Allora ragazzi come al solito piccola prefazione giusto per dire che quest'altro 3D servirà SOLO per aggiornare tutte le GUIDE di Quake 4,il prossimo SDK ,le Tweaking Guide ,le Walkthrough...insomma le Guide in generale.Grazie per la Collaborazione!!!
Ovviamente ognuna di queste avrà il suo Topic interno al 3D
Tweaking Guide
Sick of getting low FPS (Frames Per Second)? Many of us are and TweakGuides is here to help everyone out. They have some tips on how to get Quake 4 optimized just the way you like it. Covering everything from drivers to config files. Check it out and get your computer running the way it should at TweakGuides.com
Note: This guide refers to the latest version of Quake 4 Version 1.0. Make sure to check back regularly for updates.
*Alla fine ci sono anche un bel po di LINK utili
Quake 4 Game Guide
GameSpot just issued another edtion of their famous Game Guides, this time tackling Quake 4. The "book" includes a wealth of information on the game most notably a walkthru for each of its levels but also an overview of the weapons and a list of supported cheat codes. Icing on the cake, you don't need to register GameSpot to read it
Your Marine friends in Quake IV are going to be a big help; with their extra firepower, you'll be able to handle fights that would normally prove to be quite difficult for you. The trick here is knowing when to try and keep them alive, and when to try and hang back and let them do the fighting for you.
Modding
General information about producing and distributing mods Coding
Modification of the engine's source code Mapping
Information about level design and the tools Modelling
Modelling and file format information Texturing
Explanation of material shaders and image files Scripting
Information about Scripting for GUIs and Levels Declarations
Declarations define the properties and behavior of game content Audio design
The creation of musical tracks and sound effects
e tante altre cose.
Importante
Nell'HOMEPAGE troverete la stessa Guida anche per Doom 3 and Resurrection of Evil add-on,e prossimamente anche per Prey e Enemy Territory: Quake Wars.
...sempre in Aggiornamento
Ultima modifica di NoSf3rA†U; 14-12-06 alle 16:56:22
subject: alternate grunt heads _project: Quake 4 _developer: Raven Software _comments : We were going to replace the in-game grunt head with a new one. It didn't happen, but designs were made.
subject: Fatguy _project: Quake 4 _developer: Raven Software _comments: The left-most design was the approved modelsheet, but the way Fatguy appears in-game is quite different.
subject: consoles _project: Quake 4 _developer: Raven Software _comments: What's that button do? What's THAT button do?
Ultima modifica di NoSf3rA†U; 21-12-06 alle 19:24:44
This thread is meant to help beginners get the most out of Quake 4, mainly the multiplayer aspect. It's an unofficial guide, detailing everything from features to tactics. If theres anything that needs to be added, clarified, or changed, post a thread, and we'll add it.
Most of the content is new, but some information that still pertains from Q3 to Q4.
Table of Contents
-Console
-Config Files
-Chat
-Voice Chat
-Friends List
-Health and Armor
-Weapons
-Gauntlet
-Machinegun
-Shotgun
-Grenade Launcher
-Hyperblaster
-Nailgun
-Rocket Launcher
-Railgun
-Customizing Quake 4
-Colored Names
-Rail Trail
-Crosshair Color
-Crosshair Size
-Mouse Settings
-Field Of View
-Adjusting Brightness
-The Lagometer
-Frames Per Second
-Taking Screenshots
-Recording Demo's
-Punkbuster
-Stats and Scoreboard
-Awards
-Gametypes
-Deathmatch
-Tournament
-Team Deathmatch
-Capture The Flag
-Arena Capture The Flag
-Movement and Trick Jumps
-Strafe Jumping
-Ramp Jumping
-Rocket Jumping
-Wall Climbing
-General Gameplay Tips
-Installing Maps, Skins, and Models
-Installing Mods
-Terms
-Quake 4 Related Links
-Patches, and Official Files
-Quake 4 Sites
Console
The console is a command line type interface, a bit like DOS, its not DOS, its a custom command interface written by id software. The console can be used to change variables of the game or to enter commands. Every single thing that has a value one way or another can be changed through the console. The console contents can be scrolled up and down with the PAGEUP and PAGEDOWN keys. Commands you typed previously can be accessed with CURSOR_UP and CURSOR_DOWN keys.CURSOR_LEFT and CURSOR_RIGHT let you go back along the string you typed and edit wrong bits. The console supports TAB COMPLETION, if you type part of a command then press TAB key the game will fill in the rest of the command. Note: if there is more than 1 possible match, all of the possibilities are displayed. To pull down the console, press "crtl + alt + ~". If you want to make it so you can pull down the console by just pressing ~, put com_allowconsole 1 in your autoexec.cfg, or add +com_allowconsole 1 to your q4 shortcut.
*Config Files
Config files (marked *.cfg) are textfiles that contain settings, scripts and binds for Q4 (see topics on the console, scripts and binding keys for more info). The one config file everyone has is q4config.cfg, located in the baseq4 folder inside your Quake 4 folder, and in every mod folder. The q4config.cfg files contain all the settings and variables for Q4 and/or a particular mod. It is not recommended to edit these files manually, but you can safely look at them using a textfile viewer which supports Unicode Text Files (if you open up the q4config.cfg file in Notepad you'll notice all carriage returns have disappeared. I recommend to use WordPad instead).
q4config.cfg- The file that contains all of your quake4 settings.
autoexec.cfg- This file is not created by Q4, you can make it yourself. What it does is automatically loads any settings located in this file when q4 starts up.
Configs can be saved and loaded at any time. When in the game, pull down the console and type 'writeconfig anynamehere.cfg'. This command creates a config file out of your current settings, and saves it as 'anynamehere.cfg'. To load a config, type 'exec anynamehere.cfg'. This is useful if multiple people play your game and have different control settings, or if you want different configs for multiplayer and singleplayer. If you have different graphics settings per config, you might have to type vid_restart in the console after exec'ing your config.
*Chat
say
sayteam
'say' chats to everybody, and 'sayteam' chats to only your team. You can bind chat macros via the console and your config. For example, typing bind q "sayteam 'RALLY AT THE RED ARMOR'" will tell your team to "RALLY AT THE RED ARMOR" every time you hit the "q" key.
*Voice chat
In addition to the standard text chat, Quake 4 also includes a voice communication system. You can mute and unmute players by hitting escape, clicking 'Players', and clicking 'Mute Player' from the menu. To disable it, type s_voiceChat "0" in the console.
*Friends List
If you have a few buddies who you frequently frag with, you can add them to your friends list to easily find what server they're on, and join them at the push of a button. To add a player to your friends list, you must be on the same server as them. Press escape, click 'Players', and click 'Add Friend' on the menu.
*Health and Armor
There are 3 types of armor. Large (red) = 100, Small (yellow) = 50, and armor shards = 5. Armor always absorbs 2/3 of the damage you take. If you don't have enough armor, the rest of the damage will go to your health.
*Weapons
If you are familiar with Quake 3's weapons, Quake 4 will make you feel right at home. Basically all of Quake 3's weapons return with the addition of the nailgun. The damage, rate of fire, and speed from Quake 3's arsenal remains exactly the same. Some weapons can also be fired through teleporters. Note that the Blaster is not available in multiplayer, and the Gauntlet is not available in singleplayer. Weapon modifications are also not available in multiplayer.
Gauntlet
A last resort weapon, or a way to humiliate your opponent. A saw that can only be used when you're up close and personal.
Machinegun
Your starting weapon. This is best used to finish your opponent off. It also has a semi automatic zoom function that deals a little bit more damage. In tourney/DM the machinegun deals 7 damage a bullet, and 10 when zoomed. In teamplay modes it does 5 damage a bullet, and 7 when zoomed.
Shotgun
The best weapon in close combat. The more range, the larger the spread of the bullets.
Grenade Launcher
Used to spam hallways, and root out opponents. Excellent if you are being chased and are running away in tight hallways. Grenades can be bounced off acceleration pads, and bounce pads, making them a bit more effective than in past quakes. A direct hit with a grenade will result in 100 damage.
Hyperblaster
Much like the q3 plasmagun. The best strategy is to aim for direct hits. Also can be used to blanket an area fairly quickly. 1 hyberblaster hit does 14 damage.
Nailgun
A rapid fire weapon, with a slight spin up time. Since this weapon deals a large amount of splash damage, and has a slower rate of fire, a good strategy is to aim at your opponents feet and kill them with the splash damage. A direct nail will deal 30 damage.
Rocket Launcher
Rockets are excellent in medium, to close range. The best strategy is to aim at the feet and kill your opponent with splash damage. If you're trying to avoid rockets, keep your feet off the ground. 1 direct rocket does 100 damage.
Lightning gun
Used in medium to close combat, this weapon has a limited range, and deals a stream of damage. If you can hold it on your opponent, you're golden. The best strategy to avoid it is to make jerky movements from side to side, and try to get behind corners and other obstacles.
Railgun
An instant hit weapon with a zoom function. Best used in long, to medium range. Its long recharge time makes it ineffective in close combat compared to some other weapons. Note that this weapon makes a slight buzzing sound, and can give your position away. The best way to avoid rails is to make unpredictable strafing patterns, and to stay out of the air. If your opponent has the rail, keep off bounce pads. 1 rail inflicts 100 damage.
Dark Matter Gun
Q4's super weapon. Fires slow balls of energy that have a large splash damage radius on impact. Best used to fire into a group of unsuspecting opponents. Fires too slow for long range, and the splash damage is too large for close range.
*Customizing Quake 4
Quake 4 allows for plenty of customization, however some commands are limited, or cannot be changed in multiplayer.
*Colored Names
To color your name in the Quake 4 player setup menu, just type ^1-8 before the part of your name you would like to color. The color code will disappear, and you will be typing in the color you chose. You can switch colors as many times as you'd like. You can also use the color codes for chat macros.
The color codes are as follows:
^1 = Red
^2 = Green
^3 = Yellow
^4 = Blue
^5 = Light Blue
^6 = Purple
^7 = White
^8 = Grey
^9 = Black
Theres also a large variety of "advanced" name colors available. to use these type ^c<R><G><B>, where <R><G><B> are values from 1-9
*Rail Trail
To change the color of your rail, use the ui_HitScanTint "hue[0.0-360]" "saturation[0.0-1]" "value[.75-1]" command. This command uses HSV color space.
You can change the color of your crosshair by pulling down the console and using g_crosshaircolor 0 1 1 1 //RGB + Alpha?
Example color codes:
1 0 0 = red
0 1 0 = green
0 0 1 = blue
0 1 1 = cyan
Crosshair Size
To change the size of your Crosshair, use the g_crosshairsize command.
*Mouse Setting
Below are settings that deal with the mouse. Almost every aspect of it's behavior can be tweaked.
m_strafeSmooth
m_smooth //number of samples blended, makes a smoothing effect
m_strafeScale
m_yaw //horizontal, left and right sensitivity.
m_pitch //vertical, up and down sensitivity
sensitivity //overall mouse sensitivity
*Field of View
You can change your FOV by typing the command g_fov xxx in the console. The higher the number, the more of a fish eyed effect. The default is 90. This command doesn't stick in your config, so you may have to add it to autoexec.cfg, or to a shortcut to get it to load on startup.
*The Lag O' Meter
The Lag O' Meter shows you a visual graph of your connection with the server. To enable it, type net_clientlagometer 1 in the console.
*Adjusting Brightness
r_gamma adjusts the brightness. If set too high, you'll get a washed out effect
*Frames for Second
To show your Frames per second, type com_showfps 1 in the console. The max FPS is capped at 60.
*Taking Screenshots
By default, f12 takes screenshots. The screenshots are saved in your quake 4\q4base\screenshots directory. Screenshots are saved as .tga's, to view them you will need a graphics program such as photoshop. To take jpg screenshots, use the 'screenshotJPEG' command.
Here is a clean screenshot script. It binds the f11 key to take screenshots without the gun model and hud.
bind F11 "set ui_showGun 0; set g_showHud 0; screenshot; set g_showHud 1; set ui_showGun 1"
*Recording Demo's
To record a demo, type recordNetDemo to start recording, and stopNetDemo to stop recording in the console. Type PlayNetDemo Demoname to play a demo. Demos are saved in your quake 4\q4base\demos directory.
*Punkbuster
Punkbuster is cheat prevention software, that is frequently updated to help stop new hacks. You can enable it via the menu, or by typing cl_punkbuster 1 in the console. If punkbuster is disabled, you will not be able to join servers that have it enabled.
*Stats and Scoreboard
At the end of a game, a summary page shows you the players scores, and quick weapon accuracy info. Weapon icons under the weapon accuracy space shows each players top 3 weapon accuracy during that game, best accuracy from left to right.
You can view more in depth stats by clicking the statistics tab. things such as how many awards you have aquired during that game, or what your accuracy percentage for each weapon was are shown here. You can also view other players stats by clicking their name on the list.
The scoreboard tab breaks down how the points were tallied, and more in depth score related information.
You can view your stats in game at any time by pressing the 'z' key. You can bring up the scoreboard at any time during the game by pressing 'tab'.
*Awards
Awards are given to players depending on their accomplishments during the game. They are not worth any extra points, with exception of the special CTF awards listed below.
Humiliation: Awarded to a player who frags somebody with the Gauntlet.
Excellent: Awarded to a player who gets 2 frags in 2 seconds.
Impressive: Awarded to a player who hits 2 rails in a row.
Rampage: Awarded to a player who gets 3 or more frags in 2 seconds.
Combo: Awarded to a player who hits somebody with a rocket, and then rails them immediately after.
Special CTF only awards:
Flag Capture: Capturing the Enemy flag. Worth 5 points.
Assist: Returning your flag, and your team captures the enemy flag immediately after. Worth 2 points.
Defense: Defending your flag or flag carrier from an enemy. Worth 2 points.
*Gametypes
Deathmatch
Free for all game, where the player with the most frags wins.
Tournament
A single elimination 1 vs 1 tournament. The winner of a match will move on to the next round until there is 1 champion. The eliminated players watch as spectators, or battle each other in a practice arena until the tournament is over. By default, the 'enter' key on the keypad joins the practice arena. When in a game, the 'tab' key will bring up the tournament brackets.
*Tips for playing 1v1:
The most basic 1v1 skill is map control. The key to victory is not letting your opponent have any armors and powerups. Armor is a very important aspect of quake 4, even a little bit helps. All it takes is 1 armor shard to survive a rail. Timing items will help keep you on top of map control. The armor spawns every 25 seconds, and the megahealth spawns in 35 seconds. It may seem difficult to keep track of your opponent, and respawn times, but the more you do it, the better you'll get at it. Know when to play defensively and offensively. If you know your opponent is armed to the teeth with weapons and armor, and you have just spawned, you should probably not try to attack until you stock up a little bit more. Spawn rape is another important aspect. After you frag your opponent, high tail it to the other end of the map, and you might be able to catch him unarmed, and unarmored. This can often put you back in the lead if you are down by a few frags. Never give up, anything can happen during 1v1, and you might be able to get back in the game, even if you feel you don't have a chance. 1v1 is the most challenging mode. Don't feel too bummed out if you lose by a lot, it happens to all of us. Stick with it, and like everything, the more you play, the better you'll get.
Team Deathmatch
Players are divided up into Strogg and Marine teams. The team with the most frags wins.
*Tips for playing TDM:
Like in 1v1, map control is a very important aspect of TDM. A noteable difference in this mode is the long weapon respawn time. This promotes map control on a larger scale, where starving your opponents of weapons is about as important as controlling the armors and powerups. The key to success, like in any team play mode, is teamwork. You should share weapons and armor with your teammates. Think twice about snatching up a weapon from an enemy you have just killed, and let a teammate have it. If you don't have a weapon, stay near a teammate who does and offer support until you can get a hold of one. The key is to stay defensive, then when you have enough weapons and armor, go offensive and actively seek out the enemy. Every frag counts, and you don't want to give them up. Camp the armors, and time the quad. Your entire team should storm the quad area when it is about to respawn. It is an valuable tool to take back control of the map if need be, or to get some easy frags.
Capture the Flag
It's the Strogg vs Marines, where the goal is to capture the opposing teams flag without letting them capture yours. You cannot capture the enemies flag unless your teams flag is at it's base. The team who captures the flag the most times wins.
*CTF scoring scheme:
5 points for capturing the flag
2 points for assisting a capture by fragging the enemy flag carrier and your team captures in four seconds
2 points for fragging the enemy flag carrier
2 points for fragging someone who has recently damaged your flag carrier
1 point for returning your flag
1 point for fragging an enemy player within sight or near your flag carrier
1 point for fragging an enemy player in your base
1 point for fragging an enemy player
1 point for assisting a capture by returning the flag and your team capturing in four seconds
*Tips for playing CTF:
Remember that your flag carrier always has priority over health and armor. Never take armor that your flag carrier can use, even if you are defending him. Most of the time the enemy will be focused on killing the flag carrier, and completely ignore you, so he needs all of the health and armor he can get. When assaulting the enemy base, you will have better luck coordinating your attack with teammates. If you can, try to grab some armor before heading in. Anything that will keep you alive longer. Timing powerups can help tremendously, and is often just the boost you need to break through the enemies defenses. If the bases contain powerups, and armor, it might help to take the enemies. Flag carriers can only survive as long as their steady stream of health and armor keeps spawning, so disrupting the supply can ruin them. You can also give your flag carrier a little speed boost by shooting him. Make sure team damage is off before attempting this.
Arena Capture the Flag
The same as standard Capture the Flag, except it adds a Team Arena style powerup system. A powerup will not respawn until the player who has it is killed.
*Arena CTF powerups:
Scout - Allows you to move faster and increases rate of fire, but negates your ability to utilize armor.
Guard - This powerup gives you 200 armor when acquired, and allows you to accumulate up to 200 armor, without decreasing over time. It will also regenerate 2 points of health every second.
Doubler - When you have the Doubler powerup, all of your attacks will do double damage.
Ammo-Regen - While you have Ammo Regen, your ammunition will slowly regenerate up to the default amount for the weapons you acquire, even while you have another weapon active. Also, your rate of fire increases.
The Arena CTF powerups stack on top of the standard powerups. For example, The Doubler will do even more damage if coupled with the quad.
*Tips for playing Arena CTF:
Each powerup has an intended use, and team work is crucial to success. The Doubler is your teams killing machine. The guy who has this powerup should always be busy killing something. When coupled with the railgun, it can be extremely deadly in both defensive and offensive positions. This powerup is your best tool to take back your flag with. If there's a stalemate, you definitely want your Doubler on the offensive, he can take down anything in his path. The Scout is your teams flag carrier. Although it cannot use any armor, it can however use the mega health, so try to reserve it for him. For best results, have some teammates engage your opponents in the enemy flag room, while the Scout runs in and grabs the flag while everybody's busy. The Guard is like a brick wall, capable of capping the flag, or holding out in a stalemate. If there is a stalemate, it might be a good idea to give the enemies flag to the person with the Guard by killing yourself (kill -1 in the console) because he can take more punishment than any player out there, and is capable of surviving waves of enemies. Be especially careful of the enemies Doubler. The best thing to do is to run away, and have your teammates deal with it. The Ammo Regen is actually pretty weak compared to the other powerups, but it's better than nothing. Just keep spamming.
*Advanced Tactics
The Quake series has always been on the forefront of competitive gaming. It's easy to dismiss it as just a twitch game, but the strategy, movement tricks, weapon balance, and other various gameplay mechanics make it unlike any other FPS series on the market. Easy to play, but hard to master has been what the series is all about, and the trend continues with Quake 4.
*Movement and Trick Jumps
Strafe Jumping
Strafe jumping is a very important skill in Quake 4 that enables you to move at a faster-than-running pace. When you strafe jump you perform a continuous jumping cycle while running forward and strafing in alternate directions (or the same direction if you want to curve your jump).
*How to do it:
Firstly, lets get you into the habit of jumping continuously, because strafe jumping is a bit hard to attempt all at once. Perform the following on a level with nice long open spaces or corridors.
*Stage 1
Run forward. At no time in this example do you let go of the run forward key. While running, Jump When your in the air, release the jump button and press-and-hold it again. When you land, you will jump back into the air instantly. Repeat the above until you are comfortable with doing it everywhere.
*Stage 2
Perform the exact cycle as above EXCEPT: When you jump in the air the first time, press and hold strafe left IN ADDITION to what you do already (holding forward and jump-cycling) After you land and skip back into the air, switch from holding strafe LEFT, to holding strafe RIGHT After you land and skip back into the air, switch from holding strafe RIGHT, to holding strafe LEFT for as long as you want/can travel
[B]*[B]Note:
Playing jackrabbit can leave you a target for rail whores because your ability to change direction is limited. Also: You can do this backwards, simply by using the BACK key instead of the forward key.
Ramp Jumping
Ramp jumping is all about jumping up an incline, or a slope to get more height on your jump than normally possible. To do this, start a strafe jump into a ramp. Try to hit the highest part of the ramp as you can to gain more height. Simple right? Now you can use this trick to your advantage and reach places that you couldn't normally reach without stairs or bounce pads. A good place to practice this is on q4dm1. Try using the ramp in the red armor room to jump up on top of the crates near the railgun.
Rocket Jumping
To rocket jump you need to hold a rocket launcher. Look straight at the floor. Now pull the trigger and jump simultaneously.
You'll notice that, provided the jump was done right, you'll fly quite high into the air, at least far higher than you could ever reach with a normal jump. Rocket jumps may take some practice, and are sometimes hard to perform with lag. Practice them a bit first on your own. Be sure that you can afford to lose some health and that making the jump is worth it. Grenade jumps are a quite tough to perform, as you need to time your jump exactly at the moment the grenade explodes. Fire a grenade straight at the ground a few times without jumping. Notice it's bouncing rhythm and moment of detonating. When you can "feel" this inside, you can try your first jump.
Wall Climbing
Wall climbing is using the splash damage of the Hyperblaster or Nailgun to lift yourself up along a wall. Stand facing against a wall and look down at a slight angle with your feet. Jump as you start firing your Hyperblaster, and hold the 'forward' key. Release the jump key as you take off. If you don't go into the air, adjust your aiming angle and make sure you aren't 'sliding' along the wall while holding the forward key. Wall climbing is most effective with the Nailgun because it has more splash damage, but it is a little bit tougher to pull off because of it's slight spin up time. Wall climbing can be incredibly hard to master, and often isn't useful in real games.
*General Gameplay Tips
Always keep moving, the second you stop makes you an easy target. Learn to move and aim at the same time.
Try to predict what your opponents next move is going to be.
Spam rockets and grenades in doorways, or where ever you think the enemy is going to pop up.
Try to be unpredictable in movement, and map control.
Listen to sounds, footsteps,jumping, item pickups, the buzz of the enemies railgun.
Try not to give your position away by making unneeded noise. remember the railgun buzz. Walking isn't as useless as you might think in 1v1.
Use sound to your advantage. Start jumping to make your opponent think you are strafe jumping away, then walk the other direction.
Know when to use the right weapon for the right situation. There is no such thing as the 'best' weapon.
Bind your weapons to keys instead of using the mouse wheel, or by the time you select the weapon you need, it's already over.
Keep pressure on armor and powerups.
Know when to attack, and when not to.
Learn the maps
Spectate other players, and watch demos.
Practice
*Installing Maps, Skins, and Models
Maps, skins, and models end in a .pk4 format. They should be placed in your quake 4\q4base directory. After that, start up the game, and they should be available to you.
Installing Mods
Mods should be installed directly into your Quake 4 directory. You should then be able to choose them from the Mods menu in game.
Terms
Below are a list of terms used in this guide, and Quake in general.
*Frag
A term for killing, or fragging a player.
*Mods
A modification to the game, that can add small features such as new gametypes, or weapons. They can also change almost every aspect of the game, to make it not even resemble Quake. These mods are called 'total conversions'.
*Map
A level, or battle ground that you play on.
*Skins and Models
A player model is the 3d representation of the player in game. The 2d art that paints the player model is called a skin.
*Strafing
Side to side movement, a basic Quake skill.
*Splash Damage
this is an effect that is only on certain weapons such as... rocket launcher, hyperblaster, grenade launcher, and nailgun. it is the "splash of the weapon that creates this damage..." You could compare this to the force of an explosion. Standing slightly away from an explosion can still hurt you. Splash Damage is always calculated in a radius. This means that the center of the "splash damage sphere" around, say, the rocket deals full damage (ie, a direct hit from a rocket delivers a hit of 100 health). The further you are away from the rocket's impact location, the less damage the rocket splash will do. You will often find yourself rather using splash damage from some weapons than direct hit damage, since it's very hard to get a direct hit with a grenade or rocket.
Fast moving, unrelenting and quite brutal in their attacks, armed with a mace and an energy blade they can be a dangerous enemy. Try to keep your distance from berserkers as they can be devastating close up, particularly in melee with the mace or blade. If they use the energy burst back away to avoid damage. If you are facing one or two use the rapid fire weapon or shotgun at close range. If Berserker are attacking in number use the rocket launcher or grenade launcher and, if required, finish them off with the shotgun or a rapid fire weapon such as the hyperblaster or nailgun. If you are at medium to close range try to aim for the head as you will cause 2x the damage.
The Gladiator is a powerful enemy and can do a lot of damage should its railgun slugs hit you or it gets close enough to toss you around. Take advantage of it's slow movement, pauses while firing and always aim for the exposed fleshy areas (waist or head). Try to keep your distance and use the rocket launcher or railgun. At medium to close range make use of the nailgun (penetrates shield), rocket launcher or hyperblaster to inflict as much damage as you can. If you are at close range or have the railgun try to aim for the head as you will cause 2x the damage. It should be noted that you can destroy the Gladiators railgun, taking out one of it's attack methods.
Annoying and very fast moving, Grunts are only really a problem when at close range. However if you keep a reasonable distance and use a combination of the shotgun or rapid fire weapons such as the machine gun, nailgun or lightninggun while backing off they are easily defeated. At close range, or while they leap, use the shotgun to quickly finish them off
-Health 150
-Bullet 4-40
-Leap Melee 40
-Melee 20
GUNNER
While Gunners are not as fast, unrelenting and brutal in their attacks as the Berserker their increased firepower makes them a dangerous enemy. Armed with a nail gun and a grenade launcher they deliver devastating blow to any unsuspecting marine. Take advantage of their tendency to stop/pause while reloading and the fact that their grenades can be destroyed in mid air. If you are facing one or two use the shotgun at close range or a rapid fire weapon at medium range. If they are long range of attacking in number use the rocket launcher or grenade launcher and finish them off with a rapid fire weapon such as the machinegun.
An airborne tank that can be hard to kill due to its toughness and its ability to dodge long range attacks. Rocket launcher shots in particular can easily be dodged by the Heavy Hover Tank. Spits out homing rockets with splash damage and plasma from its blaster. Try to avoid these by staying under or close to the Heavy Hover Tank while you use rapid fire weapons that will 'bounce it around' and inflict damage. If you are at long range use the railgun. Its rockets can sometimes be taken out with a rapid fire weapon such as the hyperblaster before they hit you.
Large / Small Tank
-Health 800 / 1200
-Rocket 50 / 100
-Rocket Splash 50 / 50
-Rocket Radius 25 / 400
-Blaster 10 / 25
-Melee 35 / 65
IRON MAIDEN
Iron Maidens are airborne Stroggs that are unrelenting and quite brutal in their attacks, armed with a blade, a rocket launcher and a banshee scream they can be a formidable opponent. Try to keep your distance from Iron Maidens as they can be devastating close up, particularly in melee with the blade. At long range their rocket attacks can be easily avoided if you are not in a tight corridor. Try to take them out quickly, weapons of choice include the railgun at long range and rapid fire weapons such as the nailgun, lightning gun and and hyperblaster at medium/close range. Watch out for their teleport capability, they can often teleport behind you.
Like the Berserker the Light Tank is unrelenting and quite brutal in its attacks, armed with a mace and a flamethrower which can also spit out fireballs they can be a dangerous enemy. Try to keep your distance as they can be devastating close up, particularly with the flame thrower or in melee with the mace. Keep your distance and use your most powerful rapid fire weapon such as the hyperblaster / nailgun or splash damage weapon such as the rocket launcher. If you are at medium to close range you can destroy it's flamethrower leaving it with only the melee attack.
Unrelenting in their attacks, armed with either a Blaster, Machinegun or Shotgun on their own marines are more of an annoyance than a dangerous enemy. Try to keep a reasonable distance from marines with a machinegun and shotgun as they are not as accurate at longer distances. If you are facing one or two use the shotgun or a rapid fire weapon. If marines are attacking in number use the rocket launcher or grenades and finish them off with the shotgun or a rapid fire weapon such as the hyperblaster, machinegun or nailgun. If you are at close range try to aim for the head as you will cause 2x the damage.
Marine Zombies are usually slow and easy to kill, armed at best with a wrench. May be found in groups of three or more, take advantage of their slow speed by running them round in circles while using weapons such as the plasmagun and shotgun. If they are attacking in groups weaken them with the rocket launcher and finish them off with other weapons. If you are at close range try to aim for the head as you will cause 2x the damage.
Unrelenting, reasonably intelligent with their attacks, high health and armed with either a Blaster, Machinegun, Shotgun, Hyperblaster or Railgun, Tactical marines are quite dangerous enemies. Try to keep a reasonable distance from tactical marines with a machinegun, hyperblaster and shotgun as they are not as accurate at longer distances. Hide by using crate, pillar from tactical marines armed with the railgun, shoot while they are reloading. If you are facing one or two tactical marines use the shotgun or a rapid fire weapon. If marines are attacking in number use the rocket launcher or grenade launcher and finish them off with the shotgun or a rapid fire weapon such as the hyperblaster, machinegun or nailgun. If you are at close range or have the railgun try to aim for the head as you will cause 2x the damage.
The Scientist is an airborne strogg that has a wide range of attacks, albeit low damage. More annoying than deadly they are easily killed if you watch your back and avoid it's needle / poison grenade attacks. Scientists are best attacked with the shotgun at close range, the machinegun, hyperblaster or nailgun at medium ranges or railgun at long range. If you are at close range try to aim for the head as you will cause 2x the damage.
-Health 150
-Needle 20
-Melee 5
-Grenade 10
-Saw 5
-Poison 1 per second
SENTRY
An airborne defence sentry that is fairly easy to kill despite its high manoeuvrability and its ability to dodge long range attacks. Rocket launcher shots in particular can easily be dodged by the Sentry. The high rate of fire from its blasters can do a fair bit of damage, try to avoid these by staying under or circling Sentry while you use rapid fire weapons at medium range that will 'bounce it around' and inflict damage. If you are are short range use the shotgun, if you are at long range use the railgun. Aiming for the sentry's head will cause 1.25x damage but try to aim for green bowl/tank as this will cause 2x the damage.
-Health 100
-Bullet / Blaster 32
-Kamikaze 80
HORNET
Hornets are airborne Stroggs that are perhaps one of the most annoying enemies in Quake4. High manoeuvrability with quite high damage from its rockets and bombs it is best attacked from medium to long range with a rapid fire weapon. Just before dropping bombs the Hornet will quickly rise into the air, take advantage of this as it will not fire until reaching ~20 feet.
Repair bots are fairly fast and manoeuvrable airborne stroggs that can usually be found in groups of 2 or more. Easy to kill with rapid fire weapons such as the hyperblaster, lightninggun and machinegun. The weapon of choice if at close range and repair bot numbers are low is the shotgun. Keep your distance when a group of repair bots are approaching.
-Health 50
-Repair 128
TURRETS
Not actually stroggs, turrets are purely mechanical in nature and come in a wide range of types with varying damage. Some are dropped by by Strogg aircraft while you are in your Grav Tank or Walker. If you are in a vehicle make sure you destroy turrets while they are still in sight as they can be quite devastating if they attack from your blind side. In all cases turrets are easy to destroy as long as you are not surprised by them, pay particular attention to darkly light ceilings and side walls.
-Health 200
-Projectile Damage 5-20
CONVOY
Not actually stroggs, convoy are purely mechanical in nature. Dropped by Strogg aircraft while you are in your Grav Tank the convoy pods are relatively easy to destroy with your Grav Tank's weapons. Make sure you destroy them while they are still in the air or in sight as they can be quite devastating if they attack from your blind side.
Airborne Strogg fighter aircraft are responsible for dropping convoys, turrets and attacking tramcars. High manoeuvrability with quite high damage from their bombs and blasters. Take these out before ground based strogg.
-Health 80 / 500
-Bomb 30
-Blaster 10
HARVESTER
One of the 'mini bosses' in Quake4, the Harvester can be a formidable opponent at close range and dangerous at a distance. At close range you must avoid their legs and pinchers, at distance you must avoid the rockets they fire at you. Fire for the 'head' and keep a reasonable distance, not too close that they can use their legs / pincher and not too far away that they can lock onto you with their rockets. Should a rocket be fired they can easily be destroyed before they hit you.
The Teleport Dropper can be one of the most dangerous enemies in the game. Not only are they good at avoiding damage and hard to kill they can also spawn other stroggs. Kill Teleport Droppers before any other stroggs, including the stroggs they spawn. Try to keep your distance, while they very rarely attack they can do quite some damage when they do.
-Health 500
-Spawn 24-32
-Fuse 3
-Melee 20
STREAM PROTECTOR
Description to be updated:
One of the 'mini bosses' in Quake4, Stream Protectors can be formidable opponents at close range and dangerous at a distance. At close range you must avoid their legs and melee attacks, at a distance you must avoid the homing rockets and plasma balls they fire at you. Keep a reasonable distance, not too close that they can use their legs / pincher and not too far away that they can lock onto you with their rockets. Take advantage of their tendency to crouch while firing. If you are at close to medium range use a rapid fire weapon and/or the grenade launcher. If they are at long range number use the rocket launcher and railgun. At all times try to aim for the head as this will cause 2 x damage.
One of the five 'mini bosses' and a formidable opponent, armed with a Dark Matter Gun (DMG), Rocket Launcher with homing rockets, and an energy bolt. Its attacks at close range can be devastating so keep your distance. One shot from Voss's DMG may kill you. If a DMG shot has been fired keep your distance and move out of line of sight. While its shields are up use rapid fire weapons such as the lightening gun, hyperblaster or nailgun fired at it's flesh/head area. Once its shields are down and it goes to recharge use high damage weapons at it's flesh/head area such as the railgun or rocket launcher. The teleport discs it drops can be destroyed before Strogg Marines have chance to spawn.
Ugly with powerful claws that will easily rip through your armour, none of your weapons will destroy the Processing Slave, you simply avoid its attacks while working your way round to the control console situated on the left hand side of it's body. Once the control console is activated the Processing Slave will smash the glass and a door will open to its left. Go through the door and work your way to the control room directly in line with the Processing Slave's head. Activate the panel and the Processing Slave will be dead.
One of the 'mini bosses' in Quake4, with its very high health the Network Guardian can be a formidable opponent at close range and dangerous at a distance. At close range you must avoid its melee attacks, at a distance you must avoid the rockets and warhead it can fire. There is no easy way to beat this boss, the only tip is to use your most powerful weapons and aim for the upper torso and the head when using anything other than the Dark Matter gun.
One of the two end bosses, devastating attacks and a wide range of weaponry make the Makron a very formidable opponent Armed with a Dark Matter Gun (DMG), Matter Grenades, Lightning bolt, cannon and a range of melee attacks its attacks at close range can be devastating so keep your distance. Take advantage of the pillars around the room and its slow turning speed in tight corners. Try circling it while firing high damage weapons at it's torso/head area such as the railgun or rocket launcher and/or using your Dark Matter Gun. Rapid fire weapons such as the lighning gun or nailgun fired at it's torso/head area at close range may also be of use.
The final boss, a large brain that can spawn other stroggs and is surround by a shield. You cannot do damage to the brain itself while the shield is active, you must aim for the shield generator pylons directly above it. Once these are damaged the shield will be lowered, albeit briefly. Fire directly at the brain with your Dark Matter Gun while the shield is down. The shield will go back up once it has regenerated enough power. Continue to fire at the pylons, lower the shield and fire at the brain.
-Health 3000
Finito!!!
Ultima modifica di NoSf3rA†U; 21-12-06 alle 19:52:14
Parlate agli altri soldati accanto a voi, cliccate sul medico per farvi curare. Iniziate ad attraversare il bunker, sparate alle guardie Strogg dalla distanza visto che il vostro blaster è più preciso delle loro armi. Evitate i barili esplosivi, non appena il primo marine morirà potete raccogliere la mitragliatrice e fare strage di Strogg. Più avanti incontrerete il primo Brute, un grosso guerriero Strogg che cercherà di colpirvi in corpo a corpo anzichè spararvi : indietreggiate mentre gli scaricate addosso tutto ciò che avete. Quando raggiungete la squadra Badger vi verrà chiesto di tornare indietro a prendere il medico, lungo la strada incontrerete il primo Berserker, uno Strogg umanoide con una punta su un braccio e un martello sull'altro, fate attezione al loro attacco elettrico ad area. Subito dopo aver raggiunto il medico fate attenzione ad un Brute che esce dal terreno, eliminatelo e calatevi nel buco dal quale è spuntato per trovare un po' di armatura poi tirate la leva accanto alla scala e riprendete il cammino verso Badger. Raggiungete Cortez ed uscite insieme dal livello.
Air Defense Trenches
Dovrete muovervi sui camminamento del bunker ma raggiungerete presto un'area all'aperto vicino alle trincee. Saltate oltre la ringhiera per raccogliere dei frammenti di armatura, una volta raggiunto Bidwell vi verrà assegnato un nuovo obiettivo : distruggere gli hangar vicini poichè i velivoli impediscono alla squadra di avanzare e distruggere la contraerea.
Hangar Perimeter
Il primo nemico è un Gunner, un grande Strogg umanoide armato con una sparachiodi e un lanciagranate. Subito dopo incontrerete Caporale Mahler e la sua piccoola squadra. Vi verrà assegnato uno shotgun ma non vi sarà subito utile visto che i prossimi scontri si svolgono all'aperto : usatelo solo a distanza estremamente ravvicinata. Cliccate sul tecnico per farvi riparare l'armatura esattamente come con i medici. Dopo la breve corsa in ascensore arriverete in una fabbrica, c'è un Gunner sul camminamento quindi fate attenzione alle granate ed eliminatelo con la mitragliatrice. Eliminate tutti gli Strogg e Mahler vi dirà di trovare un modo per aggirare il vetro rinforzato, attenti al Berserk che sbucherà dalla porta mentre parla. Attraversate l'hangar, salite le scale e attivate l'interruttore per estendere la passerella sull'hangar, abbassate il cannone e fate fuoco con l'interruttore dietro di esso per sciogliere il vetro. Raggiunta la prossima passerella verrete attaccati da molte guardie sulla piattaforma lontana, usate il Blaster per risparmiare munizioni finchè un Berserk viene verso di voi. C'è una scala, scendete e prendete munizioni ed armatura.
Interior Hangar
Restate con Mahler, quando raggiungete l'area senza energia elettrica preparatevi ad una imboscata, spunteranno delle torrette dal soffitto e degli Strogg usciranno dalle pareti, eliminate le torrette per prime visto che richiedono pochi colpi. Subito dopo incontrerete Rhodes, l'esperto in demolizioni, tornate indietro nella stanza con i grandi condotti energetici blu, ci sono due hangar oltre la grande stanza in cui dovrete entrare e ripulire prima che Rhodes piazzi le cariche. Attenzione perchè dopo aver installato la prima carica un gruppo di Strogg vi aspetterà nella stanza blu quando la attraversate per la seconda volta. Seguite infine Rhodes per fare detonare le cariche e passare al prossimo livello.
MCC Landing Site
Rigenerate salute ed armatura poi uscite ed incontrate Voss che vi assegnerà un lanciagranate, usatelo ogni volta che potete perchè è molto potente, imparate a sfruttare i rimbalzi a vostro vantaggio per colpire dietro gli angoli ed i grandi gruppi di Strogg. Non appena raggiungete la porta raccogliete le munizioni nelle trincee laterali poi salite sulle casse e calatevi nel buco sul tetto poi aprite la porta dall'interno. Da qui in poi dovete solo avanzare ed eliminare tutti i nemici, una volta nella sala di controllo del cannone eliminate il Berserk e prendete il controllo dell'arma. Sparate al portellone dell'hangar dopodichè tornate alle trincee e verso il portellone che avete appena fatto saltare. Saltate sulla jeep e passate al livello successivo.
Operation : Advantage
Non dovete far altro che darvi un'occhiata intorno sulla Hannibal, quando siete pronti cercate la Briefing Room poi dirigetevi all'armeria per ottenere un caricatore più ampio per la mitragliatrice. Tornate al punto di partenza per terminare il livello.
Canyon
Fatevi dare un passaggio dal camion, dovrete sparare ad un gruppo di Strogg ma a quanto pare non potete subire danni in questa sequenza. Salite sul veicolo e prendete controllo della mitragliatrice, il mezzo ha uno scudo che si ricarica col passare del tempo. Arrivate alle mine dovete proteggere Rhodes mentre le disinnesca, può incassare parecchio danno ma non è immortale quindi cercate di proteggerlo eliminando i Berserkers prima dei Brute. La sequenza successiva è piuttosto difficile, eliminate per prime le torrette che sparano missili e se non ci riuscite sparate ad essi prima che vi raggiungano, sono veramente lenti. Cercate di imparare la posizione delle torrette ed eliminatele il più velocemente possibile.
Perimeter Defense Station
Non appena raggiungete i due marine preparatevi per uno scontro, dovrete superare alcuni gruppi di Strogg e aprire un paio di porte prima di raggiungere l'ingegnere che rappresenta il vostro obiettivo, scortatelo indietro dove la sua presenza è richiesta. Una volta che le luci si sono spente cercate i controlli della griglia di difesa e spegnetela per consentire al convoglio di superarela. Prima di uscire dalla struttura incontrerete un Gladiator, sono armati di Railgun quindi fate attenzione quando caricano il colpo e restate sempre in movimento per evitarlo, sono armati con uno scudo che riflette i proiettili, il modo più facile di eliminarlo è a colpi di granate, attenti però a non farle rimbalzare sullo scudo.
Acqueducts
Vi verrà consegnata una modifica che aumenta la cadenza di fuoco della Nailgun rendendola un'arma abbastanza efficace contro gruppi di nemici deboli, subito dopo dovete saltare a bordo di un Hovertank, fate brevemente pratica con i controlli prima di proseguire. Cambiando arma potete usare i missili o la mitragliatrice del carro armato, gli scudi si ricaricano quindi se venite danneggiati aspettate prima di proseguire, questa sezione non dovrebbe presentare alcun problema per voi.
Acqueducts Annex
Il primo nemico è un Harvester, armato di mitragliatrice e di milli ( e sorprendentemente simile ai ragni robot visti in Matrix ) : se vi avvicinerete troppo vi colpirà con una delle gambe, dovete sparare col lanciamissili al suo corpo e usare la mitragliatrice per abbattere i suoi colpi. Il resto del livello è piuttosto facile ma prima della fine incontrerete due Harvester, usate la struttura blu per ripararvi dai missili e sparate dalla distanza, non dimenticate che potete usare lo zoom per essere più precisi. Abbattete i missili che superano la struttura con la mitragliatrice e non dovreste avere problemi.
Nexus Hub Tunnels
Poco dopo l'inizio del livello dovete separarvi dal gruppo principale e scortare Strauss alla stanza di controllo della temperatura. Incontrerete un altro Gladiator, usate la Nailgun che non può essere deviata dallo scudo, fatevi riparare l'armatura da Strauss ogni volta che ne avete bisogno. Proteggetelo mentre smanetta sui controlli della temperatura, degli Icarus vi attaccheranno in modo piuttosto fastidioso, scaricategli addosso tutto quello che avete, mitragliatrice e shotgun funzionano piuttosto bene. Sulla strada del ritorno dovete eliminare un gran numero di Strogg, lasciate ai vostri colleghi il lavoro e non dovreste avere problemi, lanciate alcune granate per ammorbidire il Gladiator. Subito dopo verrete mandati in una porta laterale per disattivare il campo di forza, nella stanza con le grosse tubature potete saltarci sopra ed entrare in una piccola apertura sotto la passerella superiore per ottenere armatura e salute. Una volta tornati al convoglio restate vicino al camion e fatevi superare dall'Harvester. Procedete eliminando gli Strogg e fate particolare attenzione agli Icarus, proteggetevi dietro le porte e prendete il giusto tempo con la loro mitragliatrice, attenzione perchè continuano a sparare anche se non vi vedono. Raccogliete l'Hyperblaster lungo la strada e proseguite.
Nexus Hub
Eliminate i nemici fra voi e la stazione energetica, proteggete Strauss mentre la attiva. Tornate al tetranodo e disabilitate i controlli di emergenza, nascondetevi dietro il pannello di controllo ed usate lo shotgun per eliminare il Gladiator. Seguite le istruzioni di Strauss finchè non arrivate ad una grande stanza con un terminale al centro, non appena lo attivate due Tank sbucheranno dalle pareti e faranno fuoco su di voi. Nascondetevi dietro le tubature e spostatevi lateralmente facendo fuoco col lanciagranate. A questo punto il Makron farà il suo ( trionfale ) ingresso, proteggetevi dietro i tubi e colpitelo abbastanza volte finchè non vi stordirà con un attacco facendovi passare al livello successivo in modo decisamente non ortodosso.
Strogg Medical Facilities
Godetevi la memorabile sequenza animata, fortunatamente la squadra Rhino vi libererà prima che l'impianto neurale venga attivato. Avrete più energia, vi muoverete più in fretta e sarete in grado di leggere e capire la lingua Strogg, sarete anche in grado di curarvi cliccando sulle sacche di Stroyant appese alle pareti. I primi nemici che incontrerete sono i Medbots, cercheranno di attaccarvi corpo a corpo e vi lanceranno delle granate velenose, la shotgun è l'arma ideale per sbarazzarsene. Cliccate sul pannello accanto al cadavere di Anderson per aprire le porte e proseguite. Raccogliete il lanciarazzi in cima all'ascensore, usatelo per eliminare i Gladiator mirando ai piedi. Raggiungerete Voss bloccato dietro una porta, tornate indietro e superate i due soldati nelle vasche, attraversate la porta e poi scendete con la piattaforma. Non dimenticate la scala seminascosta accanto alla rampa di scale poco più avanti, ci sono frammenti di armatura e munizioni per il lanciarazzi. Più avanti dovrete strisciare all'interno dei condotti e troverete l'Hyperblaster, subito dopo raggiungerete il Parasite che avete visto correre poco prima all'interno di una stanza : quando vi avvista lancerà dei moduli di teletrasporto dai quali spunteranno due soldati Strogg e due Berserkers, restate accanto alle pareti e cercate di eliminare questi ultimi per primi, preferibilmente con il lanciarazzi.
Construction Zone
Il famigerato robottone. E' più lento e meno resistente del carroarmato, fate attenzione. Eliminate i nemici volanti con la mitragliatrice, usate il cannone sui nemici appiedati e le torrette. Dovete scontrarvi con un Harvester prima di scendere dal mezzo e proseguire a piedi passando sotto la passerella.
Dispersal Facility
Raccogliete la Railgun anche se non si rivelerà un'arma molto efficace. La sequenza più difficile è rappresentata da un gruppo di soldati Strogg in una rampa di scale piena di barili esplosivi, cercate di eliminarli dall'alto con il lanciagranate sparando un po' a casaccio. Ignorate l'Harvester e passate oltre. Arrivati al cuore gigante attivate i due interruttori per aprire una botola. I robot meccanici volanti non vi attaccheranno, calatevi nella botola e proseguite.
Recomposition Center
Poco dopo l'inizio del livello liberate il tecnico cliccando sul pannello di controllo lì vicino sulla seconda icona, modificherà la vostra Nailgun dotandola di proiettili a ricerca trasformandola virtualmente nell'arma più utile del gioco : premete il pulsante destro del mouse, puntate il bersaglio e poi mettetevi al riparo, i proiettili andranno a segno praticamente sempre. Più avanti arriverete in una zona di stoccaggio, il tecnico vi manderà avanti per attivare il sistema di spostamento dei barili. Raccogliete la Lighting Gun, l'arma in assoluto più potente del gioco ( usatela con i boss ). Attivate il sistema e proseguite. Una volta attivato il secondo pannello di controllo troverete un Nailgunner sulla via del ritorno, usate la Lighting Gun per eliminarlo, è un'avversario temibile. Tornate dal tecnico e usate il pannello di controllo per creare una piattaforma, prima pigiate il pulsante in basso a destra, poi sul pulsante con i barili e poi premete la freccia verso il basso. Saltate sul pannello di controllo poi sui barili e salite, uccidete un Brute e superate il livello.
Purification Center
Seguite i nastri di trasporto ed evitate i macchinari, attenzione in particolare ai soldati Strogg armati di Hyperblaster. Prima o poi raggiungerete una gigantesca creatura che produce lo stroyant, il liquido con cui potete curarvi, evitate i suoi colpi riparandovi dietro le colonne, giratele attorno verso sinistra e cliccate sul pannello. Uscite dalla vetrata riparandovi dietro la colonna, salite con l'ascensore ed attivate il secondo pannello uccidendo la creatura. Scendete nell'apertura facendo attenzione a non cadere di sotto ed uscite dal livello.
Waste Processing Facility
Zombie! Ne sentivo la mancanza. La Waste Processing Facility è dove gli Strogg scaricano tutti i marine che non hanno superato brillantemente il processo di trasformazione in Strogg, col senno di poi tutto sommato potete ben dire di essere stati fortunati. Gli zombie sono deboli ma restatene alla larga ed evitate l'acido, se volete potete usare il Blaster per risparmiare munizioni. Fate attenzione quando raggiungete la sezione con i macchinari in movimento, subito dopo incontrerete una grossa imboscata di Strogg che arrivano da ogni direzione, infilatevi in una delle stanze vicine e cercate di eliminarli dalla distanza. Dopo aver attivato il ponte cadrete in una trappola con altri zombie, eliminateli con lo shotgun e proseguite fino ad incontrare Lanier. Superare un grosso gruppo di marine Strogg, la Nailgun è molto utile qui. Superate la griglia di sicurezza grazie ai vostri impianti Strogg e preparatevi ad affrontare Voss, un boss davvero tosto. Scaricategli addosso la vostra Lighting Gun e quando gli scudi sono caduti continuate a colpirlo col lanciamissili, eliminando con la stessa arma gli Strogg che compaiono. Quando ricarica gli scudi passate alla Lighting Gun o l'Hyperblaster e ripetete ancora fino a stenderlo. I suoi missili teleguidati vi daranno parecchi problemi, evitateli alla meglio cercando di usare gli angoli come copertura. Evitate assolutamente il suo Black Hole Generator, quelle grosse sfere nere possono eliminarvi in un colpo solo. Quando avete terminato disattivate la griglia e passate oltre.
Operation : Last Hope
I vostri compagni non si dimostreranno molto amichevoli in questo livello. Subito dopo il briefing gli Strogg attaccheranno la Hannibal, passate dall'armeria e poi dirigetevi verso le capsule per essere sparati sul pianeta in modo molto poco ortodosso.
Data Storage Terminal
Subito dopo il vostro "atterraggio" iniziate a combattere fino a raggiungere una porta chiusa. Tornate indietro, cercate un tubo con delle fiamme e calatevi sotto di esso, prendete l'armatura e proseguite. Raggiungete il luogotenente Hollenbeck e prima di prendere l'ascensore superate la porta e attivate un droide di riparazione per spegnere il fuoco, raggiungete la stanza e prendete la Dark Matter Gun dopo aver distrutto i tre robot, molto potente e più utile contro i boss che i grandi gruppi di nemici. Tornate all'ascensore e terminate il livello.
Data Storage Security
Il tecnico che è con voi triplicherà il danno inflitto dalla vostra Railgun ( non che migliori di molto, tuttavia ), da qui in poi procedete rapidamenente fino al pannello di sicurezza senza incontrare nemici. Subito dopo dovrete affrontare le Banshee, sono piuttosto pericolose ma l'arma migliore per eliminarle è la Nailgun, mettetevi al riparo per evitare i missili e sparate con la ricerca automatica del bersaglio. C'è uno scontro piuttosto duro con un Parasite e due Banshee, bloccate gli Strogg che si teletrasportano sulla porta col lanciarazzi o con il lanciagranate.
Data Storage Terminal Redux
Proseguite salendo per la serie di ascensori fino a raggiungere i due Strogg armati di lanciafiamme, cercate di correre all'indietro per mantenere la distanza mentre li colpite con la Lighting Gun, curatevi con lo Stroyant lì vicino quando li avrete eliminati. Una volta arrivati al punto di atterraggio della navetta tornate da Rhodes, lungo la strada incontrerete il Guardian, fortunatamente per ora non lo dovrete affrontare. Uno dei tecnici sul percorso vi modificherà l'Hyperblaster in modo che i colpi rimbalzino sulle pareti, non molto utile se volete il mio parere. Restate con Rhodes e salite in cima alla torre per raggiungere la stazione di sicurezza, il vostro compagno eliminerà la maggior parte dei nemici per conto vostro. Tornate giù e dirigetevi all'ascensore prima disattivo, vi condurrà al prossimo livello.
Tram Hub Station
Proseguite da soli fino a raggiungere la squadra Scorpion, immediatamente sarete attaccati da un gran numero di marine Strogg. Una volta dentro la stazione eliminate i due Berserk, se venite danneggiati troppo severamente tornate dai vostri compagni e fatevi mettere in sesto. Dopo aver esteso il ponte dovrete aprirvi la strada per la Processing Tower, arriverete a quello che sembra un vicolo cieco ma sarà sufficiente saltare sui corrimano per arrampicarvi sulle infrastrutture e strisciare sull'altro lato. Poco dopo farete la conoscenza di Cortez, anche lui è molto efficace contro i nemici quindi lasciatelo lavorare per voi. Una volta raggiunti i controlli ruotate il mezzo per allinearlo correttamente, seguite le istruzioni di Cortez e prendete le scalette che portano sotto il mezzo che avete appena ruotato. Una volta dentro dovrete affrontare due Berserk e un Parasite in una piccola stanza, eliminate i primi con lo shotgun ed il secondo con il lanciagranate. Attivate la pressa meccanica, salite sul nastro trasportatore e passate oltre quello che sembrava un vicolo cieco. Dopo aver attivato i droidi di riparazione tornate da Cortez per terminare il livello.
Tram Rail
Non c'è molto da dire. I velivoli non sono molto pericolosi, concentratevi sulle monorotaie e se avete difficoltà colpite gli Strogg anzichè il mezzo che li contiene.
Data Processing Terminal
Sembra che gli Strogg abbiano tolto l'energia all'edificio in questione per impedirvi di proseguire, per raggiungere il tetto dovrete trovate un modo di riattivare l'energia elettrica. Fate molta attenzione ai teletrasporti che brillano nel buio, ne uscirano diversi nemici da eliminare. Dopo qualche combattimento raggiungerete la stazione energetica, attivatela per restituire energia all'edificio. Subito dopo verrete attaccati da due Banshee, un Parasite e un Enforcer armato di lanciafiamme, usate il Dark Matter Generator per levarvi d'impiccio se avete difficoltà. Una volta raggiunto Sledge attivate l'interruttore nella stanza accanto, mentre aspettate l'ascensore i teletrasporti inizieranno a vomitare Strogg e ben tre Tanks i quali possono essere eliminati con due colpi di Dark Matter a testa, appena eliminati correte sull'ascensore e terminate il livello.
Data Processing Security
Arrivati al piano 2000 seguite il sentiero indicato dal raggio di luce rossa, arrivati al pannello di controllo ruotate due volte a destra l'emettitore per trasmettere il raggio di luce e aprire la porta. Arrivati alla stanza con gli otto emettitori cercate l'ascensore vicino, raggiungete la stanza sopraelevata con i controlli e ruotateli in modo da trasmettere il raggio alla porta. Premete quello in basso a sinistra poi in mezzo a sinistra, in mezzo a destra, in alto a destra e in alto in mezzo. Una volta raggiunto il tetto preparatevi ad un bello scontro, due Icarus lanciamissili e un Gladiator vi aspetteranno, i primi possono essere eliminati a colpi di shotgun oppure potete usare il lanciamissili se preferite, cercate di usare le strutture nell'area per ripararvi dai missili però.
Data Processing Terminal
Mentre scendete il Guardian farà di nuovo la sua apparizione e questo è quanto. Non dovrebbe difendere le torri dai vostri attacchi anziché continuare a distruggerle entrando ed uscendo da grossi buchi nelle pareti?? Comunque questo è uno dei pochi livelli in cui non sarete obbligati a sparare un colpo.
Data Networking Terminal
Dopo la breve corsa in ascensore incontrerete alcuni membri della squadra Raven compresi un tecnico ed un medico. L'ascensore avrà un Gunner a bordo quando lo richiamerete a terra, attenzione ai sistemi di teletrasporto che vomiteranno altri Strogg. In cima all'ascensore un Enforcer vi aspetta. Le prossime due stanze sono ricolme di Strogg, lasciate pure fare ai vostri compagni se ne avete la possibilità. Eliminate l'ultimo Gladiator poi infilatevi nella porta dalla quale è entrato per raggiungere un teletrasporto che vi porterà vicino al tetto.
Data Networking Security
Saltate sulla sinistra, strisciate sotto le porte e giunti al vicolo cieco cercate la tubatura arancio che scorre sotto il pavimento e abbassatevi per seguirla finchè non raggiungete l'ascensore. Appena salite sulla piattaforma dovrete sconfiggere il Guardian, non è uno scontro impegnativo se avete abbastanza munizioni per il Dark Matter Generator, cercate di rimanere il più lontani possibili e riparatevi dietro le strutture per evitare i suoi colpi. Attenzione a non farvi volare sopra la testa perchè vi farà moltissimo danno con le fiamme del suo jetpack. Attivato l'ultimo pannello scendete di un piano e saltate nel teletrasporto.
Nexus Core
Raggiunto il primo ascensore attivatelo e scendete, attenti però agli Strogg che sfonderanno le finestre e vi attaccheranno, sfruttate la mitragliatrice e la sua torcia elettrica per cavarvela. Una volta a fine corsa verrete attaccati da due Banshee e un Gladiator, saltate fuori appena arrivati e usate la Nailgun per eliminare i nemici. Oltre la porta c'è un Parasite, accoglietelo con un colpo di Dark Matter per distruggere i dispositivi di teletrasporto che lancia prima che richiamino altri Strogg. Per raggiungere l'ascensore dovete avere a che fare con molti teletrasporti che sembrano vomitare Strogg senza sosta, una volta a bordo aspettatevi uno scontro con un Gladiator e due marine Strogg, una Banshee attaccherà immediatamente appena li avrete eliminati. Scendete nelle tubature dalla quale è uscita la Banshee e da lì raggiungete il pannello di controllo della sicurezza, disattivatelo e tornate alla stanza dell'ascensore per superare la porta ora aperta. Preparatevi allo scontro più impegnativo del gioco ( probabilmente ), nell'ordine dovete affrontare tre Enforcer ( scappate correndo all'indietro e colpiteli con lo shotgun ), tre Icarus ( usate l'Hyperblaster e abbattete i missili prima che vi colpiscano ) e due Tank ( Dark Matter! ). Saltate sui tubi per superare la stanza successiva e raggiungete la piattoforma superiore, vi aspetta una brutta imboscata, cercate di intercettare gli Strogg quando escono dalla porta a colpi di missili o di Dark Matter.
The Nexus
Non avrete pensato fosse così facile, spero. Molto carino però lasciarvi un'intera collezione di munizioni e di armatura giusto nel corridoio prima dello scontro finale ... non impararenno mai! A questo punto dovrete affrontare di nuovo il Makron ( per la terza volta, se avete giocato a Quake 2 ), niente paura però, questa volta il vostro armamento vi consentirà uno scontro alla pari e non finirete di nuovo nelle infermerie Strogg, almeno si spera. Una volta dentro sparate un colpo di Dark Matter per eliminare i dispositivi di teletrasporto lanciati dal Makron poi bersagliatelo con la Railgun finchè non muore utilizzando le grandi colonne per evitare i suoi colpi. Subito dopo il Makron separerà il torso dalla sua parte inferiore e si ricaricherà di energia tornando all'apice delle sue forze, a questo punto colpitelo di nuovo con la Dark Matter e ricominciate con la Railgun finchè non lo vedrete ricaricarsi dai piloni di energia, a quel punto bersagliatelo con la Dark Matter fino a stenderlo definitivamente : cercate di essere rapidi e di infliggere il massimo danno possibile o continuerà a rigerenarsi facendovi sprecare munizioni preziose. Restate il più lontano possibile per tutta la durata dello scontro, quando si alza sulle zampe posteriori e colpisce il terreno piazzatevi dietro una colonna per evitare l'onda d'urto. Restate sempre dietro le colonne sia quando spazza la stanza con i fasci di energia viola sia quando lancia i dardi gialli a raggiera, evitate in particolar modo i grossi globi viola ( dovreste riconoscerli ) che vi metteranno ko con un sol colpo. Correte nei teletrasporto verdi e salite al piano superiore, usate la Lighting Gun sul pilone in cima al cervello gigante per abbassare gli scudi poi sparate un colpo di Dark Matter sul cervello stesso, ripetete finchè non cede restando in movimento per schivare i colpi dei molti nemici nella stanza. Ignorateli e concentratevi sul cervello. Ottimo lavoro, potete rilassarvi finchè non uscirà l'inevitabile espansione...
By NoSf3rAtU
Ultima modifica di NoSf3rA†U; 21-12-06 alle 19:20:27
Sposto di qua..... che mi sembra più approppriato....
Quake4 Config Tweak:
com_allowConsole 1
Per non dover premere contemporaneamente ctrl+alt+\
-Grafica-
r_shadows 1
Attiva o disattiva le ombre dinamiche.
r_skipBump 1
Con valore 1, disattiva l'effetto bump e normal mapping, non eccessivo guadagno in fps, tuttavia è il primo passo per ottenere l'effetto picmip alla Quake3
r_skipSpecular 1
disattiva gli effetti rifrazione delle superfici.
r_brightness 2
Luminosità. Consiglio valori scalari compresi da 1 a 3
r_gamma 1.5
Gamma. Consigliati tra 1.3 e 1.8, oltre personalmente spacca gli occhi...
image_anisotropy 0
Disattiva il filtro anisotropico delle textures
image_downSize 1 image_downSizeLimit 4
Il primo comando attiva il limite alle dimensioni delle textures, il secondo impone la grandezza in Kb. Impostate la grandezza secondo multipli di 2, ricordando che ad una diminuzione del dettaglio corrisponde un inscurimento generale dell'ambiente da correggere con brightness e gamma.
impostando 4 o 8 si ottiene il caro vecchio effetto picmip, con tutte le texture spalmate sui poligoni.
image_downSizeBump 1 image_downSizeBumpLimit 4
Come sopra, ma vale per il bump.
image_downSizeSpecular 1 image_downSizeSpecularLimit 4
Come per il downsize, ma vale per la mappa speculare
image_useCache 1 image_cacheMegs 256 image_cacheMinK 32768
Impostazioni della cache di sistema. Il primo per attivarla e il secondo per stabilire lo spazio di memora (settate 1/4 della ram di sistema).
Per impedire eventuali crash, impostate il cacheMinK come (cacheMegs/*1024
image_usePrecompressedTextures 1
abilita l'uso delle textures precompresse
image_filter GL_LINEAR_MIPMAP_NEAREST
Imposta il filtro openGL più veloce
-Effetti-
g_brassTime 0
g_decals 0
g_projectileLights 0
ui_showGun 0
g_gunViewStyle 0
g_showProjectilePct 0
g_muzzleFlash 0
g_doubleVision 0
Tolgono segni sui muri, effetti di luce delle armi, modello dell'arma, visione sdoppiata
quando colpiti etc ottimizzando la visuale
g_skipItemShadowsMP 1
seta g_skipPlayerShadowsMP 1
seta g_showPlayerShadow 1
I primi due eliminano le ombre dinamiche in Multiplayer, rispettivamente agli oggetti e al
proprio personaggio... risparmio di fps
Il terzo fa per il singleplayer quello che il secondo fa per il multy
-Player-
g_fov 105
Field of View, angolo di visuale. Consigliato tra 90 e 110
ui_autoSwitch 0
Toglie lo switch automatico delle armi
sensitivity 5
Sensibilità del mouse
ui_hitscanTint "200 1 1"
Piccola chicca per chi si vuole distinguere. E' possibile modificare il colore del railgun al di
là delle poche (e bruttine) proposte del menù di impostazione
Il primo valore è il colore, impostabile tra 0 e 360.
-Net-
net_clientLagOMeter 1
Visualizza il grafico della connessione
net_clientMaxRate 25000
impostazione del rate massimo, se vi scatta in rete provate ad alzarlo
-Disabilitazione del bobbing (server enambled)-
In alcuni server è possibile disabilitare il movimento del mirino quando si corre o si cammina attraverso questi comandi:
Bored of spawning NPC's because you only know commands like spawn monster_gunner? This guide outlines a large number of possibilities!
Info:
Bored of spawning Npcs because you only know commands like "spawn monster_gunner" ?
I searched the Quake 4 Files for days for new commands and now I give them to you!
Now love me, kiss me, thank me! xD
Copy the commands you need from my config file and replace the old lines from your .cfg with my new ones (or edit your lines).
Commands:
Here are the new commands I found out.
spawn char_marine_npc_voss_airdefense - Armed Voss
spawn char_marine_npc_morris_airdefense - Armed Morris
spawn char_marine_npc_anderson_airdefense - Armed Anderson
spawn char_marine_npc_bidwell_airdefense - Armed Bidwell
spawn char_marine_npc_cortez_airdefense - Armed Cortez
flashlight 1 - Flashlight for Npcs weapon
talks 1 - Let the Npc talk (battlechatter)
talk_turn 1 -
leader player1 - Npc follows player!!!
npc_name '...' - Name of the npc shown. Don't forget the ' '
def_head ... (char_marinehead_gen_white_4) (persona_marine_act1_7_helmet) ... - Select the head of the npc. Now you can make a marine with HELMET!!!
override_head ... - Override helmet
npc_description '...' - The npc description, for example 'Rhino Squad'
def_persona ... (persona_marine_act1_5) - Select a npc persona
health ... - Edit the npc health, recommend for heroes like Voss
healthregenenabled 1 - Healthregenration enabled, recommend for heroes like Voss
This is a interesting utility that you can use when you get bored of just fraging away and want to have some fun with those wonderful NPCs.
Info:
Bored of spawning Npcs because you only know commands like "spawn monster_gunner" ?
I searched the Quake 4 BaseFiles for days for new commands and now I give them to you!
Now love me, kiss me, thank me! xD
Copy the commands you need from my config file and replace the old lines from your .cfg with my new ones (or edit your lines).
IMPORTANT:
Remember to go to a large open area if you want to test things.
It's not very good to spawn tanks and big harvesters in small rooms...
Also remember, that everything will spawn in front of you, so you shouldn't stay in front of a wall.
Commands:
Here are the new commands I found out.
You can easily find your needed entitiy by typing... 1)... "listentities" in the console 2)... "listactiveentities" in the console, if your entity is currecly active (better because the list is smaller) 3)... "listmonsters" in the console, if you need a specific monster
Use "listcmds" for all console commands:
spawn char_marine_npc_voss_airdefense - Armed Voss
spawn char_marine_npc_morris_airdefense - Armed Morris
spawn char_marine_npc_anderson_airdefense - Armed Anderson
spawn char_marine_npc_bidwell_airdefense - Armed Bidwell
spawn char_marine_npc_cortez_airdefense - Armed Cortez
flashlight 1 - Flashlight for Npcs weapon (and not only the machinegun and pistol!!!)
talks 1 - Let the Npc talk (battlechatter)
talk_turn 1 -
leader player1 - Npc follows player!!!
npc_name '...' - Name of the npc shown. Don't forget the ' '
def_head ... (char_marinehead_gen_white_4) (char_marinehead_helmet) ... - Select the head of the npc
override_head ... - Override helmet, recommend for Tech and Medic marines
npc_description '...' - The npc description, for example 'Rhino Squad'
def_persona ... (persona_marine_act1_5) - Select a npc persona. It's needed to change for example the voice of a soldier.
If a soldier has a helmet (def_head) he should speak over his comlink (radiovoice). So you use "def_persona persona_marine_act1_1_helmet" for example.
health ... - Edit the npc health, recommend for heroes like Voss
healthregenenabled 1 - Healthregenration enabled, recommend for heroes like Voss
ammo ... - Edit the ammo number, example 40 or 80 is the standart for the machinegun.
minshots ... - Edit how many shots the npc has to fire min. , recommend if you want them to fire burst/auto/single (then also change maxshots!!!)
maxshots ... - Edit how many shots the nps has to fire max. , recommend if you don't wanna have a marine fire a full magazine like rambo...
tactical_rush 0/1 - Advance as close to the player as necessary (for example the Berserker has it)
tactical_ranged 0/1 - Stop at a valid attack range and remain there shooting
tactical_cover 0/1 - Take cover
tactical_hide 0/1 - Run away and hide if there is no way to attack enemy
team 0/1 - (0 = Npc is on your team, 1 = Npc is your enemy!) Now you can change stroggs to allies and marines to enemies. Warning: You can't shot Marines on close distance!
bleed 0/1 - Changes if the npc bleeds when hit. Now your marines can bleed when you hit'em, also when they're dead!
burnaway 0/1/2 - Should change if the dead npc burns away. Haven't tested yet.
MEDIC and TECH options:
disableHeal "Set to 1 to have them spawn with heal disabled - enable it later via the enableHeal script event. Default 0."
noAutoHeal "Won't heal you unless you click on them. Defaults to 0."
stationary "Won't move towards you to heal you. Defaults to 0."
healObeyTether "Won't break tethers to heal you. Defaults to 0."
minMarineHeal "When your health drops at or below this (as a normal marine), they will automatically try to heal you. Also, when healing, they will heal you to *at least* this level. Default 50. This should really be consistent across all levels."
maxMarineHeal "When your health is at or above this (as a normal marine), they will refuse to heal you even if you click on them. Default 75. This should really be consistent across all levels."
minStroggHeal "When your health drops at or below this (when stroggified), they will automatically try to heal you. Also, when healing, they will heal you to *at least* this level. Default 50. This should really be consistent across all levels."
maxStroggHeal "When your health is at or above this (when stroggified), they will refuse to heal you even if you click on them. Default 100. This should really be consistent across all levels."
healAmt "How much (minimum) they will heal you per heal instance. Default 50. This should really be consistent across all levels."
patientRange "Maximum range their patient can be from them for them to automatically consider you as a patient. Default 640. Should not be changed unless necessary."
buddyRange "Maximum range they look for buddies who are in combat - if there are buddies in this range with enemies, they won't auto-heal. Default 640. Should not be changed unless necessary."
enemyRange "Maxiumum range they look for enemies who are in combat - if there are enemies in this range mad at the patient, the medic/tech or buddies within buddyRange, they won't auto-heal. Default 1024. Should not be changed unless necessary."
healWait "How long (in seconds) they force you to wait between heals. Default 0. This should really be consistent across all levels."
Examples
Why you need examples? Look at the new .cfg file!!!
Vehicles:
spawn convoy_vehicle_flatbed - Convoy Truck with MACHINEGUN
spawn vehicle_gev - Tank
spawn vehicle_walker - Mech Walker
ENTITIES:
Warning: Some npcs could crash!!! You should only spawn the npcs you know they work!
This cfg file has got some commands that enable you to tweak some areas of Quake 4 on multiplayer. The cfg has examples on the following:
- Console
- Menus
- Cvar Commands
- Movement
- Weapons
- Screenshot
- Railgun color
- FOV Switch
How To Install This Cfg File:
Unzip the script in to the a folder on your Hard Drive, copy the cfg file to you Quake 4\q4base Folder default folder is C:\Program Files\Quake 4\ once in Game Hold Shift + ` to bring the consel Down and type exec Q4Tweak File.cfg.