Quake3 v1.30 Final Is Out 221
ipoverscsi writes: "A new Quake3 binary is out for both Linux and Windows. This is supposedly the final release of the game for all time. You can get the new version 1.3 at FilePlanet or your regular pusher. Mirrors would be good as the hour+ wait will only get worse."
Ant provides a link to this thread on Blue's News (including a mirror) as well.
last ever patch? (Score:5, Interesting)
Within this release is an Auto Update system that can be used to at any time to check for and download updates to Quake 3 and Team Arena.
Kind of pointless if they don't plan to be releasing any more. Perhaps a better interpretation would be that they're going to halt active development in preference for yet-to-be-released projects (Bring it on, i say)
Re:last ever patch? (Score:1, Interesting)
Re:last ever patch? (Score:1)
Re:last ever patch? (Score:2)
Q3 has it's shortcomings, but it's probably the best development platform I have ever come across for games. It should be around for a while longer.
What's up with fileplanet requiring a login?... (Score:3, Informative)
Re:What's up with fileplanet requiring a login?... (Score:1, Offtopic)
Re:What's up with fileplanet requiring a login?... (Score:1)
Why don't they just require a logon when you go to their homepage, and save my the effort of finding out that I can't download a single file, b/c I haven't paid them money.
Re:What's up with fileplanet requiring a login?... (Score:1)
The only way money is involved is if you pay for the "personal download server", which means you don't have to wait in line for an open spot on the public servers to download a file.
-chuckx
Re:What's up with fileplanet requiring a login?... (Score:2)
Re:What's up with fileplanet requiring a login?... (Score:5, Flamebait)
Fileplanet has a rather goofy history. When they first started, they had what appeared to be a massive index of files (replete with banner ads). But when it came time to actually download the file, the download URL pointed at cdrom.com. So Fileplanet got the ad revenue, and cdrom.com got to eat the bandwidth. (Note: I have no idea if Fileplanet struck a deal with cdrom.com to defray their bandwidth costs.)
Now Fileplanet (appears to) have their own servers, but now they're trying to arm-twist you into registering for the service so they can track you. Moreover, the registration requirement seems to vary on a file-by-file basis (some you can snarf anonymously; others require registration).
There was a Serious Sam mod I wanted to download last week (Seriously Warped), and Fileplanet was the only operational server that had it. And they wanted me to register before they would cough it up. So I registered. Feel free to use this login at will until they wise up and cancel it:
I don't know where these so-and-sos got the idea that following people around and making notes on their every move, even electronically, was ethically defensible. I wish more people would take a stand on this.
Schwab
Re:What's up with fileplanet requiring a login?... (Score:5, Informative)
Re:What's up with fileplanet requiring a login?... (Score:3, Funny)
Re:What's up with fileplanet requiring a login?... (Score:2)
Re:What's up with fileplanet requiring a login?... (Score:5, Troll)
Re:What's up with fileplanet requiring a login?... (Score:3, Informative)
Well if ISPs would start supporting multicast (or IPv6!), this wouldn't be consuming massive amounts of bandwidth.
</rant>
Re:What's up with fileplanet requiring a login?... (Score:2)
Yup.
You young whippersnappers who have been on the net for less than four years wouldn't know that cdrom.com did exactly that. For years.
Measured in constant dollars, bandwidth has gotten cheaper since then, so you can't claim it's more expensive to run such a thing. If cdrom.com could do it without demanding tribute, Fileplanet can bloody well live by the same, long-established rule: It's none of their damn business.
Schwab
Re:What's up with fileplanet requiring a login?... (Score:2)
Interesting assumption. Let's be reasonable and stick to the facts that we know to be true. Agreed?
First. Every argument you used against Fileplanet has nothing to do with my statement. I don't care if they ask for your SSN or for a fingerprint ID - you don't HAVE to use them (read: mirrors).
Second, what cdrom.com is doing is generally freeware. What they've been doing for years is offering tons of Demo's (Future Crew, etc), and MODS/S3M's/XM's, etc. So although bandwith was much more expensive 5-6 years ago, most of the files they served barely hit 200K (on average). Even now the files aren't that big. I don't see cdrom.com offering the latest 80MB Deer Hunter demo or the 430MB Motor City Online demo (to tens of thousands of people in a week, nevertheless). You're comparing apples to oranges.
Re:What's up with fileplanet requiring a login?... (Score:1)
Re:What's up with fileplanet requiring a login?... (Score:5, Insightful)
Fileplanet needs to take a less from a site like Tucows; mirror and mirror often. Even if there were only 10 US mirrors instead of 3 or 4, they'd be much better off and I'd have less of a problem with them requiring a login. But as it stands, many alternative gaming sites are picking up the slack, such as www.3dgamers.com, which while not having the polish of FP, does have the files and capacity of it.
Re:What's up with fileplanet requiring a login?... (Score:1)
I acutally broke down and created an account, but I STILL couldn't download some files form them.
Re:What's up with fileplanet requiring a login?... (Score:3, Informative)
Warning: ignorant moderators on the loose! (Score:1)
SGI IRIX port? (Score:2)
Re:SGI IRIX port? (Score:1)
Irix? What?!? (Score:2)
You're not serious, are you? The rest of us are lucky to get a non-Win32 port. Do you have any information which would lead id to believe that the market share for Irix is large enough to justify a port? I mean, SGI isn't exactly what it used to be, is it? Technically, it's not a stretch, but this is an era of belt tightening. An Irix port seems a bit superfluous.
I'm not bagging on SGI or Irix, it's just that neither of them are doing particularly well as far as market share, you know?
-B
Re:Irix? What?!? (Score:1)
Tell that to the developers who did the Irix port of Q3A. They didn't seem to think it was all that superfluous.
Dinivin
Re:Irix? What?!? (Score:1)
I seem to recall that large parts of quake were designed on IRIX machines and they are rather better suited to 3d stuff than PC's, so it probably would be almost trivial to get it playable.
I like id, they are one of the few game companies out there whose sense of fun doesn't stop where the buck does, and they seem to acually care about their customers.
Oh no ... (Score:3, Funny)
Re:Oh no ... (Score:1)
It's the motto of Syldavia: "Here I am, here I stay."
For a full intro to Syldavian, see here [zompist.com]
download mirror (Score:3, Interesting)
Re:download mirror (Score:2, Informative)
THE REAL MIRROR HERE (Score:5, Informative)
Re:THE REAL MIRROR HERE (Score:1)
Re:THE REAL MIRROR HERE (Score:1)
Re:download mirror (Score:1)
Use this fileplanet login (Score:5, Informative)
user: wuuhuu@eudoramail.com
pass: slashdotted
Quite Sad (Score:4, Funny)
It's like the music industry - you know your getting old when your more interested in a new best of, or an album from a 15 year old band than something fresh.
Either that, or all the new stuff is just dross. Are we all getting old, and reliving our youths through Quake and the B52s? or are all new games just dross?
What with my aged fragile maind I cannot decide!
Re:Quite Sad (Score:4, Insightful)
Why do so many people assume that just because something is old, it must be obsolete? Characterizing Quake III arena as "old" epitomizes this attitude almost to the point of self-parody. If you think that is old, you may be shocked to learn that some people still play DOOM. I like to play Fallout 2, which does not even have a first-person-perspective 3D game engine. Some people even play games that date back to the dark ages before computers were invented: games with eldrich names like "Poker" and "baseball". Oh, the horror!
The point should not be how new a game is, or how technologically advance it is: the point should be how much FUN it is. I feel sorry for anyone who loses track of this basic truth.
Re:Quite Sad (Score:2, Interesting)
If you think its too easy do a
F34nor
My Phunk is going to kick your Orz ass all the way back to the Rainbow planet!
Re:Quite Sad (Score:1)
Then there are the non-FPS's (a category in itself these days). FF VIIII kept my attention for a while, but as the credits scrolled by, I knew it was over. I think I played Everquest twice. After spending 15 minutes trying to chase down and kill wombats or marmots or whatever the hell the random-ass creature of the day was, I spent the rest of the time running around yelling "Hail!" and molesting the general populace. I was so tired of all the games typically played in the local gaming room (internet cafe, but not), I started playing Descent 3. That game provided for more amusement than I'd enjoyed in a long time.
The N64 has kept me reasonably sane throughout this drought, with such absurdity as Super Smash Bros., Mario Party, Perfect Dark, and the Rush games. I'm waiting with bated breath for the Gamecube, with hopes that it might delay my nervous breakdown for at least a few more years.
FYI (Score:5, Informative)
Re:FYI (Score:2)
I'm not sure if I like the new rail and plasma effects though. They both make me think of soap bubbles.
Re:FYI (Score:2)
The new effects weren't developed by id - they came from someone else. You can turn them off by setting cg_oldrail, cg_oldplasma, and cg_oldrocket all to zeros.
Mirror Available (Score:4, Informative)
Here is a mirror of the file directly from file planet: http://www.cartsys.com/ted/q3/q3pointrelease_130.e xe [cartsys.com]
(OT) Something I've always had a problem with... (Score:1, Offtopic)
I use an ATI Rage Fury Pro 32MB ViVo AGP card, and while playing Q3A (retail) the textures will ocassionally become corrupted and look "funky" (honestly, for lack of a better term-- I'll explain "funky" at the bottom in more detail), but everything will continue as normal (eg: poly's still moving and I can still make out SHAPES of objects). I actually have this problem with more than just Q3A, but other titles (like Emperor: Battle for Dune) appear to handle it more gracefully or atleast update their textures often enough that this corruption lasts only briefly.
Has anyone else had this problem, and if so, was there a solution or work-around to keep it from happening?
(Definition of "Funky" -- Textures will sometimes keep SOME of their original image, but will have dots or hatches in them (lines dotted through the texture), while other times the colors will become corrupted but everything else remains the same. Usually though, it's a combination of both of these, colors AND texture become corrupted and it never reverts back unless I quit (again, this is only in Q3A that I've noticed so far, Emperor: B4D appears to update cached textures (I assume this is the problem) frequently, so if a texture does become corrupted it's usually updated again within a few seconds.).)
(Other system specs-- Windows 2000 Server, 1.25GB PC133 SDRAM, Tyan Tiger 133 (S1834D) motherboard, Intel Pro/100S Ethernet adapter, Dual Pentium III 800 MHz processors, SB Live! Value (OEM), various (more than 4) hard drives, and a Promise Ultra100 IDE controller (used in conjunction with the onboard Via ATA/66 controller).)
Re:(OT) Something I've always had a problem with.. (Score:1)
Nothing in my system looks similar to yours, except perhaps the network adaptor: Debian, 512 Rambus PC600 (yuck), Intel 840(probably) motherboard, probably Intel Pro/100S Ethernet adapter, Single P3 733, on board i8x0 sound (double yuck), fast IBM hd of some description. (In case you're wondering, its an IBM intellistation)
Re:(OT) Something I've always had a problem with.. (Score:2, Informative)
The usual suggestions in this case are:
try the latest drivers [ati.com], ease off on the overclocking (if you are!), and if that's a VIA chipset motherboard, download the latest via4in1 drivers from 'just about anywhere' (don't have link handy)
You could also try some of the various rage tweakers [rageunderground.com] and fiddle around with the texture settings. Lastly, check the agp settings in your BIOS, and try a slower spead (1x instead of 2x).
Happy fragging,
zardor
Re:(OT) Something I've always had a problem with.. (Score:3, Informative)
Downloading and installing the latest glsetup [glsetup.com] drivers fixed it.
Re:(OT) Something I've always had a problem with.. (Score:1)
Re:(OT) Something I've always had a problem with.. (Score:1)
Re:(OT) Something I've always had a problem with.. (Score:2)
I ended up fixing it my setting my desktop color resolution to 16-bit AND q3's color resolution to 16-bit. Maybe it'll work for you.
linux version (Score:1)
Re:linux version (Score:2, Informative)
Grab it here [idsoftware.com]
Mirror for Win32 and Linux (Score:3, Informative)
Here is a mirror to the different distributions available: http://www.cartsys.com/ted/q3/ [cartsys.com]
And if you would like to send us a nice note thanking us for making the mirror available (while it lasts) info@cartsys.com [mailto]
Re:Mirror for Linux (Score:4, Informative)
i dont understand the lameness filter is requiring me to type more crap here.
Q3A v1.30 Readme [Text File] from Windows Patch (Score:5, Informative)
8-23-2001 (1.30)
NOTABLE CHANGES IN QUAKE III AND TEAM ARENA - (1.30)
-IF YOU ARE HAVING MOUSE SENSITIVITY ISSUES WITH THIS, AND THE VERSION 1.29g POINT RELEASES PLEASE READ THIS - This and the last version of the point releases, were compiled with a new version of Direct Input that may have changed your mouse sensitivity. If you have noticed a change, we have a fix for you. The cvar \in_mouse can be used to set the "feel" of the sensitivity back to previous versions of Quake III. At the console type:
\in_mouse 1 - To get the same "feel" as version 1.27h. This is the default "feel" that was shipped with Team Arena.
\in_mouse -1 - To get the same "feel" as version 1.17 of Quake III. These are the only 2 "feels" that Quake III and Team Arena have ever had, so one of the settings should get you back on track.
\in_restart - must be used to initialize both of the above commands.
-NEW id CREATED PRO MAPS - One of our newer employees, Fred Nilsson, is an avid fan tournament style game play, and is very interested in the professional gaming community. Via feedback from professional Quake 3 players, Fred has made some modifications to some of the more popular maps that shipped with Quake 3 including "The Camp Grounds", "Lost World", "The Proving Grounds", and "Vertical Vengeance" You can play them in the single player game by advancing to tier 7, or run them on your server by using the map names "PRO-Q3DM6", "PRO-Q3DM13", "PRO-Q3TOURNEY2" and, "PRO-Q3TOURNEY4". These are a lot of fun! Give them a try!
-NEW NETWORK CODE - There is a new compression system built into the network code of the latest point release. Essentially, this reduces the bandwidth usage of Quake 3 and Team Arena by a ratio of 5:1 over previous versions of the game. Modem players, as well as everyone else, should experience a significant improvement in internet game play because of this.
-AUTO UPDATE SYSTEM - Within this release is an Auto Update system that can be used to at any time to check for and download updates to Quake 3 and Team Arena. When you install the point release a file will be created in your Quake III Arena directory and in the Start Menu called, "Check For Quake III Arena Updates". Running this file will check our servers for updates and notify you if there is a newer version or inform you that your files are up to date. The auto updater will create a directory on your C: where downloaded updates will be stored. It is important that you DO NOT delete this directory. If you plan to uninstall Quake III, make sure to uninstall all of the point releases as well. (Auto Update is for Win32 systems ONLY.)
-NEW RAIL, ROCKET LAUNCHER, PLASMA GUN, and LIGHTNING GUN EFFECTS - There have been several new weapon effects that we've managed to sneak into this release. We've turned them off in the game by default, but you can enable them from the console by pressing the ~ key and typing the following commands:
\cg_oldRail 0 (enables the new rail effect)
\cg_oldRocket 0 (enables the new rocket effect)
\cg_oldPlasma 0 (enables the new plasma effect)
\cg_trueLightning 0.5 (enables the new lightning gun effect)
In addition, the colors of the new rail effect can be changed with the cvars \color1 and \color2 with values of 1 through 8. (ex. \color1 1 or \color2 5). The new Rail gun effect was donated from the Alliance mod team http://www.planetquake.com/alliance/ The new Lightning gun effect was donated from the CPMA mod team http://www.promode.org/
-NEW CHEATING COUNTER MEASURES - There has been quite a bit of new code added to make it much more difficult to cheat and hack the game. We'd tell you more, but that would be defeating the purpose... Rest assured that it will be harder to cheat than ever before.
-NEW PROTOCOL CHANGE - The changes made to improve network code and prevent cheating will make this and future version of Quake 3 and Team Arena incompatible with older versions. This will affect older versions of demos as well. We wish it were possible to maintain game compatibility through each release, however major code changes limit our ability to do so.
QUAKE III ARENA AND TEAM ARENA EDITING CHANGES
-TEAM SELECTION - When a player starts a game with map or devmap the team logos displayed will be the last two teams used in the single player game. The console cvars g_blueteam and g_redteam commands will allow server admins to change the teams being played on dedicated servers.
-Q3:TA TEAM CREATION - It is now possible to create original Team Arena teams with new team logos, body models, head models, voices and skins. Previously the code had been designed to limit the game to use of two body models (James & Janet). With this point release, hobbyists who know their way around the skills of model-making, animating, and skinning can make new team content for Team Arena. The "how-to" details for the creation of new teams are extensive and will be documented in a separate publication. These new teams will be available for use in single player, and multiplayer games.
-INCREASED VERSATILITY FOR USER-CREATED TEAM SKINS IN Q3A AND Q3:TA - When a user-created skin for a model is accompanied by a set of similarly named matching team color skins, the game will now use those instead of the model's default team skin. For things to work right you have to have the following in the pak file for a blue team skin for and example skin for the Crash model name Hellion:
Hellion_blue.tga models\players\crash\
Hellion_blue_f.tga models\players\crash\
Hellion_blue_t.tga models\players\crash\
Head_Hellion_blue.skin models\players\crash\
Icon_Hellion_blue.tga models\players\crash\
Lower_Hellion_blue.skin models\players\crash\
Upper_Hellion_blue.skin models\players\crash\
Head_blue.skin models\players\crash\Hellion\
Note that the head_hellion_blue.skin file must be in the crash directory and the head_blue.skin must be in the crash/Hellion directory for the model to work properly. A model configured in this manner will be back-compatible with earlier versions of Q3A.
The search process for model skins has been refined for core Q3A and Q3:TA. Details will be in the Team Creation document to follow. Essentially, the game will look deeper into model directories when looking for model head selections.
- NEW MODEL ANIMATION COMMANDS -
Fixedlegs : put in the animation
Fixedtorso : put in the animation
- MAPMAKING CHANGES - ENTITIES CAN BE SET TO APPEAR (OR NOT) BASED ON GAME VERSION. Map makers now have the option to make their maps use different entity sets if a game is being played in original Quake III Arena or in Quake III: Team Arena. By adding one of the following key/value epairs, the mapper can create conditional tests that look for what code is being used or NOT being used to run the game.
KEY: "notq3a" (i.e.; Not Quake III Arena)
VALUE: "1" or "0" The default value is zero for an unmarked entity. If this value is set to 1, the marked entity will not appear if the game is played with "vanilla" (unmodified) Quake III Arena game code. Example: A Chaingun from Q3:TA could be marked with this epair. It would show up in Q3:TA game, but not in a Q3A game.
KEY: "notta" (i.e.; Not Quake III: Team Arena)
VALUE: "1" or "0" The default value is zero for an unmarked entity. If this value is set to 1, the marked entity will not appear if the game is played with the Team Arena expansion set and its game types.
Should you want an entity to NOT appear in either game type (Q3A or Q3TA), you would set BOTH keys to 1. In this case, it would work with any other game mod which supports that entity
If botplay is desired, these epairs should not be used on entities, such as func_statics, that significantly change the flow of the game map.
Fixed Issues with TA and Q3
8-23-01 (version1.30)
-Fixed sound bug (with Graeme hints) -- this crashed some mods
-Made sure Sys_Printf doesn't get into an endless loop if logfile is on
-Fixed qconsole.log issues, +set logfile 1 +set fs_debug 1 was crashing (any OS)
-Fixed logfile 1 / ttycon 1 issue, didn't exit properly (same endless looping)
Also fixes an issue reported by q3f team
-Changed rcon commands from Com_DPrintf to Com_Printf so that they show up
in the console (with IP information)
-Fixed autodownload toggle in q3 ui
Why does Quake have a console? (Score:3, Interesting)
I thought most people didn't like the command line, which is why Windows is so popular. And yet it is in a game? Played for fun?
Don't get me wrong, I love the command line. However I can't imagine all Quake players are Unix-lovers. And Quake is not the only game to contain a console. Although I can't remember the name, I even saw an Interplay RPG with one. Do gamers suddenly want to be l33t? Anyone care to explain this?
IMO, I think a console in a game is actually kind of cool. Now if it were extended to be able to run external commands.... "!ssh", hehe
Re:Why does Quake have a console? (Score:1)
Sounds like a good explanation to me, though I can be wrong off course, as I have proved often times in the past.
Re:Why does Quake have a console? (Score:5, Interesting)
I had never experienced this level of control in a game before. Quake 2 came out and a really excellent mod called lithium came out. Lithium was basically a customizable server mod that let the admin change a wide variety of gameplay characteristics (change the weapon damage, gravity, spawn delay, you name it). I decided to try to build a server for the first time and hook it up to my brand-new cable modem and run lithium.
I was hooked, except the only thing I had around to use for a "server" os was NT4 workstation. Needless to say, I had no end of grief getting the thing to do everything I wanted. I started to lurk on the lithium server op mailing list to pick up any tips, and the conversations were dominated not by how to set up a server using nt, but which linux distro was easiest to use to get quake going and the like.
Guess what? I went out and got a RedHat 5.2 boxed cd from compusa and dove in with both feet. By the time q3test came out I had learned quite a bit, had networked my whole house, set up a masq box to do the connection sharing instead of the quake server and I had moved to debian.
Command line in Quake is fairly unique in games overall. I think having command line interpreter in the game was a strong contributing factor in the game's popularity with the budding online gaming community. It gave a fine-grained control to the user that was willing to tweak a custom
Re:Why does Quake have a console? (Score:2)
No, people don't like the CLI as their primary UI. The same goes for Quake. I love the CLI for certain things (especially scripting, in both scenarios), but that doesn't mean I don't want to code in an IDE, or play games where I have to type
Re:Why does Quake have a console? (Score:2)
In my opinion, the best software of any sort is the kind that is simple to pick up but doesn't really hide anything. It's really hard to pull off in most cases. In Quake's case, the easiest way to mix simplicity with control was to add the console. You'll notice that the game is perfectly playable without it, and in fact, there is a high percentage of Quake players that refuse to use it.
I suppose it gives both people who like a simple interface and those who like a complex interface exactly what they want. I hate having to do a "skirmish" to test out a CTF map - I always pull down the console and send a "g_gametype 4" and a "map [blah blah]".
Re:Q3A v1.30 Readme [Text File] from Windows Patch (Score:2, Interesting)
Obscurity not Security, which means it will only be a matter of time before someone figures out a way to cheat just the same...... *sigh*
Re:Q3A v1.30 Readme [Text File] from Windows Patch (Score:1)
Re:Q3A v1.30 Readme [Text File] from Windows Patch (Score:2)
Re:Q3A v1.30 Readme [Text File] from Windows Patch (Score:2)
One cheater? (Score:2)
Re:Q3A v1.30 Readme [Text File] from Windows Patch (Score:2)
There isn't much choice unless you want to do a major tradeoff between security and efficiency. For example, one of the major reasons people can make proxy cheats ( or otherwise ) that have pop-up radar screens that show where everyone is, is because the server sends the location data of other clients when they are not quite yet in the screen, but in the potentially visible set.
One secure alternative would be for the server game to cast a ray from each client to every client in the same PVS every frame. If they are visible, send their location on the next snap.
Sounds good, until you realize that with latency issues a client may not start getting drawn until he's halfway across a doorway if he strafes by. Gets even worse when you consider how expensive the trace calls are on the server (maybe not TOO bad these days).
That was a bit of an oversimplification, but most security in Q3 has to be obscure to make up for the required tradeoffs in efficiency over an untrusted client.
The extreme would be to send jpegs over the wire and have the client just display them, in exchange for telling the server which buttons the client is pressing. It goes without saying why this isn't done.
Re:Q3A v1.30 Readme [Text File] from Windows Patch (Score:1)
Q3A Mods seems to be backward compatible? (Score:4, Informative)
Re:Q3A Mods seems to be backward compatible? (Score:3, Informative)
-gleam
Re:Q3A Mods seems to be backward compatible? (Score:2)
It's possible to run 1.27g source mods on 1.29h. I doubt 1.30 is much different. Certainly my mod's beta test last night went smoothly on 1.30.
To bad Carmack improved the wrong things. (Score:2, Funny)
Counterstrike has completely quad rocketed quake3 into submission. Don't believe me? Check gamespy.com's stats. I'll even save you the trouble....
Top 5 Games By Players
Half Life
25155
Quake 3: Arena
2353
If this isn't "Ma Mmma Ma Monster Kill" I'll buy you a copy of Unreal Touranment. How did an old creaky 3 year old engine (21 October 1998 release) have an order of magnitude of difference in popularity. Didn't Carmack get the curved surface alpha blended Wow-a-tron 9000 SIMD enhanced shaders right? Unfortunately he did at the cost of his core audience.
The CPL (Cyberathelete Professional League) [thecpl.com] has dropped Q3 support. Other major tourneys are considering following suit and there seems to be a lot of frustration with the limitations of VQ3 (Vanilla Quake 3) turning into an eleborate game of pong. He with the best aim wins 40K!
This is obviously an overstatement but isn't far from the truth. Read some of the pro tourney demo reviews (zero4, fatality, lakerman) and commentary on challenge-world.com (and affiliates). Search for the word "aim". All of the pro players recognize that big league Q3 is all about the crosshair. Obviously you need to hit your target but is that all deathmatch is about?
Q3 seems to be bunny hopping right into the "wrong place", errr... Actually it isn't, and thats some of the problem. You can't bunny hop, acceleration jump, double jump, do complex air manauvers, and perform weapon switch combos (rocket to shaft -> pin to wall) because these were obviously bugs and Carmack fixed them. Its a near wonder that rocket jumping isn't "fixed". Maybe it is in Wolfenstin MP Test, I'm not sure. Q3 is bad deathmatch. Why? Let me count the ways:
You can't control a map with 5 second item respawns, Depleting armor makes it armor heavy, you can't enhance your velocity, way too much weapon balence, the Grenade Launcher is timed poorly and is about as precise as throwing a dead tuna, the rockets are still too slow, etc, etc...
Wait a minute you're saying... If these are legitimate problems that hardcore quakers tend to agree on, and the Q3 source is open, and easily moddable- why don't I shut up and start coding?
Simple. Its already being done for and by hardcore quakers. Its called CPM Challenge Pro Mode [promode.org] it essentially rebreaks what Carmack has "fixed", and it makes a much more enjoyable (rewards dedication >> depth) deathmatch experience. It isn't nearly as fringe as you might think. If I was a betting man I'd give it 2to1 to overtake VQ3 in 2 years when all of the "I do it for the pretty colors" first person shooter llamas have moved on to the NBT.
Look at the featureset, here [promode.org]
See what hardcore quakers have said about it here [promode.org] and here [gamepig.com]
Vanilla Quake3 is finally "gold"? Great. I could care less.
Re:To bad Carmack improved the wrong things. (Score:4, Insightful)
Your Half-Life numbers are a bit disingenuous, as the crushing majority of "Half-Life" servers are actually serving TeamFortress Classic and CounterStrike. There are comparatively few HL servers running straight HL deathmatch (not to be confused with DeathMatch Classic, which attempts to recreate original Quake deathmatch, but with brand new art).
As for the rest: Though the technique has been shown to me, I have yet to develop any bunny-hopping skill. Frankly, I have enough trouble shooting straight without having to worry about whether I'm turning the right amount in the middle of a jump. Don't get me wrong; I've spec'ed rather skilled bunny-hoppers, and it's very impressive when it's done well, but at my current skill level, it's a hopeless distraction.
Whenever I can, I play deathmatch mode 3 (weaponstay). I detest deathmatch mode 1, since it basically turns the whole thing into a game of keep-away (which is about as fun for me as it originally was in the schoolyard). It's especially bad on DM3 (The Abandoned Base) in Quake{World}. "Kwitcher whinin'," I hear you say, "and go develop your 5k1llz." Well, thanks. Just how, in practical terms, do I go about doing that without some advice? Doing it on one's own tends not to yield helpful results: *blam* "Well, that didn't work." *blam* "That didn't work, either." *blam* "Fragged me again." *blam* "Nope, he's still not injured." *blam* "So he's got -- what? -- 90 rockets by now?" *ZOT!* "Oh, I guess he got bored with the rocket launcher." *blam* "Sigh..."
I agree that Q3 rockets are too slow, and that they impact and detonate in a manner most unfamiliar to longtime Quake{World} players.
Schwab
Re:To bad Carmack improved the wrong things. (Score:2)
(Why'd you post anonymously? This is good info! Someone mod the parent up!)
Wow. And I thought I played a lot.
I'm very familiar with the Quake Done Quick series (I particularly like Scourge Done Slick; how about that rocket jump rebound off the floating exploding thing?). But watching the demos by themselves doesn't show you what the player is doing with their hands to make it happen; all you see are the results.
That link doesn't work, but I looked at its predecessor e1m7_029, and it's damned impressive. (Hopping off Chthon's head. Brilliant.)
I'll have to disagree here. On DM6 in Quake{World}, a guy can camp the red armor and hang out for days. There's a +25 health pack right there, and another +25 and two +15 packs within walking distance. In deathmatch mode 1, each time the rocket launcher respawns means another +5 rockets for him, and it only takes one solid hit to down a guy. Deathmatch mode 3 (weaponstay) mitigates this slightly, as it forces him to go hunting for more rockets when he runs out (and there's only one place to get them other than from your corpse).
Yes, you can pick up the +100 health pack and second rocket launcher, but your aim needs to be perfect or he'll still clobber you.
BTW, thanks for the pointer to the FDE (Frags Done Extreme) video. That was amazing.
Sound advice, thank you. But doesn't the precise timing of the tricks change based on network latency (in which case, skills learned on a LAN or localhost connection prove useless on public Internet servers)? Further, aren't the details of the tricks different between Quake and QuakeWorld (since QuakeWorld has slightly different physics)?
Finally, if you're still out there, do you have an opinion on Qizmo [udpsoft.com] and/or MoreQuakeWorld [n3.net]? Some seem to regard them as indispensible tools, while others see them as cheat enablers.
Schwab
Re: Quake Geeking... (Score:2)
Ah, but isn't that the essence of the net? :-)
Herein lies my greatest flaw. I don't enjoy getting bitch-slapped. Not at all. I get supremely frustrated and screaming angry, so much so that my neighbors wonder if I'm all right in the head. Still, I keep coming back for more. Whether this is due to unflagging dedication or just bull-headed stubbornness, I can't say yet.
So when does it stop being "level control" and become "camping"? Or is that entirely subjective?
Got the bandwidth, but won't touch RealPlayer. The .AVI link in Germany doesn't seem to work at the moment.
Okay, that's good to know.
Wow! Excellent resources; thank you. I'll check them out next time I crash back into Windows.
Ah, yes, that one. I know it well. I've successfully made that jump perhaps a handful of times. Strangely enough, I seem to have better luck making it in HalfLife DMC than QW.
Side note: Success at bunny hopping seems crucially linked to a good keyboard/mouse button layout. I'm still experimenting, but I still furtively stab at the spacebar to jump.
If you want to continue this in email, I'd be happy to hear from you; the address is on my Web page. And the QW server on which I most often appear (because it almost always has players and low latency) is MommySue's Happy Place [mcbrideco.com].
Thanks again!
Schwab
Re:To bad Carmack improved the wrong things. (Score:1)
I would think that skill and strategy would be the biggest factor in what makes people good at a game. And not the knowledge of some bug/flaw.
Re:To bad Carmack improved the wrong things. (Score:1)
If you want a game where everybody moves the exact same speed and in 2 dimensions, I'm sure you can find a Doom 1 download somewhere.
Promode gives you somewhere to go after you've mastered vanilla quake.
Re:To bad Carmack improved the wrong things. (Score:2)
Frankly, I'll wager you lose most of the Quake games you play and you're just looking for an excuse. And Carmack is an obvious target. Grow up.
Re:To bad Carmack improved the wrong things. (Score:2)
Look who's crying now, eh?
:)
- Ed.
My Mirror (Score:3, Informative)
Don't hit this mirror before 8:15AM EDT since the file is currently being uploaded to the webserver.
Very fast EU (.de) mirror (Score:3, Informative)
http://q3ctf.net-soldiers.org/download/patches/li
-adnans
Trying SMP acceleration... (Score:1)
The one thing I wanted in the next linux version and its not there. Oh well.
Re:Trying SMP acceleration... (Score:2)
Oh well... guess it simply won't happen.
Mirror List (Score:3, Informative)
q3pointrelease_130.exe [pugetsoundmedia.com]
q3pointrelease_130.exe [jetstreamgames.co.nz]
q3pointrelease_130.exe [paradise.net.nz]
Actually I had over 30 mirrors but the Lameness filter decided it would be in your best intrest if you did'nt see them Head over here [filemirrors.com] for more
Sound segfaults still aren't fixed under Linux (Score:5, Informative)
Re:Sound segfaults still aren't fixed under Linux (Score:1)
What About Mac? (Score:1)
Re:What About Mac? (Score:1)
What's currently available from ID can be found here:
ftp://ftp.idsoftware.com/idstuff/quake3/mac/old/ [idsoftware.com]
Large mirror list (Score:1)
MIRROR! (OC-3) (Score:2, Informative)
Re:MIRROR! (OC-3) (Score:1)
MD5 Sum (Score:2)
The MD5 is:
3ca9f611a036243a24e582b24bf127a8 linuxq3apoint-1.30.x86.run
Anyone want to check if this is the same as the official one?
Re:MD5 Sum (Score:1)
So, either we're both okay, or we're both toast.
OT: FPS for toddlers? (Score:3, Interesting)
My toddler likes to pick up the gamepad and push the buttons while watching my screen saver swirl around (gee, does this mean daddy is on the computer too much?). I'd like to put on some 3D First-Person game so he can get feedback and enjoy making it walk around and jump up and down. Can anyone recommend a FPS and a level or mod that would look interesting to a toddler with NO VIOLENCE and NO MONSTERS in it.
BTW, before you even mention it, Blowing Barney's head off with a shotgun, while satisfying for me, is definitely a no-no for a toddler.
I will try Half-Life in the "reception area" at the beginning of the game. There are a few guards and scientists, interesting walls, and no monsters. But I'd like something more interesting for him.
Re:OT: FPS for toddlers? (Score:1)
Theres also the voyager elite force add-on pack that had the Voyager walk-through.
A patch? For WHAT? (Score:1)
When Q3 crashes, half my DLL's must be broken
This was fixed quite some time back... (Score:2, Insightful)
This was well published at the time, and if I recall correctly, promptly fixed.
I realize it is good measure to always be concerned about security. Keeping in mind past exploits is always a good way to foster security awareness, but I think in this case your point is without merrit.
Id's team takes quality of work fairly seriously. Also, consider how many people attempt to break protection on Quake and how many folks are involved in its dev scene.
I would personally be surprised if they ever screw up like that again.
Re:This was fixed quite some time back... (Score:1)
iD might have learned their lesson, but have the others learned?
(And I still think the 'feature' is kinda suspicious because of the filtering of the source address. No need for debug code to have such a thing? Still feels more like iD knew it was there, and were forced to remove it when finally found out.)
(But they still make killer games. No doubt about it. Looking forward to Doom3.)
Re:Offtopic Flamebait: Have you tried... (Score:1)
Why buy the Windows version if you running Linux ? I bought the Linux version to support Linux games. I regularly buy Linux games to support what Loki games is doing, porting games to Linux. I am happy that there getting smart by making games so you can't do that anymore.
Not Really Offtopic Flamebait (Score:1)