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Quake 4 Singleplayer Questions

Started by Badb0y, August 09, 2014, 08:57:01 PM

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Badb0y

sikkmod for q4, 1.2 light. monsters leave items after frag. but in the readme i see nothing about this gamechange. how to deactivate it?

flashlight. today in games a weapon flashlight would make monsters more aggressive, more aware of the player. is it safe to say that q4sp hadnt such an effect?

why did raven so many uninspired frontal monster positions (front fights)? and why didnt they do more trap ambushes (monsters fall player in the back, monsters teleport in the room). sure the mapdesign has some non-linear elements (player sees the startpoint at the end, three doors are there but only 1 door opens for the player at first), but in general the player does one route only. it was 2005.

in a new interview raven said, half in the development id wanted a x360 version.
http://www.youtube.com/watch?v=Gu7pnvgnG6g 40. minute

do you think gameplay/mapdesign was changed in the pc version because of the x360? i read the x360 version has some shorter and cutted maps. 

the whole pixel detection damagezones in d3/q4sp. its okay but do you think it adds something to the games. wouldnt a stupid default hitbox do the job also?

bethesda did a re release of quake4 in 2012 for x360. is there a change to the old version?

ofc there is beauty in q4sp. animations, place fights, nice looking detail doors and pillars etc.

Mr A

I don't have Q4 installed, but I believe the item dropping will be in the monster .def using code like "def_dropDeathItem1". 

I think in Q4 there was some presumption that the Strogg used some sort of infravision or nightvision. 

Raven filled the game with uninspired frontal assaults and a lack of traps, because they're pretty poor level designers. 

I really admired the monster design and the textures and architecture too.  I thought it was really visually impressive.  The game was a tad dull though, but had some pretty good boss fights. 

bkt

I need to run right now, but later on I should be able to post a reply that answers most of your questions.

For now, if you want to remove the monsters dropping items find the following in the respective monster .def files and comment out the def_dropDeathItem# as per the example bellow.

//"def_dropDeathItem1" "ammo_drop_nailgun_moveable" // sikk - Added - Strogg Ammo Drop
//"def_dropDeathItem2" "ammo_drop_grenadelauncher_moveable" // sikk - Added - Strogg Ammo Drop