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Discussione: [Q4 MOD MP] : Quake4World

  1. #1
    M.o.d.e.r.a.t.o.r.e. L'avatar di NoSf3rAćU
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    Predefinito [Q4 MOD MP] : Quake4World

    Quake4World: Back to the roots (beta1)









    The French developers around Quake4World (Q4W) sat down to the goal of developing a Mod which stands clearly in the tradition of QuakeWorld. But there is to be simply only a further qs clone? The answer to it is and no, because the developer team would like to implement elements from Quake3 and Quake4 apart from the features from qs also. As a goal one wants to present the Quake Community different one play, which on speed, cheat, to maintenance and better Gameplay to be based is. In the connection an overview of the changes planned so far:


    -Better air control
    - Increased player's speed
    - Bunny-hop
    - Instant weapon switch (after reload)
    - Brightskins
    - New armor system (that is not yet in its final state)
    - Lots of weapons tweaking
    - Some new sounds
    - New menus (GUI)
    - New HUD and weapon bar control (with ammunitions left)
    - The q3 type timer
    - G_fov unlocked (no limit)
    - RJ through teleporters
    - And some other gameplay tweaks (quad makes 4 times the damage, faster (and more powerful) rockets, hitboxes are smaller...)
    - TDM can be played with more than 2 teams (Team A vs. Team B vs. Team C vs. Team D)



    There is also already a first playable version, which does not work however within some ranges yet very matured. Like that the air control is exaggerated for the moment still easily and leads to inadvertent effects. A few first impressions and the Download as follows:




    L'Homepage:


    http://www.quakeworld.net/




    DOWNLOAD Quake4World Beta 1 @ Quake4Maps (8.2 MB)




  2. #2
    M.o.d.e.r.a.t.o.r.e. L'avatar di NoSf3rAćU
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    Predefinito Re: [MOD MP] : Quake4World

    AGGIORNAMENTO


    Quake4World (Beta 2) publishes





    For the conclusion of the today's evening we would like to put you still another small Mod update to the heart. The French developer team approximately around Quake4World published second beta of its Mod, which make us available numerous innovations. In the comparison to last release feels all somewhat matured - however see even:


    - Bug fixes
    - Weapon balancing
    - BunnyHop is harder
    - New weapon sounds
    - Footsteps sound player removed
    - Overtime in DM, TDM & CTF run as in q3 by default
    - Simple items
    - Smoke rox was removed
    - New grenades brightskins


    * New Features

    - from bug reports :

    * teleport and eye direction bug : fixed.
    * HUD weapon list not visible before first switch : fixed.
    * Switch LG -> RL : not a bug. Closed.
    * burst while firing HB : fixed.

    - Features coded :

    * player respawns with 110/0 instead of 100/0.
    * Weapons :

    What we had in beta 1 :

    # Weapon | dmg splash/dmg speed firerate Clip KnB Range

    # RL | 120 120/100 1100 0.75 5 100
    # GL | 120 150/100 700 0.6 5 100
    # RG | 100 dh inst 2 5 100
    # MG | 5 dh inst 0.1 50 5
    # LG | 25 dh inst 0.1 25 50 768
    # SSG | 110 dh inst 1.25 5 10
    # NG | 18 75/10 1200 0.2 50 30
    # HB | 10 35/5 1800 0.1 50 15
    # GT | 30 0.5 50

    Changes to be tested for beta 2 :

    + RL : dmg 110
    + GL : dmg 110
    + RG : firerate 1.8
    + LG : dmg 12 firerate .048
    + NG : dmg 25 speed 1400 ammo 40 knk 50 firerate 0.16
    + HB : dmg 12 speed 1900 ammo 40 firerate 0.08
    + SG : firerate 1.1

    * BunnyHop is harder.
    * New weapon sounds
    * footsteps sound player removed
    * overtime in DM, TDM & CTF run as in q3 by default (see cvars section for more information).
    Tourney enhancement will be done later.
    * Simple items
    * smoke rox was removed
    * new grenades brightskins


    * Cvars (modified or added / vq4) *


    // server side :

    - si_normalSuddenDeath
    0 = q4 original feature (players respawn in overtime with goal to first frag/cap to win)
    1 = q3 style, with additionnal time (by default)
    - si_additionnalTime xx
    xx in minutes. Duration of overtime when running with si_normalSuddenDeath = 1.
    If overtime ends with still a tied game, overtime is applied again.

    - si_bunnyHop (clientcallvotable)
    0 = no bunny.
    1 = bunnyHop enable. (default)

    // client side :

    - ui_drawspeed :
    0 = off
    1 = on
    - ui_countdown :
    0 = like in q4, displayed time is remaining time,
    1 = like in q3, time is current time since start of the match (by default)
    - pm_crouchbob, pm_walkbob, pm_runbob, pm_runpitch, pm_runroll, pm_bobup, pm_bobpitch, pm_bobroll are
    now client side and set by default to 0 and are archive (saved in default .cfg file).
    - g_fov is archive now (saved in default .cfg file).
    - g_showGibs
    0 = off
    1 = on
    - g_simpleItems (warning, nomip will be implemented for next release. On very low quality, it should display ugly items..)
    0 = off
    1 = on
    - dev_addBot : Spawns a bot which doesn't move cause there is no AI (1: Marine, 2: Strogg)
    - dev_removeBot : Remove the bot you indicated by its client ID.


    T H E F U T U R E :


    beta 3 - Release Date : January 2006

    * Features planned (sort by priority order)

    all reported bugs.

    gfx : Nomip on simple items
    gfx : Nomip on hud icons
    gfx : constant improvements in tweaking effects (cg_noTrail, etc)
    game/physics : smaller hitbox
    game/physics : Double-jump
    gfx : Forcemodel enemy
    gfx : Forcemodel friendly
    gfx : ForceColor enemy
    gfx : ForceColor friendly
    cvar : forcemodel brightskins in progress
    gfx : New huds
    gfx : mod menu will be in high res.
    game/physics : Max Player Speed 1200 ?
    game/physics : Possibility to "run on the water" at a certain speed, with an angle limitation for any
    turn (a big loss in speed).
    game : Advanced armor system
    game : weapon balance (still in discussion).
    gfx : Brightskins for the grenades (and other weapons ?)
    gfx : New MG models
    gfx : New RG models
    gfx : New RL models
    game : q3 overtime system on tourney.
    game : Enhance RJ.
    game/armor : Shards initial protection level
    gfx : Armor icon on hud
    game : Motd
    game : Country Flags
    game : statistics hud
    music : New menu music



    A few suitable pictures, which emphasize the new simple Items outstanding and which Download in the connection:






    DOWNLOAD Quake4World Beta 2 @ Quake4Maps (13.17 MB)


  3. #3
    heXen
    ospite

    Predefinito Re: [MOD MP] : Quake4World

    lol, il cappello di babbetto Natale

  4. #4
    M.o.d.e.r.a.t.o.r.e. L'avatar di NoSf3rAćU
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    Predefinito Re: [MOD MP] : Quake4World

    AGGIORNAMENTO


    Quake 4 World Beta 3


    Description:

    The whole idea is to have a game really fast, where movements can make the decision in a fight, and not only aiming. Where controlling a specific zone is really important, with precious items. A game where base weapons are not almost equals to the bigger ones. A game offering best of both world weapons, without making one too much powerful in a defensive situation.

    We offer anticipation weapons and hitscan weapons, and they hurt a lot. They'll hurt you bad. It's about domination, it's not really newbie friendly, because spawnfrags are back.

    Controlling the game is really important, a situation can turnover very quickly. No minimum time for respawn and a maximum of 2", respawn at 110/0 with only a MG with not much ammunitions... you'll learn how to win the hard way.


    Download:


    http://quake4.filefront.com/file/Quake_4 _World_Beta_3;55894

  5. #5
    M.o.d.e.r.a.t.o.r.e. L'avatar di NoSf3rAćU
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    Predefinito Re: [MOD MP] : Quake4World

    Up!!!

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