Jest nowa wersja oznaczona numerkiem 0.10 i jest po prostu wypas!
Zostal poprawiony wizualny wyglad, zostalo dodanych mnostwo komend, m.in. dlugo oczekiwane lockteam i unlockteam, jest komenda dzieki ktorej  da sie normalnie skakac po schodach na edgu, votowanie zostalo tez rozszerzone, mozna skiny enemy i swoich dowolnie zmieniac poczawszy od nog, tulowia, rak itd., mozna wylaczyc dym z rakiet, funkcja scorebota wlaczona zostala i wiele innych :-)))) W koncu naprawde porzadny mod!
Tutaj mozecie sciagnac:
http://quake4.owned.pl/?2:163::148
Pelna lista zmian:
   fix: pm_stairJumps <0|1> allows strafejumping on stairs
        on e.g. The Edge where long stairs are used it's not possible to SJ on
        on them. In multiplayer you can do "clientcallvote stairjumps 1" to enable
        it. All it does is enabling you to step on stairs, when you're in air.
   chg: bobbing cvars can be changed in multiplayer
        pm_crouchbob, pm_walkbob, pm_runbob, pm_runpitch,
        pm_runroll, pm_bobup, pm_bobpitch and pm_bobroll
        can be changed by players.
   chg: clientcallvote info in console
        clientcallvote [enter] shows detailed info about whats voteable and
        the possible values
   chg: map weapons are now available during warmup.
   chg: crosshair size is adjustable stepless from 1-100
   chg: g_fov is allowed from 20-150
   chg: crosshair info distance raised
   chg: si_teamdamage <0|1|2>
	    0 - no teamdamage
	    1 - only armor damage (default)
	    2 - full damage
   chg: hud_barStyle, hud_ammoBar, hud_ammoVisible, hud_weaponVisible and
        hud_weaponSwitch are now "true" cvars.
   add: you can see readystatus in scoreboard
   add: si_freeModels <0|1> allow using of all models
        0 - Off ( default )
        1 - On
   add: si_scoreBotSupport <0|1>
        0 - Off
        1 - server queries returns player scores, team scores and timeleft.
   add: si_scoreBotRefreshRate <1-60> scorebot-info refresh interval
        Sets the interval in seconds that the server will refresh game
        information used for scorebots.
   add: teamlock & teamunlock commands
   add: teamdamage is votable by gui ( multiplayer vote menu )
   add: pm_smoothBoxJumps <0-16> allow smoother jumping on boxes
        0    - Off
        1    - smooth box jumps a little (default)
        2-16 - more smoothing
        If the stairjump fix is enabled, in Q4 you have the possibility to do
        boxjumps, because the stairjump fix enables you to step on stairs,
        while you are in air. If you have a box that is max 16 (max stepsize)
        units higher than your jumpheight, you can step on it as on stairs and
        jump to the next box. that's called a boxjump. but in some places,
        like in "the edge" on the upper yellow armor, it is hard to do a
        boxjump, because the box is too big, then you need to jump very exact
        on the box, to do the boxjump. All smoothboxjump does is increasing
        the max stepsize, when jumping in the air (doesn't work on ground).
        This makes boxjumping possible from more positions much easier. Anyway,
        someone may think, that it adds speed to get up there, but it doesn't.
   add: ui_weaponBobbing <0|1> toggles bobbing of weapon
        0 - disables the weapon bobbing and lag when turning or jumping
        1 - show weapon bobbing ( default )
   add: ui_rocketTrail <0|1> show/hide rockets smoke
        0 - hide rockets smoke trail
        1 - show rockets smoke trail ( default )
   add: ui_grenadeTrail <0|1> show/hide grenades smoke
        0 - hide grenade smoke trail
        1 - show grenade smoke trail ( default )
   add: ui_nailTrail <0|1> show/hide nailtrail
        0 - hide nail smoke trail
        1 - show nail smoke trail ( default )
   add: ui_tinyRailTrail <0|1> dis-/enable the tiny railtrail
        0 - disable tiny railtrail
        1 - enable tiny railtrail ( default )
   add: ui_enemyColorArms  <RRGGBB> enemy models arms color
   add: ui_enemyColorLegs  <RRGGBB> enemy models legs color
   add: ui_enemyColorTorso <RRGGBB> enemy models torso color
        hex value that is used to ink the enemy-brightskin.
   add: ui_teamColorArms  <RRGGBB> arms color
   add: ui_teamColorLegs  <RRGGBB> legs color
   add: ui_teamColorTorso <RRGGBB> torso color
        this hex-value is used to ink your team-mates arms, legs or torso.
        it's also used as _your_ color when a mate don't forces every part
        using his color with ui_teamForceColors.
   add: ui_teamColorIntensity  <0 - 1.0> specifies brightskins brightness
   add: ui_enemyColorIntensity <0 - 1.0> specifies brightskins brightness
        it's a float value between 0 and 1 that u can use to darken your
        brightskins a bit. default is 1.0 = maximum brightness.
   add: ui_teamForceColors <0-7> set which parts are forced to your teamcolors
        using this cvar you have the opportunity to see parts of your mates
        brightskin with their color setting.
        it's a bitmask with bit 1 to force legs, bit 2 to force arms and bit 3
        for torso coloring. so legs, arms and torso get a value of 1, 2, 4.
        if you want that the brightskins of your mates have your
        ui_teamColorLegs and *Arms settings but _their_ *Torso value, you
        would set up ui_teamForceColors to 3. ( legs = 1 + arms = 2 )
        for your *Torso and your *Arms to 6 ( arms = 2 + torso = 4 ).
   add: hud_showTeamHealth <0|1> display health/armor of teammates
        0 - Off
        1 - show health/armor info of teammates next to crosshair
            in teamgames.
   add: hud_drawTimer <0|1|2> toggles timer appearence
        0 - Off
        1 - timer shows time remained
        2 - timer shows time passed
        note: In one of the next versions chattokens will be
        added to xbm, one of them will translate your remained time
        to passed time or vice versa for team who have different
        settings in their team. until then you should take care
        that everyone in you team has the same hud_drawTimer
        value.
   add: hud_drawTeamOverlay <0|1> toggle teamoverlay
        0 - Off
        1 - shows teamoverlay in TDM / CTF
   add: hud_showJumps <0|1> display jump distance
        0 - Off
        1 - On
   add: hud_showSpeed <0|1> display player speed
        0 - Off
        1 - On
   add: green armor support. +25 Armor. editorname: 'item_armor_jacket_mp'
   add: g_blood <0|1> toggle the blood effects
        0 - Off
        1 - On
   add: g_gibs <0|1> toggle the playergib effects
        0 - Off
        1 - On
   add: g_fastWeaponSwitch <0|1> toggle shotgun and hyperblasters weaponswitch
        0 - Off, wait until weapon is reloaded
        1 - On, vanilla quake4 ( default )
   add: g_spawnType <0-3> set different player spawn behavior
        We suggest using a value of 2 or 3:
        0 - random furthest from killer ( vanilla Q4, default )
        1 - random furthest from dead player
        2 - completly random
        3 - completly random without 3 nearest from killer
   add: g_maxRespawnTime <2-60> changes the maximum spawn time for players
   add: g_altMinRespawnLimit <0|1> Toggles the use of alternative minimum spawn times for players
        0 - Off, Vanilla Quake 4 (3 seconds)
        1 - On, Vanilla Quake 3 (1.7 seconds)
   add: hud_lagometerPosition <x y> Allows to freely positioning of the lagometer ( Default: 10 380 )
   add: r_ambientLightOnly <0|1-2> to enable only ambientlights on the map.
        0 - map default lightning (default)
        1 - enable only ambientlight ( this will give an fps boost )
        1.0-2.0 - set the light ammount.. this needs a map restart to get the correct light ammount.
                  (1.0 is default, 1.5 is middle and 2.0 is bright)
   add: s_altHitsounds <0-1> Allows the usage of alternate hitsounds.
        0 - default q4 hitsounds
        1 - enable q3 hitsounds ( but still different hitsounds for armorhits )
   add: 'callvote' as alias for clientCallvote
   add: who will find the super secret easteregg first?
 ~ clientcallvote options  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   chg: teamdamage <0|1|2>     - see si_teamdamage
   add: stairjumps <0|1>       - see pm_stairjumps
   add: smoothboxjumps <0-16>  - see pm_smoothboxjumps
   add: freemodels <0|1>       - see si_freemodels
   add: fastswitch <0|1>       - see g_fastWeaponSwitch
   add: spawntype <0-3>        - see g_spawnType
   add: altminrespawnlimit <0|1> - see g_altMinRespawnLimit
   add: maxrespawntime <n>    - see g_maxRespawnTime
 ~ Note ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   To use the green armor in baseq4 and xbm u need to put additional lines
   to yourmap.def	under the mapdef section:
   entityDef item_armor_jacket_mp
   {
	"inherit"				"item_armor"
	"inherit2"				"item_triggersize_MP"
	"editor_usage"			"Green armor"
	"inv_name"				"Green armor"
	"inv_armor"				"25"
	"skin"					"skins/items/armor/base_sp"
	"editor_ignore"			"0"
   }