Fancy a return to the old Quake 2 style of CTF play? We've got the source code to PureCTF 3.0 for you to download and learn from, courtesy of Kilderean. Some of the things that you'll find in the code: A fully featured grapple, with new models Bot enabled grapple usage 4 types of power runes Server game options displayed on level load. I intend to release Spearmint 1.0 as the end result of 10 years of working on the Quake 3 engine. On October 10th I'm planning to cease development on my projects based on the Quake 3 engine (Spearmint, Turtle Arena, Lilium Voyager, flexible HUD mod for ioq3, ) and resign from being a ioquake3 maintainer (since 2011). Id's Quake 3 Arena client also sets clguid, but only if Punkbuster is enabled on the client. If clguidServerUniq is non-zero (the default), then this value is also pseudo-unique for each server a client connects to (based on IP:PORT of the server). Join in on the action with others. The current servers are running the Challenge Pro Mode Arena and Quake 3 Fortress mods.Challenge Pro Mode Arena and Quake 3 Fortress mods.
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Fancy a return to the old Quake 2 style of CTF play? We've got the source code to PureCTF 3.0 for you to download and learn from, courtesy of Kilderean. Some of the things that you'll find in the code: A fully featured grapple, with new models Bot enabled grapple usage 4 types of power runes Server game options displayed on level load. I intend to release Spearmint 1.0 as the end result of 10 years of working on the Quake 3 engine. On October 10th I'm planning to cease development on my projects based on the Quake 3 engine (Spearmint, Turtle Arena, Lilium Voyager, flexible HUD mod for ioq3, ) and resign from being a ioquake3 maintainer (since 2011). Id's Quake 3 Arena client also sets clguid, but only if Punkbuster is enabled on the client. If clguidServerUniq is non-zero (the default), then this value is also pseudo-unique for each server a client connects to (based on IP:PORT of the server). Join in on the action with others. The current servers are running the Challenge Pro Mode Arena and Quake 3 Fortress mods.Challenge Pro Mode Arena and Quake 3 Fortress mods.
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Posted: DooMer @ 12-02-2019 01:11 PMQuake 3 Arena Mods
Quake 3 Arena Free
There I was, a young man and avid Quake 2 player patiently awaiting the release of the Quake 3 demo. I skipped q3test but I heard good things.Boy was I disappointed when I loaded up the game and got 10 - 15 FPS. With the install I found some links to a site with some very knowledgeable people who were already dissecting the game, coming up with configuration tweaks, forming new strategies, and talking tons of shit. Unfortunately all the tweaks in the world wouldn't make the game run smoothly on my STB velocity and 28k connection speed.
The editing and programming forums were especially important providing an invaluable resource for new map designers/modders, and helped jump start many game developer's careers. That's all thanks to the community helping the community; learning from each other, and giving back. It's real sad to see modern games lose their way in this regard with the advent of live service games.
As far as the future of Q3W is concerned, there may possibly be an upcoming update to the forums and main page to make it easier for people to get going with q3/ql.
I wouldn't say I'm nostalgic, but people are always asking me 'Hey DooMer why you always playing these old ass games?'. I like good things, and no matter what other games I play I always come back to Quake, at least for a little taste.
I was going to put up a q3 server, but the source port situation is looking a bit ugly at the moment. You may see me on the Q3W Quake Live server in Chicago. Perhaps we'll post in discord through the month to get people playing. Please tell me if anything needs to be tweaked, a lot of the configuration is untested:
/connect play.quake3world.com