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About This File

TL;DR

This mod allows you to change the FPS limit to above 60, fix texture issues on modern hardware, adjust the despawn time of corpses, change the FOV, skip intro videos and force custom display resolutions.

 

Quick start guide:

  1. Extract the zip-file to your main game folder. For example: "C:\Program Files (x86)\Steam\steamapps\common\Quake 4"
  2. Use the Quake4TweakerGUI to change the settings as desired
  3. Start the game like you would normally, for example directly through Steam

Features

The Quake 4 Tweaker is a utility mod for Quake 4 that offers various fixes and additional options for the game. It is easy to install and comes with a GUI for convenient configuration.

 

Its features include:

  • Properly adjusting the FPS limit to above 60 (e.g. to 144)
  • Fixing texture bugs on modern hardware by forcing high image quality
  • Adjusting the despawn time of corpses
  • Changing the field of view
  • Skipping of the intro videos
  • Forcing the game to use a custom resolution

Instructions

Supported Versions

This mod is designed for the latest, fully patched versions of Quake 4 and might not work when used with older or otherwise modified executables.

  • Steam v1.4.2

Install

The mod does not make any permanent changes to the game or to Windows and can easily be removed.

  1. Extract the zip-file to your main game folder. For example: "C:\Program Files (x86)\Steam\steamapps\common\Quake 4"
  2. Use the Quake4TweakerGUI to change the settings as desired
  3. Start the game like you would normally, for example directly through Steam

Note that the GUI is for configuration only and does not have to be running for the mod to work.

 

Uninstall

  1. Rename or remove the dinput.dll from the folder of the game.

Known Issues

There are currently no known issues with the mod.

 

Additional Information

Antivirus Software

Since this mod consists of an executable DLL file that uses "hacking techniques" such as injection and hooking, it could be classified as malicious by antivirus software. In that case, it might be necessary to add an exception rule to the scanner.

 

If you lack the trust in random people on the internet -- and I would not blame you -- feel free to use a meta online virus scanner like VirusTotal to verify the file.

 

GUI Requirements

The GUI requires the Microsoft .NET Framework 4.7.1 to work; which should already be installed on most systems. If you are having problems starting the program, you can download the required version either through a recommended Windows update (Windows 7 and later) or at Microsoft here.

 

Loading Other Fixes/Mods/Injectors

To increase the compatibility with other mods or injectors that are using a wrapper DLL, this fix offers two methods for remote loading of additional files. Note that there might still be compatibility issues between the different fixes, mods or injectors that have nothing to do with the loading process.

 

File method:

 

The mod will load another dinput.dll automatically if it has the name dinput_Remote.dll. Just rename the DLL you want to load accordingly. Using this method will lead to an error if the renamed DLL is not itself a dinput.dll.

 

Folder method:

 

The mod will also automatically load all DLLs regardless of their names in a dinput_Remote sub-directory. Just create a corresponding folder in the install directory of the mod. This is the only way to load multiple (conflicting) files.

 

Input Bindings

The GUI allows the binding of an action to an arbitrary combination of keys and buttons on the keyboard, the mouse or an XInput compatible controller. The system purposefully does not restrict conflicts, so multiple actions can be bound to the same key.

 

Key Names:

 

In case of the keyboard there might be a discrepancy between the key that was pressed and the one that is displayed. This is because the names are automatically translated based on the keyboard layout by using a Windows function. However, the mod always uses the physical keys as they were used during the creation of the binding, independent of the name that is displayed.

 

Modifiers:

 

Modifier bindings can be created by just using the corresponding key combinations. If you bind one action to Space and another another to LCTRL + Space and a third one to LALT + LCTRL + Space, only one of them will be triggered when Space is down, depending on the state of LCTRL and LALT. The system is not restricted to the usual modifier keys ALT, CTRL or SHIFT. Any key or button pressed before another acts as a modifier for the next one. Note that the order of the keys or buttons is only relevant during the binding process to distinguish bindings with the same modifiers. In the above example, Space could be held down and the other actions triggered by pressing LCTRL or LALT afterwards.

 

Contact And Support

If you like this mod and want to support the development or show your appreciation with a donation, you can find more information on my website. There you can also find out more about other mods that I have done and means to contact me if you have a question, want to provide feedback, bug reports and suggestions.


What's New in Version v1.1   See changelog

Released

  • Fixed damage calculation issues for certain projectiles at higher frame rates



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