbar redesigned. the health display becomes a darkblue background if the player have over 100 health. the armor display becomes red if the player has over 100 armor.

    - crosshair targetname delay reduced to 100ms ( was 400 )


    Download:


    http://quake4.filefront.com/file/X_Battl e_Mod;49719

  2. #2
    M.o.d.e.r.a.t.o.r.e. L'avatar di NoSf3rAćU
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    Predefinito Re: [Mini MOD] : X Battle Mod (v0.04b)

    AGGIORNAMENTO

    X Battle Mod v0.05 released




    Description:


    Important

    This release introduces new cvars, however, until the SDK is out we don't
    see a way to to assign them a default value or implement default behavior.
    Because of this we had to put in an autoexec.cfg wich contains the default
    values of the cvars. If you want to alter their values, you can't change
    these cvars online, you have to edit the autoexec.cfg and restart Quake 4.
    If you want to test them, you can create a server and set net_allowcheats
    to 1. After testing don't forget to write your final settings into the
    autoexec.cfg


    Change Log

    *chg: grenades brightskin effect changed to let it more look like a grenade.
    The 2 stripes around the grenade will shiny orange/yellow. So we think
    its a good mix between "good looking" and "good visible".

    *chg: switched to another brightskin technique using shaders
    This technique only brightens the clothes and skips inking the shoes
    or metal parts. The overloaded brightskin effect is reduced and they
    look more like the Skins we knew from Q3.
    When the SDK is out, we'll do our best to implement custom colors.

    *fix: corpse model has a brightskin now
    This model is only used in DM / Tourney mode.

    *add: turned the machinegun sound down
    This was a heavy requested feature. We reduced the volume about 10db.
    It's a suggestion, please tell us if you like the volume now. To do
    so, you could visit our Suggestion Forum at http://www.xbattle.de/

    *add: little gloweffect for weapons
    The weaponmodels got have a little gloweffect now, we think that
    this indication might 'help' you seeing the weapons a bit earlier
    while playing.

    *add: armor shards got a green brightskin
    We made them a little bit greener to look a tiny bit more like
    the shards from Q3.

    *add: hud_weaponvisible <0|1|2> Toggles the visability of the weapon bar
    0 - never
    1 - show up when updated, but rehide after three seconds
    2 - show permanently

    *add: hud_weaponswitch <0|1|2> Positions the weapon bar
    0 - middle
    1 - left
    2 - right

    *add: hud_ammovisible <0|1|2> Toggles the visibility of your current ammo
    0 - never
    1 - show up when updated, but rehide after three seconds
    2 - show permanently


    We don't recommend setting it to "2", Quake 4 only updates the
    ammo when a weapon/ammo was picked up or you switch the weapon.
    That means, if you use "2" as setting and hold down your fire
    button, the HUD will not update your remaining ammunition and
    fool you. And yes, you sense it: "Until no SDK is out..."

    *add: hud_ammobar <0|1|2> Positions the current ammunition value
    0 - bar at bottom-left
    1 - show the value under crosshair
    2 - both

    *add: hud_barstyle <0|1> How the Health/Armor/Ammo Bars are displayed
    0 - Default Style
    1 - CPMA Bars Style (Beta)



    Download:

    http://web1.vs171006.vserver.de/?action= download&mode=leech&id=26



    Both mods have a little more information on their homepages. Let us know your thoughts on each!!



    L'Homepage:


    http://www.x-mod.org/index.php?action=ne ws




  3. #3
    M.o.d.e.r.a.t.o.r.e. L'avatar di NoSf3rAćU
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    Predefinito Re: [Mini MOD] : X Battle Mod (v0.04b)

    &



    X-Battle fuses with Quake4 pro arena


    It does somewhat on the market of the Competition Mods for Quake4! How CHAMPi of x-Battle reports, one tried lately to aim at with various other Mod teams a co-operation in order to be able to use common synergies.


    Erste Adresse dafŘr war zunńchst Q4MAX - doch nachdem zr0 dort das Team verlassen hat, konnte man von einer Zusammenarbeit im eigentlichen Sinne des Wortes nicht mehr reden. Grund dafŘr waren Řberzogene Forderungen des ehemaligen OSP-Entwicklers arQon, die sich sehr aufschlu▀reich lesen lassen:

    "After a few days he replied to us and send us a list with the points that would form our cooperation. Excited we looked over it only to remark that arQon`s propositions would not mean a merge but a takeover! We should not get any chance to take part in decisions. Decisions should just be taken by arQon and Blowfish. We should just be coding slaves that should send their work in form of code-snippets."


    Thus now Q4PA in the development of a common Mod becomes those Gametype section take over and for the Design of approximately 20 new Models and presumably 8 new play modes e.g. InstaGib, Harvester, Overload, 1-Flag CTF and Freeze have responsibility.
    First Concepts and prototypes - among other things of the new Visor and Klesk Model - give to see it:








    How bandit of Q4PA expressed itself, the Mod was to become "very strongly configurable",it "for each little thing an option will give, so that all desires can be met." Further he said:

    "I would say recapitulatory, make we a Mod, which is not limited to a thing, but offers a multiplicity at possibilities of making lucky over all Quaker (both free players, clan and also server Admins)."

    That sounds after an exciting development in the next time. In it included besides a closer co-operation with EMZ will be, as soon as also they will have completed their Mod for Quake4, even if the goals go from EMZ to statements CHAMPi's into another direction than with XBM/Q4PA.


    How does your opinion read? Is correct off in our new polling "who a running with the Competition Mods for Quake4 will make?"!


    X-Battle http://www.xbattle.de/?action=news


    Quake4 Pro Arena http://www.quake4proarena.6x.to/






  4. #4
    Lo Zio L'avatar di ramonesFAN
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    Predefinito Re: [Mini MOD] : X Battle Mod (v0.04b)

    Bei modelli ..

  5. #5
    M.o.d.e.r.a.t.o.r.e. L'avatar di NoSf3rAćU
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    Predefinito Re: [MOD MP] : X Battle Mod & Quake4 Pro Arena

    AGGIORNAMENTO


    X-Battle version 0.10 publishes



    Description:

    After fusing with Quake4 pro arena and failed co-operation with Q4MAX became it few weeks around X1^CHAMPi^ and CO a x-Battle is quiet nevertheless back and puts the measuring pole for all Quake4-Competition-Mods clearly upward. Over 30 new CVars and COMMANDS as well as new Brightskins, which one can define now freely after body region, are selectable. Also user with slower computers according to standard into the benefit of liquid Gameplay will finally come. After fusing with Quake4 pro arena and failed co-operation with Q4MAX became it few weeks around X1^CHAMPi^ and CO a x-Battle is quiet nevertheless back and puts the measuring pole for all Quake4-Competition-Mods clearly upward. Over 30 new CVars and COMMANDS as well as new Brightskins, which one can define now freely after body region, are selectable. Also user with slower computers according to standard into the benefit of liquid Gameplay will finally come.

    One makes possible by the instruction "r_AmbientlightOnly", which provides for excluding static light. Meaningful functions such as team LOCK, team overlay and Teamhealth complete the positive picture. All Quake2-Veteranen relieved to draw a deep breath, because immediately at crates and stairs none is more expenditure-braked! A fast weapon change and a new Spawncode are now selectable by Voting. A small view in the future, first pictures and the Download as follows:

    "can in the near future you on a smaller update of the Timeouts, Coaching and all possible things, which one wishes oneself in such a way to the reasonable league enterprise, count. Something special, that we work straight, is an option to change the server Cfg over by only a Vote to other rule sets. The rule sets will develop on those numerous leagues, then it will change itself over more simply to something.

    Which it after of us expect can, be MvD's and Multipov, which we already run have however still some to work and testing time need, a heap FPS Tweaks like the remove the Ragdolls, extend Lightingoptionen and a Lower Bracket for Tourneys as well as support for Multiplayer map. We have already a few maps in make, which reached the alpha/beta stage. If you watch out, then should you soon or other publication IC beta find. As soon as our web page stands, we also increases the GUI to turn."








    DOWNLOAD X-Battle Version 0.10 @ Quake4Maps (14.5 MB)

  6. #6
    M.o.d.e.r.a.t.o.r.e. L'avatar di NoSf3rAćU
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    Predefinito Re: [MOD MP] : X Battle Mod & Quake4 Pro Arena

    AGGIORNAMENTO






    X-Battle v0.12a released


    Description:

    As the battle between Q4max and X-battle keeps on raging, the x-battle team has released version 0.12 as their newest addition. First of all it has some fixes of bugs in the older versions, like for instance the scores not showing up ingame or not having all weapons in warmupmode.
    Also a lot of options have been added, with for instance:
    -Simple Items
    -Referee Support
    -Votable hard-configs for different league rules
    -Map Locations
    -Autoaction
    -Enhanced Stat Logging


    Full change List


    v0.12 ~ January 22th, 2006

    fix: missing teamscore bug.
    fix: missing warmup weapons bug. this time for sure
    fix: nailgun bgcolor in weaponswitch
    fix: (raven/id bug) q4base will crash by trying to vote a map without flags
    in a ctf gametype.
    fix: small issue with g_maxRespawnTime fixed.
    add: cl_simpleItems to draw 3D models as 2D icons. (requested like hell)
    add: referee mode to force several match stuff. see client-commands for full
    details.
    add: forced configs to allow the forcing of standard settings for leagues.
    use callvote option setconfig <name> <gametype> to force a standard
    config. name can be : Quake4, XBattle, ClanBase, Kuh3Liga.
    add: enhanced log support.
    the following server commands were added to control the log support:
    g_statsLog - enables statistics log output.
    g_statsLogEmptyGames - determines whether games with no player action
    will be logged or not.
    fs_statsPath - path to statstics log file
    add: cl_statsUserName <string>, cl_statsPassword <string> to identify player
    in server statistics.
    add: chattokens for teamgames:
    #h - player health colored by value
    #H - player health
    #A - player armor
    #U - lists all powerups the player is currently wearing
    #w - player weapon as shortext. like RG for RailGun etc.
    #W - player weapon as icon.
    #D - damaged by. the last player which attacked you.
    #P - last item that was picked up.
    #I - nearest item name.
    #L - your location.
    add: r_skipWorldFX <bitmask> to remove some world effects.
    0 - Skip nothing
    1 - skips the drawing of the glow effects around items.
    2 - skips the drawing of the visual effects for item spawnpoints.
    4 - skips the drawing of the visual effects for jumppads.
    8 - skips the drawing of the visual effects for teleporter.
    16 - skips the drawing of the visual effects for fog, sparks
    and some more.

    To remove an effect just add his value.
    i.e : A value of 31 removes all visual effects!
    a value of 6 only removes the item spawnpoints and jumppad effects.
    add: user defined map-location support for the teamoverlay and teamchat.
    to add a location you can use the following commands :
    addloc <locationname> - to add a location. It will automaticly saved to
    the battle/locs folder. i.e.: mapname.cfg
    listloc - displays all known locations for this map
    delloc <id> - delete an entry out of the location-file.
    add: cl_editMapLocations to toggle the drawing of the area number in the
    teamoverlay on/off (useful for creating locationfiles)
    add: cl_weaponConfigs to allow the usage of separate settings for each
    weapon.
    The weapons-cfgs can be set with the cvars cl_weaponConfig0 up to
    cl_weaponConfig9.
    Arguments are : g_fov, sensitivity, ui_showGun, g_crosshairCustomFile,
    g_crosshairSize, g_crosshairColor in rgb hex color.
    add: si_autoAction <bitmask> to enforce several things from server-side
    bitmask:
    1 statsdump at the end of the match
    2 take endlevel screenshot
    4 records a demo
    So a value of 7 will do everything.
    add: cl_autoAction <bitmask> to enforce several things from client-side
    bitmask:
    1 statsdump at the end of the match
    2 take endlevel screenshot
    4 records a demo
    So a value of 7 will do everything.
    add: players / listplayers commands to list all players with id, team,
    flags (ref,coach,captain) and names.
    add: .pakFileList serverinfo cvar which contains all loaded pk4's files
    a client needs to connect to the server.
    add: match_respawnOnSD command to control respawn for sudden death.
    chg: matchtimer visible in warmup and sudden death ( always counts up )
    chg: teamoverlay now shows playerlocation / nearest item.
    chg: hud_drawTeamOverlay positioning: 1 upper right, 2 lower right and
    3 lower left.
    chg: r_displayRefresh works now in MP.
    chg: chat and teamchat appears in q3 style (requested).
    chg: g_gibs and g_blood renamed to cl_gibs and cl_blood.
    chg: recolored weaponmodel textures and glowtexture added.
    chg: scorebot serverinfo names got a . prefix.
    like .Score_Marine / .Score_Time etc.
    to allow smart serverbrowsers to display it sorted at the top of
    the list.
    chg: g_voteFlags now work for callvote.



    Also to make it more userfriendly, they have located a configmaker at:


    http://cfg.xbattle.de/createConfig.php



    Download:


    http://levi.teamspeak.org/dl/redirect.ph p?fileid=1710

  7. #7
    M.o.d.e.r.a.t.o.r.e. L'avatar di NoSf3rAćU
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    Predefinito Re: [MOD MP] : X Battle Mod & Quake4 Pro Arena

    AGGIORNAMENTO


    BATTLE MOD: X-Battle v0.30 released


    Descrizione:

    Finally its done!!!

    After months of work we are proud to present you our latest version of the XBM Tournament Mod. The full list of changes are too long to post it here, so be sure to take a look at the history.txt. But here are the most important things:

    - full Q4 PR 1.3 support (incl. new napalm gun, deadzone gametype and gameplay changes)
    - a fresh new GUI (all client commands are adjustable, votes included!)
    - optional 'simple' 1 colored Brightskins (they take less performance compared to the 3 tiled skins)
    - optional clientside XGO sounds
    - MAXstats support (XML stats logging)
    - new gametype FREEZE TDM (developed under the control of the Q3 UFT scene)
    - alternate weapon viewmodels (for ui_showgun 1 players)
    - enemy/team model handling rewritten from scratch
    - r_lightScale and other important cvars unlocked
    - bothering console warnings removed
    - and much much more

    The download urls will follow asap after we got it from our mirrors.


    http://ingame.ingame.de//filebase/index. php?action=file&cid=585&fid=3233

    http://www.quake-veterans.de/index.php?o ption=com_remository&Itemid=37&f unc=fileinfo&id=524

    http://www.own3d.at/index.php?section=do wnload_detail&file_id=240

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