Quake III: Weapons Factory Arena v3.5 (Win32)

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This is v3.5 of this popular modification for Quake3: Weapons Factory Arena.
This version comes in a full install only with no update and hosts many new fixes and features.

Changes for Weapons Factory Arena 3.3
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Recon Changes:
· Grapple and flight now work correctly with each other. Grapple-based movement will override flight until the grappling hook is released.
· Goodyear health reduced to 1... anything that damages a goodyear will destroy it.
· Changed goodyear grenades to act more like marine turrets. They are now fairly easy to destroy and are destroyed if a teammate runs into them.
· The damage was removed from Flash Grenades. They were never supposed to do damage.

Nurse Changes:
· The medical depot deployed by nurses can now give drugs on a limited basis. The depot is able to dispense nurse drugs once every 30 seconds. A depot that is able to dispense drugs will have a syringe floating above it. In order to receive drugs from a depot you must either have automenus turned on (/cg_automenus 1), open the auto menu manually with the /autodrug command (the selections in this menu will only work if you are standing on a medical depot that is capable of dispensing drugs), or use the /depotdrug command with the drug number you want (For instance, standing on the depot and using /depotdrug 5 will dispense drug number 5, which is damage.)
· Changed the nurse drug BioSphere so that it protects against Freezing, Infecting, Burning, Blinding, Acid, Lava, and Drowning.
· Nurse Resistance drug protects against EMP blasts.

Engineer Changes:
· Sentry Guns cannot be built too closely to other sentry guns.
· Sentry Guns should not have any push.
· Sentry Guns cannot be damaged by their engineer's weapons.
· Sentry Guns are reloaded AND repaired using the ionfuser's altfire mode.
· Sentry Armor increased to 450.
· Engineers who hit cloaked and disguised assassins with an EMP weapon will cause their target to uncloak and undisguise.
· The ionfuser produces an EMP pulse upon hitting its targets. Although this pulse is not strong enough to disable cyborg kamikaze it will disable the flight, grapple, cloak, and disguise abilities for 4 seconds.
· Reduced the damage on the Ionfuser to 20.
· Changed Sentrygun rockets so that they Home on players using their grapple or flight.
· Alarms must be within a certain distance of your team's flagstand. This should allow you to place alarms within your own base with very little trouble but should effectively prevent placing alarms in enemy bases to annoy them.

Marine Changes:
· Removed Turret Grenades.
· Added Alarm.
· Alarms must be within a certain distance of your team's flagstand. This should allow you to place alarms within your own base with very little trouble but should effectively prevent placing alarms in enemy bases to annoy them.

Cyborg Changes:
· Cyborgs are now able to mortar jump.
· Cyborgs who place a plasmabomb will not "slowly float downwards" while waiting to be allowed to move. This is mostly a cosmetic change.
· Changed Lightning gun and Flamethrower so that the each time you press the fire button (IE each time you start a new stream) it costs you 3 ammo. This will put an end to the tap-tap-tap style of using these beam weapons to save ammo.
· Shrapnel grenades limited to 1 at a time instead of 2. This should reduce shrapnel spam.
· Fixed a bug that would prevent cyborgs from laying a new plasmabomb after an enemy failed to successfully defuse an old one.

Arsonist Changes:
· People who are frozen by the freezegun will not be able to duck or spin around, nor will they "slowly float downwards" while frozen in the air.
· Re-enabled the alt-fire function on the freezegun.
· Players killed while frozen will now shatter.
· Arsonists can defuse plasmabombs but suffer a 100% failure rate. In effect arsonists can set off plasmabombs =)
· Changed Lightning gun and Flamethrower so that the each time you press the fire button (IE each time you start a new stream) it costs you 3 ammo. This will put an end to the tap-tap-tap style of using these beam weapons to save ammo.
· Changed the Napalm Launcher's normal fire mode so that it does more impact damage and less burn damage. The TOTAL damage remains unchanged.

Gunner Changes:
· Megachaingun has lost its alt-fire mode.
· Replaced the Gunner's minigun with a rapid fire flachettegun.
· Shrap grenades limited to 1 at a time instead of 2. This should reduce shrap spam.
· Alarms must be within a certain distance of your team's flagstand. This should allow you to place alarms within your own base with very little trouble but should effectively prevent placing alarms in enemy bases to annoy them.

Sniper Changes:
· Players who have been wounded in the leg by a sniper rifle can be "cured" by getting their health back up to 100.
· Sniper Rifle Body shot damage lower to roughly that of rail shots. Aim for the head.

Assassin Changes:
· Assassins who successfully backstab an opponent (thus instantly killing them) will not uncloak or lose their disguise. If you fail to kill your opponent (by hitting them in the side for example) you will uncloak and undisguise as normal.
· Assassins throwing grenades will not uncloak/undisguise until they actually let go of a grenade. Previously assassins would uncloak the moment they pulled the pin.
· Assassins gain a cloaked grapple that will ONLY attach to sentry guns and cannot be used if the assassin has the flag. This grapple is accessed by binding a key to +button5.

General Changes:
· Several improvements were made to the in-game menu graphics including the sliding menus and the map voting menu which is displayed at the end of each map.
· The in-game menus do not fade out anymore. This should improve their usefulness for things such as radio messages and disguises.
· The Ref_Timeout command does not "freeze" players anymore. The command still provides the same functionality (players cannot move, shoot, etc) but has been reimplimented in a cleaner fashion.
· A new command has been added: /Ref_Showplayers. This command dumps to the console a list of all players (including spectators) and their player Ids. The goal of this command is to make it easier to take action against belligerent players who are spectators and have strange names.
· Bullet weapons (except pistols and sniper rifles) have been given new tracer fire.
· The /drop flag command has been re-enabled for matchmode games.
· Added cheat protection for r_shownormals and cg_bobup.
· Limited the use of the developer cvar to games where cheats have been enabled for trouble- shooting purposes only.
· Flags held by players who kill themselves (using /kill or otherwise) will drop to the ground instead of instantly returning to the enemy base.
· New WFA intro movie and menus (IE when you load the mod but don't specify a map)
· Made some changes to the way votes are handled on servers, they should be more secure now. There is a new server variable g_wf_banKicks. This is set to on(1) by default. When someone is kicked off the server by a vote or by the ref_kick command that person will be banned until the end of the current map. If this cvar is set to 0, kicked players will not be banned. Players should not be able to escape votes by changing their names nor should they be able to escape banning by quitting before the vote ends and then rejoining later. Votes are now called solely with the callvote command. Valid votes are:
o /callvote kick
o /callvote teamkick (only players on your team can vote)
o /callvote g_gametype <4 or 8> 4 is standard WFA, 8 is Domination.
· Made some changes to the way the megachaingun fires. It is important that you understand these changes. This weapon still fires the same number of bullets per unit of time as it did before but only HALF of those bullets will leave marks on the walls. This is an attempt to lessen the lag associated with these weapons. It may seem like you are shooting slower but that is not the case. Only the number of wall marks has been halved.
· Fixed a bug with the sentrygun that caused it's "creation" sound to be played in the wrong place. This bug has been around since the beginning of time.
· The chat message symbol #T (plasmabomb timer) can now be used in matchmode as well as pub mode.
· Added the ability to play wave files that are not on a server's pure list. This is a little complicated so make sure you read this carefully. In order to use custom sounds that are NOT on other servers you must name the wave files with a .cfg or .menu extention (I strongly suggest using .cfg) and put them in a directory under the /wfa directory. Make sure all files in the directory have a .cfg or .menu extension and you should be fine. When you go to make your binds they should look something like this: bind E wfteamplay /yourdir/plasmabombtimer.cfg Plasmabomb Dropped! Where plasmabombtimer.cfg is the wave file you been wanting to use for 2 years =] Only the people who have sound files with the name you specificy (and same directory structure!) will be able to hear the sounds you are using. Everyone else will still see any text associated with your radio command but will not hear any sound.
· Repaired the cg_drawTeamOverlay command. Somewhere along the way it stopped accepting the values of 2 and 3 to place the team overlay in the bottom corners. Those people using their own huds may want to have the overlay down there so that option has been reinstated.
· Added new 3 new cvars for configuring team chat. The old cg_teamChatHeight still configures the number of lines of chat on the screen at once (and must be set to greater than 0 to show the teamchat window at all.)
o cg_teamChatX sets the X coordinate for the top left corner of the teamchat window.
o cg_teamChatY sets the Y coordinate for the top left corner of the teamchat window.
o cg_teamChatLength sets the length of the teamchat window (in characters.)
· Removed BFG ammo from backpacks... nurses can only improve drugging speed by using an engineer's depot.
· Added crosshairs so that they can be colorized. The /cg_colorcrosshair variable can be set to 0-7 (like colored names) to choose a color for your crosshair.
· Added /g_wf_spectimelimit for server admins. This value is set to 0 (off) by default. Otherwise set it to the number of seconds a person is allowed to spectate in a game. If you want spectators to be kicked off the server after 10 minutes, set this to 600. Note, people kicked in this manner are NOT banned for the rest of the map. If the server is in matchmode, player will not be kicked while in spectator status.
· Added /cg_showParticles. Setting this to 0 will turn off particle effects... might be necessary for some slower computers.
· Added command ref_clearbans to reset any bans resulting from a vote-kick temporary ban; does not affect g_bannips

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