# Extract the pk4 file and drag the folder into your Quake 4 Directory.
# Delete the folder you dragged into your Quake 4 Directory.
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XP / Level up Mechanics
On enemy death, the player is awarded a fixed amount of 75 XP if the assailant was a player. This also means marines around you can "killsteal", so step your game up, marine!
On level up, the player's health is restored to maximum and is given a permanent boost of 5%.
To avoid potential game-breaking issues if the player starts reaching ludacris levels, there is a level cap of 100 (from 0 to 100).Currently, level progress and XP gained is displayed in the console. To open the console, enable it by adding the command "+set com_allowConsole 1" without the quotation marks to your Quake 4 Launcher.
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Replace the Quake weapons with thematic games mentioned; NO normal quake weapons should remain.
Blaster:* Now shoots charged blasts on fire that travel more slowly. * Removed self-damage from the splash damage. * Greatly reduced charge time and increased fire rate. * Increased firerate (0.15 shots/cooldown to 0.05 shots/cooldown). * Decreased charge time (0.80 sec to 0.001 sec). * Muzzle flash may be.. slightly increased. * Charged blaster splash radius increased (40 units to 175 units). * Charged blaster splash damage reduced (40 damage to 35 damage).
DMG (Dark Matter Gun):
* Speed of projectiles tripled (200 to 600). * Fire rate doubled (2 shots/shots/cooldown to 1 shot/shots/cooldown). * No longer has a clip size. * Initial shot damage increased (30 damage to 50 damage). * Initial shot radius increased by 50% (200 units to 350 units). * Player self-damage from splash damage changed (0% damage reduction to 1% damage reduction). * Splash damage portion increased (50 damage to 75 damage). * Splash damage radius increased (150 units to 225 units).
Grenade Launcher:
* Increased fire rate (0.8 shots/cooldown to 0.36 shots/cooldown). * Starting ammo increased to 20. * Clip size removed, you can now fire to your heart's content. * Travel speed of projectile reduced (700 to 500). * Bounce distance slightly increased (0.65 units to 0.75 units). * Fuse time decreased (2.5 sec to 1.75 sec). * Grenade projectile direct damage greatly reduced (125 damage to 55 damage). * Grenade projectile splash damage greatly increased (200 damage to 350 damage). * Grenade projectile splash radius insanely increased (200 units to 600 units). * Added player self-damage reduction: player-fired projectiles deal 97.5% less damage.
Hyper Blaster:
* Increased firerate (0.08 shots/cooldown to 0.055 shots/cooldown). * Spread decreased slightly (2 to 1.75). * Weapon clip size slightly increased (60 to 75). * Initial hit Damage greatly reduced (14 damage to 5 damage a shot). * Splash damage reduced (10 damage to 7.5 damage). * Splash damage radius doubled (25 units to 50 units). ** NEW: Weapon now fires 5 projectiles per shot to compensate for lowered damage.
Lightning Gun:
* Base weapon given a chain lightning range of (100, 300). * Fire rate reduced (0.1 shots/cooldown to 0.2 shots/cooldown). * Spread slightly reduced (1 to 0.75). * Weapon starting ammo massively increased (100 to 500). * Weapon mod "lightning gun chain" chain lightning range increased (from (200, 400) to (300, 800)). * Weapon mod "lightning gun chain" starting ammo greatly increased (from 200 to 1,000). * Damage substantially increased (11 damage to 25 damage). * Knockback substantially increased (10 units to 30 units of knockback).
Machine Gun:
* Scoped weapon shots now shoot five shots in a burst-like fashion. * Clip size & Starting ammo increased by 50% (40 shots to 60 shots). * Fire rate increased (0.1 shots/cooldown to 0.06 shots/cooldown). * Low Ammo warning changed (appears at 20 shots versus 10 previously). * Standard non-scoped damage slightly increased (15 damage to 20 damage, 24 against flesh). * Scoped damage substantially increased (20 damage to 30 damage, 35 against flesh).
Nailgun:
* Fire rate increased by about half (0.16 shots/cooldown to 0.075 shots/cooldown). * Starting ammo increased (50 shots to 100 shots). * No longer need to reload; clip size is the amount of bullets you have. * Direct nail damage increased (25 damage to 40 damage). * Nail splash damage increased slightly (25 damage to 30 damage). * Nail splash radius increased slightly (50 units to 60 units). * Weapon mod "nailgun power" firerate increased (0.1 shots/cooldown to 0.0375 shots/cooldown).
Napalm Gun:
* Direct napalm damage increased (70 damage to 95 damage). * Napalm splash damage increased (70 damage to 80 damage). * Napalm Glob Emit damage greatly increased (15 damage to 100 damage). * Napalm Glob Emit radius greatly increased (140 units to 300 units). * Firerate increased substantially (0.8 second shots/cooldown to 0.4 shots/cooldown). * No longer need to reload the weapon, clip size is the amount of bullets you have.
Railgun:
* Firerate increased (1.6 shots/cooldown to 1.15 shots/cooldown) * Starting ammo greatly increased (10 shots to 25 shots). * No need to reload, clip size is the amount of bullets you have. * Low ammo warning changed: when clip is at 5 shots or less. * Weapon mod "railgun penetrate" penetration ridiculously buffed (from 0.85 units to 20.85 units). * Weapon damage tripled (125 damage to 375 damage).
Rocket Launcher:
* Starting ammo increased (8 shots to 15 shots). * No longer need to reload the weapon, clip size is the amount of bullets you have. * Firerate slightly reduced (0.8 shots/cooldown to 1 shot/cooldown). * Rocket projectile speed reduced by two-thirds (900 to 600). * Rocket projectile direct damage tripled (150 damage to 450 damage). * Rocket projectile splash damage greatly enhanced (150 damage to 275 damage). * Rocket projectile splash radius buffed (180 units to 300 units). * Added player self-damage reduction: player-fired projectiles deal 95% less damage.
Shotgun:
* Firerate drastically increased (0.8 shots/cooldown to 0.35 shots/cooldown). * Weapon spread ridiculously increased (7 to 21), close range encounters a must. * Starting ammo slightly increased (8 shots to 10 shots). * Clip size greatly reduced (8 shots to 2 shots), effectively making this a double-barrel shotgun. * Standard shotgun now reloads 2 shells at once. * Weapon mod "shotgun ammo" clip size slightly reduced (10 shots to 8 shots). * Shotgun damage per pellet greatly increased (10 damage to 35 damage). * Reload sounds slightly altered by a few frames.
To see the changes, simply use the weapons as they appear in-game.
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Loot drops from monsters:
Strogg Marine:
- Drops Shotgun - Drops Machinegun - Drops Hyperblaster
Grunt:
- Drops Shotgun
Berserker:
- Drops small armor pickup - Drops small health pickup
Scientist:
- Drops Napalm Gun
Repair Bot:
- Drops small armor shard
Iron Maiden:
- Rocket Launcher
Failed Transfer / Slimy Transfer:
- Drops Shotgun
Tactical Transfer:
- Drops Shotgun - Drops Machinegun - Drops Railgun - Drops Hyperblaster
Light Tank:
- Drops Nailgun
Sentry:
- Drops Lightning Gun
Gladiator:
- Drops Railgun
Gunner:
- Drops Grenade Launcher
Upon the death of any of these listed creatures, they will drop one of these items.
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A Class system with 3 playable classes with different skill trees:
- We not there yet.
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4 Unique skills per class with at least 2 active.
- We still not there yet.
Common Deliverables:
Shortcut to autolaunch your mod
- Yes, I have it for both the steam launcher and desktop launcher.
UI Changes THAT REFLECT A CHANGE IN YOUR MOD
- Yes, modified the UI and Menu.
- Changed the text that appears when the user quicksaves
Code Compilation without additional warnings *
- Probably not.
README that explains all changes and how to demonstrate them
- Yes.
Your Mod and sub files are contained within separate folder and packaged in pk4 files.
- Yes.