News Flash!!
Saturday January 1, 2008
Anew release of Quake 4 xctf is available. Just an updated version to make it compatible with the latest SDK ( version 1.4.2). Check the Q4 downloads pages.
Sunday January 14, 2007
I made an update to my stormcasle map. The map was modified to the liking hopefully by the 3 wave community. Heres the updated map in zip form . .
Monday December 15, 2006
People were asking me about some maps i ported for my qfusion xctf port. These maps 5 in all were ported to quake3 a while back and have all q3 entities aand updated graphics and tweaks for q3. Heres the 5 map pack .. The maps were as2m7, codctf1, codctf2, bw, rocky1, and priictf1.. There are screenshots down this page some where...
Monday December 12, 2006
The 1.04 release of Expert Quake4 has been uploaded. Make sure to review the ExpertReadme.txt file in the expert directory.
On another note, I got bored and decided to try my hand at a map for quake3. I know it's way late in the season, but what the hell. Get a gander at this screenshot. It's meant for capture the flag of course, but has spawn points for deathmatch, and teamplay games a well.
Heres more screenshots of the map.
I may be releasing a map pack of converted quake2 maps in the future for quake3 as well. My "Storm the Castle" map
iNcInErAtoR
Monday May 30, 2006
The 1.03 release of Expert Quake4 has been uploaded. It fixes a few minor bugs that were found after releasing the 1.2 update. The few things that the 1.03 release corrects is the team color code, which uses full q4max skins and customized code to deal with id/raven changes with the skins. Also corrects sprites on powerups, and removel of global sounds on pick ups of powerups. Also, released in this pack is an entity pak file that adds Expert powerups to q4ctf1 thru q4ctf4. Also, expert powerups can now only be picked up one at a time. On a side note, the expert game code is going open sourced. Look for the bonus.pk4 in the mod download, there you'll find the expert goods to help make your own game. Good Luck and Good Hunting. Look for the expert downloads on the expert downloads section. As always, delete old versions of expert by removing the old expert folder, and unzip the new in the Quake 4's directory. Make sure to review the ExpertReadme.txt file in the expert directory.
iNcInErAtoR
Monday May 8, 2006
It's been a while since posting again here. Been quite busy with RL and making updates and changes to the expert mod for the Grand Quake 4 Expert 1.02 mod to be released, And today I am proud to say it has. I want to extend a great big thanks to LDAsh yet again for coming through on the awesome models he made for experts new powerups. Bringing back 3 old school powerups that were in quake 2's expert mod, which are the Mutant Jump, Vampire Artifact, and the Powershield, all ith new fx features and nice new shiny pickup models. There were other additions made like adding armor regen server side option, tons of server side features. There are too many things to list in this little blurb, but its all documented in the online doc, and also in the ExpertReadme.txt file in the mods download. So with that all said, Check out the Q4 links tab on the side and grab thge mod, and also stop by the forums for any questions you have. The forum links are also on the side of this website for your convenience.
iNcInErAtoR -- You have been Incinerated!
Saturday April 1, 2006
Today, Quake 4 1.0 expert has been sent out the doors. We have a few new items in the mix for the game now. Visit the links on the side for new files and instructions, as well as online documentation.
Incinerator
Saturday March 25, 2006
The latest builds for Quake4's Expert mod is accessable in the forums links. Please use the pages there for getting the latest builds for now.
Well some new news. Quake 4 Expert coding continues. LDash continues to put out some decent modeling to add to the expert quake4 mod. Q4Max ( http://q4max.com ) team offered up some fullbright skin code for the mod as well, and paks for skinning fullbright models. X^Tigre from ( http://baseft.com ) also gave an alternative for the fullbright skis as well. I hacked them both up a bit to force team colors, or give you the option to set the way you need. The Handgrenade weapn is in, as well as a non spammy blaster. There has been tons of changes, like adding a credits page in the gui, speed ups of all the weapons switching, adding message brag lines on times for capping . Oh yeah, the multiplayer gui now shows carrier names in the hud on next to the opposing teams flags of the enemy carrier holding your flag. Thats a biggy and was a big pain in the you know what to get in and working right. Bonus points for carrier kils based on a 12 second or less kill time. Basically check the forums out here for some of the items in the wishlist that have been fullfilled.
Be patient though, I am working on a 1.1 version of the mod atm, and will be released very soon. So for now, savor over the wishlist, add comments, requests, etc.. to the list and maybe we'll get it in there.
Incinerator
Monday Jan 30, 2006
Hello all..
News on this site has been lacking for a while. What we have now is Quake4 XCTF news. We here at expertctf.net have a new flavor of Expert CTF Mod in the making. So far we have the offhand grapple in and working fine, with team colored grapple trails for team games, and a default colored trail for other game types.
Aso, a triple rail has been installed, functional with 3 simultaneous rails zipping at you at light speed. And to add to that so far a double firing shotgun.
Included is ammo regen and health regen , armor removed like the good old days, and max health of 160. Other changes included sounds added for the grapple.
A basic documentation of the mod is included so far , with beta information to run a server.
Here's the beta file for your tasting pleasure. To install it, download the file, open it in winzip and point it to your quake4 directory, making sure to use folder paths, then extract the zip . Finally load the mod, and create a multiplayer game, where you'll see all the features of it waiting to play for you.. err against you.. err, well you know what i mean..
ENJOY..
Incinerator
Sunday August 14, 2005
Ok. Here's a bit for testing out. I have compiled a few files together for downloading. All of them are in zip formats.
These files are new files here on expertctf.net . QFusion XCTF beta releases and source code to go with it. I have built a pak to pk3 converter also. The pak converter will take q2 pak files and port them to pk3 files for use under Quake3 folders. Install the application, making sure you have installed the base game first by unzipping it to Quake3.
The only things you have to hand move over from Quake2 will be to copy Quake2/players folder to Quake3/qfexpert folder in Quake3 directories. The pak exporter makes sure you have both Quake2 and Quake3 installed, then it will make and move the files appropriately. The other files here are the base game and qfexpert folders, which you need to extract into Quake3's path. There are no instructions on how everything works, but there are a bunch of configs you can try out, which are located in Quake3/qfexpert directory. There are also base batch files to start the game with as well.
I have also released 5 maps with this beta release. Anyone interested in porting more maps to this is always welcome.
Any way, Here are the files:
Base XCTF Game Pak to PK3 converter QFusion XCTF Source
**** Don't forget to copy the player models from Quake2 to Quake3/qfexpert ****
There will be no support for this, as i don't have much time to work on it any more. Any one willing to make or improve things, i can be pursuaded to add the changes in or include new files for download.
Good Luck and have Fun..
Incinerator...
Sunday June 21, 2005
New news, I have the Linux version ported and in working condition now, after a little updating of the Make files for building it to it's robust perfection. Expert Ctf has a new scope for entertainment now. QFusion can be viewed here. The Link is to an open sourced game engine(QFusion) that takes the best of Quake 2 and the best of Quake 3 and melds them into a nice little engine that could. (Pun there).
Any way, There are some drawbacks to the engine. It requires licensed copies of Quake 2 and Quake 3 to make the best use of the engine. See, what happens is this, the Qfusion engine right now the way i have it set up uses some Quake 2 player models, Quake 2 weapons and some other miscellaneous items, and also use some Quake 3 content as well like maps ( Q3 Bsp ), items and other things like shaders.
To make the whole complete package for xctf, I have made some changes to the engine code and the dlls to get us that old school feel we all remember Xctf to be like, a fast paced fighting defending the flag all out war. Since I have been a 1 man band thru all this(other then the awesome base to start from, being QFusion and Expert ctf Quake2 game code), porting to Qfusion wasn't that difficult. Well any way, there's my little blurb for today.
In a bit, i'll put up some more shots of the linux stuff in motion. But to say the least, now i have 2 platforms this will run on. Anyone interested in making a mac port, can give me a hollar and we'll see what's up.. Still not ready for releasing this yet tho. I have about 5 of the old school maps ported so far.
Sunday June 19, 2005
Ok, It's been a loooong time since i Posted anything new on on this website. So, sue me. that just may happen, but i don't give a shit. I have been working on a new project. A Qfusion expert ctf port that just may bring a smile to peoples faces. What, you say is QFusion? QFusion is a mesh of Quake 2 and Quake3 code slewed together to make a pretty kickass game engine. So far, I have completely ported all of the Quake2 expert ctf code to it. WHat else have i been doing you ask? A few more things, like porting old expert ctf maps to Quake 3 maps which Qfusion will support.(In xctf's world they will be fully supported old school q2 maps). Here's a few links just for the kick of it.
BW map ported to Quake3 : http://expertctf.net/newproject/bw_map2q3.htm
RCTF4 map ported to Quake3: http://expertctf.net/newproject/rctf4/index.htm
Multiple mapshots: http://expertctf.net/newproject/mapshots/Index.htm
Scoreboard shots: http://expertctf.net/newproject/scoreboard/index.htm
scoreboard for qfsuion xctf spectator view:
I've been working on a whole great deal lately, with wor being the only thing slowing me down. Eventually this will be released, one way or anothet. It will require full versions of quake 2 and Quake 3 installed on your computer prior to installation, but a small price to pay ffor a kick ass mod/game.
My new job is a cable technician. It takes up more then it's fair share of time , so I will let you all know when i have time to fully release this suff.
December 19, 2004
Happy Holidays, and another new Year heads our way, Again.....
I haven't wrote anything new here in quite a while. Well here's the deal. I've been working on a game engine with a few people in the Torque community.
We are working on a racing game. The game is a work in progress at the moment. More will be told about it later i guess. In the meantime, I just made an old update available to some people, so i figured i may as well add a new download up here. Quake 2 Expert ctf finally is getting an update that i have had laying on my hard drive for quite some time. So, now the details. The version is now 4.04 , with some updates. Heres a few of the changes.
Spectate with some new views now. Matrix command override crash fix New mapcyclecfg server cvar Made the blaster removable via sv prop vars Fixed team messaging spam that could crash a server Different Bfg10k shoots a single rail and a rocketWell, visit the Quake2 downloads section to get the updated 4.04 Release. It comes with both Win32 and Linux flavor in one zip file.
January 10, 2004
Happy Holidays, and another new Year heads our way.
Web design almost done. Sorta getting sidetracked at the moment. Thanks to Macbeth for the cool center graphic and other graphics on the design of the pages.
On a side note: Nothing new going on at the moment with these mods. I do have a Battlebots update, bringing version 0.7 to version 0.8. The new version/versions would also be able to be played in Q3A, as well as TA game modes in seperate vm builds. I'm trying to get a hold of Diordna to talk about uploading the new version to the site. He seems to be pretty busy with life at the moment and doesn't have much time for Quake3 stuff. If there are any people interested in trying the updates i can find a way to get them a version of it for toying around with.
That's all I have for now i think...
Incin..
December 21, 2003
Webspace is going in for an overhaul. Please be patient while we get everything synched up together, and thanks for your patience.
Incin..
December 18, 2003
XCTF-mod 1.02 is up for the taking. The new version has quite a few improvements, as well as unexpected features. The new File can be had here.
Some notable changes:
Since there were many changes, including effects added and models adjusted, if you previously installed xctf 1.0, delete the xctf folder and install this new zip file in its place, then run as usual. ENJOY.... Again , any feedback will be responded to. I just dare you to play the a Team Deathmatch game of this with bot_grapple 1 enabled. For more information read the text files in the xctf folder after installation.
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