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Summary: Quake 4 Patch v1.4.2
Date: 19 Jun 07
Filename: Quake4-1.4.2.exe
Size: 267.4MB (280,349,764 bytes)
Downloads: 2684
Last Download: 42 days ago
More info:

In addition to a number of new changes and updates, this 1.4.2 Point Release also includes the changes from point releases, beta, beta, 1.2, 1.3, 1.4.0 beta and 1.4.1 beta. If you have not previously updated QUAKE 4, this update will bring your installation completely up to date. If you have previously installed an earlier update, this update can be installed over the earlier update(s) without problems - there is no need to re-install previous updates or map packs released through the id Software website. Doing so may adversely affect the proper functionality of your installation.

If you require additional QUAKE 4 technical support, please see the help system that is included with the game.
Notes for mod users:

Due to the vast number of updates and new functionality in the 1.4.2 Point Release, mods will have to be updated to the 1.4.2 code by each respective mod author in order to run correctly on the 1.4.2 version of QUAKE 4. Information regarding mods and news related to the QUAKE 4 SDK can be found at Activision does not provide any technical support for mods.
Netdemo Recordings:

Network demos are a recording of the network traffic during a multiplayer game. You can record a network demo on a client connected to a multiplayer server (client-side network demo) or you can record the demo directly on the server (server-side network demo). Client-side network demo recording is recommended for performance benchmarking or match recording and playback.
Due to the high amount of network traffic managed by the game server, the stability of server-side network demos is completely dependent on number of clients, server processing power, and server bandwidth. More information regarding Network Demos can be found at
New Multiplayer Spectating - Q4TV:

Q4TV is a brand new spectating multiplayer feature. Server admins are now able to establish Q4TV feeds which allow for greater numbers of spectators. Q4TV streams report to the Multiplayer Server Browser with a tv icon so players can easily find and connect to live feeds.

======= Quick tutorial =======================================================

Creating a match server with broadcasting capability:
set ri_maxViewers to 1
set ri_useViewerPass to 1
set g_viewerPassword to something
set g_repeaterPassword to something else
set net_spawnRepeater to 1
spawnServer as normal

Connecting a repeater to the match server to broadcast to spectators:
set ri_maxViewers to the number of desired viewers
optionally set ri_useViewerPass and g_viewerPassword
optionally set ri_privateViewers and g_privateViewerPassword
set net_spawnRepeater to 2
set password to the g_viewerPassword on the match server
set privatePassword to the g_repeaterPassword on the match server
set net_clientRepeaterDelay to the seconds of delay desired
connect to the match server's repeater port with the connect command ("connect IP:PORT")

Connecting a client to the repeater:
Connect as normal; be sure to specify the right port.

======= New Commands =========================================================

Spawns a repeater

lists the viewers connected to the repeater

list various information about the repeater, including the viewer counts, which repeaters are connected, etc.

setr cvar value
Sets a cvar and transmits it in serverInfo requests
(like sets, but for repeaters)

======= New Cvars ============================================================

0 - Do not spawn the repeater automatically
1 - Spawn the repeater automatically when a server is spawned
2 - Spawn the repeater automatically when a demo is played or server is connected to
3 - Spawn the repeater automatically when a server is spawned or demo is played or server is connected to

Number of seconds to delay the match (Only works on slave repeaters)

Custom "si_name" for the repeater

Maximum number of viewers to allow

Number of private slots for viewers (g_privateViewerPassword required)

0 - don't use g_viewerPassword
1 - use g_viewerPassword

Password for viewers

Password for private viewer slots

Password for repeater slaves

Server enable/disable flag for viewer chat on repeaters

New Multiplayer Maps - Q4CMP:

The Q4CMP Maps are the winning entries of our community map contest. These high qualty community creations come from fans whom, in a limited amount of time, designed and created these levels under our contest guidelines.

Filename Map Name Map Author
q4cmp1 [CMP] SPIRAL Bartlomiej 'Lukin' Garbiak
q4cmp2 [CMP] GRINDER Geoff 'GODLIKE' Ellenor
q4cmp3 [CMP] PHRANTIC Rich 'swelt' Jacques
q4cmp4 [CMP] CITY HEAT Yan 'Method' Ostretsov
q4cmp5 [CMP] RAVAGE Randy 'killat0n' Evans
q4cmp7 [CMP] CAUSTIC BURN Tom 'Phantazm11' Perryman
q4cmp8 [CMP] BETTER THAN NOTHING Rich 'swelt' Jacques
q4cmp9 [CMP] WALLS OF HATE Vilhelm 'g0th' Flohr
q4cmp10 [CMP] ARID WASTES Quaker-X
q4cmp11 [CMP] SYSTEMATIC LOCKDOWN Tom 'Phantazm11' Perryman
q4cmp12 [CMP] KAT FIGHT! Ken 'kat' Beyer
q4cmp13 [CMP] LEARNING CURVE Blushing_Bride
q4cmp15 [CMP] CLINT EASTWOOD Bartlomiej 'Lukin' Garbiak

To use the new maps in the map rotation cycle, a new map cycle script
file has been included with the Map Pack, called mapcycle-q4cmp_pak001.scriptcfg.

To use the new map cycle script:
1. On the Multiplayer- Create Server screen, click "Advanced Options"
2. In the "Map cycle script file" field, enter mapcycle-q4cmp_pak001.scriptcfg
3. Click "Close advanced options"
4. Start the server
Fixes & Updates in 1.4:

1.4.2 Point Release :

* player lean, player models lean in the direction of movement
use g_playerLean to scale or disable the effect (client side)
* fix wallhugging on ramps
fix also makes ramps slightly faster
* horizontal speed fully maintained when crouch sliding and hitting a ramp
previous version had a little dip
1.4.1 had a bug that caused a sharp speed drop (this is also fixed)
* RG ammo box 10->7
* si_fps limited to 90fps for q4mp/, now declared in gamecode so mods can change their max
* predict weapon changes for the local client. more responsive on high ping
(can be turned off with net_clientPredictWeaponSwitch 0)
* revert the projectile code to 1.4.0, not trying to predict projectiles anymore
the prediction code of 1.4.1 can be enabled with g_predictProjectiles 1 (client side)
(was causing too many bad artifacts)
* reworked the hit sounds / hit feedback propagation. fixed skipping problems
* change network demo extension to include the protocol number
for Quake 4 1.4.2, the extension is .ndmo85
* fix network demos not setting the si_fps value properly
* fix client prediction being irregular when connected to a TV repeater
* added r_skipSky for a cheap black sky
* fix a crash in single player (sound related)
* fix several SMP-related crashes
* fix a crash in autodownload server
* hud_showSpeed cvar (shows current horizontal speed)
* hud_showInput cvar (shows the input state to learn how to make particular moves)
* hud_InputPosition, alters where the showInput feedback is displayed
* hud_InputColor, alters the highlight color of the showInput feedback
* s_useOcclusion no longer cheat protected (can be changed by network clients now)
* no gauntlet spinup time, damage is immediate now
* bse_rateLimit defaults to 3, showing all shotgun pellet impacts
* added g_nailTrail, g_grenadeTrail, g_rocketTrail, g_railTrail, g_napalmTrail to disable weapon trails
* updated reference netdemo included for performance tests: id_perftest.ndmo85

1.4.1 Beta:

* 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, 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
MD5 Sum: 832a6641bc9970a02946ecf06b28bef2
SHA1 Sum: 010df1b793cf2a4c10fabf4e458224513cd58bc0
Mirrors: - Games On Net (Internode) (282 clicks)