Quake 4

Platform(s): PC, Xbox 360
Genre: Action
Publisher: Activision
Developer: id Software

About Rainier

PC gamer, WorthPlaying EIC, globe-trotting couch potato, patriot, '80s headbanger, movie watcher, music lover, foodie and man in black -- squirrel!


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'Quake 4' - v1.4.1 Win32/Linux BETA Patch Available NOW

by Rainier on April 3, 2007 @ 2:05 p.m. PDT

Earth is under siege by an alien race. The Strogg are cybernetic warriors--a mechanical frame and decaying body parts stabilized by flesh consumed in a systematic annihilation of other species and civilizations. In a desperate attempt to survive a Strogg attack on Earth, an armada of Earth's finest warriors is sent to take the battle to the Strogg home planet. Earth's initial assault force is nearly annihilated immediately, but one marine manages to infiltrate the base, bring down their planetary defense systems, and kill the Strogg's collective brain and leader--the Makron. Earth assumed the destruction of the Makron would end it all, but it didn't. That's where QUAKE II leaves off and QUAKE 4 begins.

Get the Quake 4 v1.4.1 BETA Patch off WP (260mb)

Quake4 v1.4.1 changes

  • new movemement code on angled surfaces (pm_slidevelocity and pm_powerslide)
  • LG knockback 6->11, fire rate 0.05->0.04, damage 8->7, max cells 400->300, range 768->736
  • LG & GL crosshair .dds files updated (with correct versions)
  • fixed player corpses warping to spawn locations
  • net_clientRepeaterDelay added for Q4TV
  • RG starting ammo 5->7, ammo box 10->7, max ammo 25->35
  • fixed pixelization of all crosshairs, added 2 new ones
  • allow backslash in say text, o/
  • spectators can now use teleporters
  • unprotected r_displayRefresh
  • removed health/armor adjustments from g_handicap; now affects players damage output only
  • model specfic sound code to allow unique sound sets be defined for each model
  • several OpenAL sound fixes
  • assume private networks are LAN servers; net_forceInternet can be used if they aren't
  • allow mods to alter engine level cvar flags
  • added si_fps 'Tickrate' to server browser hover info
  • new lagometer code, increased performance and works with r_useSMP
  • force pro skins option added to Game Options GUI
  • unlocked g_gunX, g_gunY, g_gunZ cvars
  • added g_weaponFovEffect
  • gun position option added to Game Options GUI
  • fixed some item pickups not being viewable by Q4TV
  • new size for megahealth simpleItem
  • pure check for Q4TV added
  • fixed NextWeap/PrevWeap when scrolling through several weapons at once
  • fixed broken firing animation for viewers
  • projectile explosions/impacts are always predicted correctly now; gives much better feedback to the player when lagged
  • fixed the need to toggle console before entering a password
  • shaderParm support added for model renders in GUIs (allows for mods to display brightskins dynamically in GUIs)
  • net_challengeLimit increased from 15 to 30 seconds to minimize timeouts during loading of an addonpak
  • free gameclient/bot slots for bots removed
  • net_clientPrediction archives
  • jump / crouch animation added for players crouched in midair
  • prevented DeadZone triggers from being called in other gameTypes, which caused memory corruption
  • added snaps to GUI sliders
  • added chat support for Q4TV
  • made use of smaller data types to decrease network traffic
  • increased limit of possible viewers for Q4TV
  • fixed missing respawn sound with g_simpleItems
  • recordNetDemo now works for Q4TV
  • fixed stuck hums
  • fixed issues with switching to addonpaks via the Admin GUI
  • s_useDeferredSettings default changed to 0
  • clear new dict and save/restore serverInfo cvars when doing a reloadEngine for spawnServer

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