Quake 3: Arena SDK--RELEASED!!
BigMeanBear writes "Finally the highly anticipated Quake 3 Source is available for mod makers to hack away at. Go get it and make some mods!" The id server seems to be overloaded right now, so you might try some other locations.
A little behind times? The mods work on any platform. That's what the VM was for.
moron
moron!
MORON!!
Anyone got it to compile with any compiler BESIDES MS Visual C++???
Vise is the installer it is bundled with, and it does seem to work fine with Wine (Though why it needed an executable at all is beyond me... tgz and zip not good enough for the id people?)
I loved the original TF for Quake 1 as well. I spent many hours wasting away playing the damned thing. Personally I've found that TF was a LOT more fun that just general deathmatch or even the standard CTF mods that were out there. I don't know what it is about TF but it just has a certain aura. I guess it's the fact that you have the seperate classes, each with their "powers" and weapons, whereas in normal quake, anybody can get all the weapons and be like anyone else. After about a year absence from playing TF for Quake I was disappointed how much the graphics really suck these days when I tried to go back to play it... luckily there is TFC for Half-Life. Unfortunately, still no Linux port and there probably never will be one. I just hope when TF2 comes out (standalone game) that they'll consider either doing a Linux port, or letting Loki do one. I have Q3A but I got bored after the first 3 minutes of playing it since even the "team" option is just a bunch of people running around fragging each other. There doesn't really seem to be much objective other than killing the guys of the opposite color (which is kind of hard to tell with all these weird skins now). With TF you actually had roles you could play.. sniper would sit up in a high place and pick off offensive players coming into your base.. engineer would build sentries and dispensors at key places.. medics would go around healing/infecting people.. hwguy's would go spray bullets at people, etc. ;-) Ah well.
At this point in time, Linux is NOT anywhere near a suitable gaming platform. Hell, Linux doesn't even support my Aureal Vortex 2 sound support built into my motherboard.. I'd have to either go buy a new sound card or get the non-freeware OSS binaries. Not to mention, I seriously doubt Quake3 would even work with my ATI Rage 128 under Linux... they probably expect everyone to have a 3dfx card which I won't buy since the Rage 128 is plenty fast for me under Win98. So.. for playing around.. I'd like to try Q3 under Linux just to see if it even works, but I'm not going to go buy a Linux-only distribution of Quake3 just to TRY it. I KNOW the Windows versions of any game out there will work fine for me.. Linux on the other hand is always a big question mark.
I played with Q3A for about 30 minutes before I got so frustrated with it I just gave up and uninstalled it. I suppose the graphics are good but they're just so "out there" that they look gay. From weird ass guys to aliens.. blah. Unreal Tournament on the other hand kept me mesmerized.. the weapons were MUCH cooler than Q3 and the gameplay was very smooth and fun. I'm glad I bought UT but hopefully someone will make a mod for Q3 so I can get my money's worth out of that as well. Otherwise, it's back to Half-Life for me to play TFC.
I'm torn between it being insensative or extremly hilarious. I have a mildly strange sense of humour... www.redmeat.com -ish. I'm also sane due to the fact that I also haven't killed anybody either.
Linux isn't a suitable platform for YOU. It is for most other people .It supports most sound cards and video cards, and if it doesn't, blame the manufacturer.
Also, I am having a much easier time getting this game to work under Linux than under windows, with the point release binaries. Probably slower, but it works.
How can the firt post posibly be redundent (Other then FIRST POST!!! first posts)?
(nt)
Walk into CompUSA blindfolded, have one of the employees lead you to the games section, and then pick out a game without looking at it. Pay, take it home, play it.
What are the odds that you're going to enjoy that game for any length of time? Not real good, I'm guessing. If most commercial games are lousy, it's not real fair to complain about the fact that most of these free mods are lousy, as well. So lots of bad ones will come out - just delete them, and stick to the ones you enjoy. A few, like TeamFortress, will be gold.
How does this one get scored informitive?
It's wrong! The quake SDK or mod source did not cause the cheating. The Quake binaries SOURCE that did!!!
oops I meant insightful :P
No, they didn't license the quake2 engine. They recieved a copy of it, but most of their work was done on the quake1/quakeworld engine.
You're probably thinking of Sin, which was based off the quake2 engine.
Now is a good a time as any to start >:)
Who said anything about having to use the SDK in his post? Umm nobody?
The map creator has been our a while you don't need the sdk to make levels
Dirty for quake2 was a lot like this..
Except it let you kinda limp around a bit still..
I am super educated on this. I was working on mods long before crt ever learned to program and have kept up rather well with developments in modding on Quake/QW, Quake2, HL, & Q3A. id's current release doesn't limit mod coders in any meaninful way whatsoever, as crt claims. I applaud them for moving from native dlls to a vm byte-code style architecture for mods. This makes it altogether easier for mod authors to do compiles, since they only have to compile once for x different architectures. It also improves security for the client users (and I don't really feel comfortable letting crt's work run rampant on my computer at the moment, given his obvious lack of intellect). This moves back to the much stabler and more controlled QuakeC-style architecture. The only reasons for moving away from that were performance and good debuggers. Performance isn't a real issue with fast processors of today, and the debugger issue is presently handled through VC++. (id wanted a debugger and they use VC++ for devel, that's why they wanted native dlls. Mod authors of course, could always just use lcc or similar for compiles and a debugger of their choice.) As for the issue of clients not loading the correct game directory by default, over which crt whines... who cares? Quake/QW never did this, it was handled by GameSpy, PingTool, etc. Maybe crt forgot he was supposed to be pimping GameSpy.... (He's one of Bastard's lackeys over at GSI, for those who were unaware.) This feature will probably be added soon by id, but it's really not a problematic issue. Feel free to drop a CONSTRUCTIVE e-mail to crt encouraging him to get a clue in a timely fashion.
I didn't even care about the original topic of this thread. I was just correcting the morons's grammar. Too bad nobody's yet correct it with a shotgun to the head or something......
Well, I can safely say I'm educated to high heaven and hell on these topics, having contributed code to various Quake/Quake2 mods, tutorial sites, and other such tools, and I must disagree with you on the value of auto-switching on server connect, based on the mod the server is running. Forcing external tools to do it, and having no way whatsoever to change it from within the game itself is a step backwards. No, Quake 1 didn't support this either, but Quake 2 did support it. Why remove functionality that makes it easier to connect to a server and play? Why make the program rely on the proper operation of an external program when they can add support (albeit likely fairly convoluted to add, this late in the program's development and coding) for this highly useful feature again? The difficulty of getting a game running with a mod's seperate files, as well, is another great difficulty. Getting a new server-side bit of code to function is relatively easy, but modifying the client-side code, or the UI code, is something I'm still struggling with getting to work. This is one more minor difficulty Quake3 appears to have over Quake2. Mods will be made, don't think otherwise, just as it stands now, it's more difficult to start than it needs to be, with only maybe one or two minor changes needed to Q3A's functionality to fix these issues.
Heh. Well I _WOULDN'T_ have made it, except you think it would be stupid and sick, and that just makes me want to DO it, just to piss you off. I'm a punk. I don't care what you think.
Now that was some serious code hacking. Can't wait to see what you do with it.
I've never recieved a 502.
working a little with one of loki's programmers we worked out the format for tnt/tnt2 install using glx (btw i use a tnt1 .. q3 10-20 fps.. yea yea i know.. but i can play :) ) -rw-r--r-- 1 root root 740894 Jan 5 17:29 glxriva.rpm note the date.. the newer ones break stuff modify your xf86config with load "glx.so" make sure you have a 640x480 in there somewhere and bam! your set. druid@NOSPAM.imageway.com
I'd really love to play Q(1-3) with a model/skin of Bender (of Futurama fame). Best Weapon would be the Permanent Career Assignment Gun. Anyone knows if somes made such a model?
Hmm.. dono about TNT2, but there is some glx stuff for FreeBSD that claims to support it besides the matrox g200/400 with xfree 3.3.5, and I can hardly imagine this being available for freebsd but not for linux.
I have played it on a matrox g400, and tho it is playable, it takes a huge amount of cpu time compared to when running it on a 3dfx2.
Some funny differences:
with the glx stuff + 3d accelerator drivers the framerate is lower then with the 3dfx2, funnily the same is true when running windows on that machine, tho not as much as in this case.
It looks way better with the glx stuff then with 3dfx2, lighting is much better, less polygone errors etc.. so for now its a choice between perfection and high resolution if I want to play at an acceptable frame rate.
It might be worth noting that this source release is not the complete source for Q3.
This release contains the source for all of the 'interesting' parts of the code, the game logic, and anything that Carmack/id decided mod makers would find interesting.
Alot of people have been confused by previous source releases in this way.
I am a lawyer and this constitutes legal advice and I shall indemnify you against any losses arising from taking it.
Hmmm, it seems that this file is not a zip file which I had at first assumed, from running strings on it, it contains the string "Microsoft Visual C++ Runtime Library" what's up with that?? Anyway, would it be against the licsensing terms for someone to post a tarball of the expanded source for us non-windowsy types?
You're talking about Quake 3, not the Quake 3 Game Logic Source Installer (which I'm assuming is InstallShield-based)... which Wine should be able to handle... :)
:wq
1) This is a windows installer executable, and is faily useless on Linux... (although you may have some luck with Wine
.dll's, which were platform dependent, Q3A's game logic source (note: that's all this source release is, not a full rendering/network engine source release) projects can be distributed as .qvm's, which are psuedo-C files parsed at run-time by Q3A's virtual machine, and thus can be run by Linux, Mac, or Win32 Q3A without any problems.
2) Unlike Q2's compiled
:wq
Heh like that'll be hard, just uncomment/enable all the grapple code thats already in there. And there you go Q3A Grapple 1.0 ;]
Ok this is a good thing. However has anyone had any luck making and runnign debugging dlls with MSVC 5.0? I can make and run .qvm's perfectly however I cannot make Q3A find any dll's, anyone worked out how to do this yet?
I dunno how many other people this happened to but I might be helping someone... I got the gift of Q3:A for christmas this year, however it was for the Windows platform. I assumed that Q3 would be distributed like Q2 -- you could get binaries for the other platforms off id's ftp, but this wasn't so. That was a problem since I could never get my G200's OpenGL to work on Win98, but it flies under Linux.
Then I found this shell script someone posted on the loki newsgroup: it allows you to use the data off your CD with the linux Q3Demo 1.1 executable. It sets a couple breakpoints and modifies some stuff in memory. Posted at: http://www.linuxstart.com/~kva nce/software/q3full.sh
Nifty, eh?F0 07 C7 C8
Well, I think I saw this bit of news on Blue's News, but I wouldn't take it as much more than rumor atm.
As I understand it, TF2 is using a heavily modified version of the HL engine (to add some new skeletal animation system, forget the name), and HL2 is going to use a modified version of the TF2 engine. No rewrite for the Q3, just an updated version of their heavily modified Q2 engine...
But hey, I could be wrong, it has happened before =)
Ferat
Ummm, q3 for linux has been out for several months now.
-- filgy
I like the idea of source code being released with games. I remember playing Doom when it first came out and it really changed my computer habits. They just keep getting better and mutate into thiings like doom-sysadmin. Source code will immortalize the traditional fun and allow it to evolve until the universe collapses.
Somehow I have this cynical humor that says "YES!!!!!! OHHHHHH HEHEHEHEHEHEHEHEHEHE YES MAKE A COLUMBINE LEVEL PLEASE!@#@#!#!@@#!" I even thought of an idea of reenacting the Columbine videos in Quake 2 using text dialog, record'ing it like a demo (it'd take 3 players, obviously). So this is right along my lines. All I have to say is: SOMEONE PLEASE MAKE A CHS MAP! Quake 2 as well if it's even possible... since my system resources don't dictate Quake 3-ish gameplay yet :)
the real at&t mix
$50 is a bit much in my book to cast a 'vote' to help some dawdling game company executives decide who to swindle next and how. Let 'em look at Loki's sales figures. If they don't want to jump in, they don't have to. Things are moving along just fine without Mr. Carmack's thoughtful request that we pay full price for 2 separate versions of the same game. Almost everyone will have bought the Windows version of the game already. Lusers and Wusers alike. Lusers are supposed to buy it again as a 'show of support'. Go ahead...*you* first!
Kick ass game, by the way, but I really miss the original 'dungeon hacking' gaming elements of Classic Quake. Romero's influence is sorely missed.
**>>BELCH
CRT the author of Rocket Arena isn't too happy with this source release, stating that it's even inferor to the Q2 SDK and threatening id that if they don't straighten it out there won't be a Rocket Arena 3...
I purchased the Linux version, and don't appreciate having to degrade myself by running a "No CD" crack to use a program that I paid good money for. It would be nice if the would allow us to use our CD-keys from Linux. BTW: Does the Windows version of Q3A look bad (compared to Linux) to anyone else ?
-somnambule
Right, it's not the full Quake 3 source.
Think about the difference between package-devel.rpm and not package-src.rpm
________________________________
Or, if you really want Team Fortress, goto www.q3fortree.com They actually plan on making q3tf nearly identical to the original tf rather than the hack job that was done with TFC.
Or, if you really want Team Fortress, goto www.q3fortress.com They actually plan on making q3tf nearly identical to the original tf rather than the hack job that was done with TFC.
(To see more of q3fortress, goto www.q3fortress.com)
The SDK helps with the coding of aimbots. Cheats were present BEFORE the code release of quake 1. The code release only made it easier to write bots and other client side cheats.
The release of the SDK for Q3A will eventually lead to aimbots (not like I don't get flamed/kicked enough already for "being" a bot...)
So, yes, you can cheat without the full source code. The real trouble is that there are far fewer cheaters out there than most people think, and if you know how the bots work the real cheaters are pretty easy to identify.
Clarification of the issue is avalible here.
Try to hack my 31337 firewall!
ftp://quake3arena .co.uk/pub/quake3/source/win32/Q3AGameSource.exe (1.3Mb)
qube
http://www.quake3arena.co.uk
I am pritty sure I will have the first mod out. grapling hook... of course... Do I get a cookie? Oreo... if you please. ;] PimpSmurf
Stupid people do stupid things... Smart people outsmart each other... --System of a Down
Okay, bad news for you unfortunatly. They are not planning on releasing binaries, because they want proper sales figures on who is buying what. :)) install CD and use that. Or do a babbages return.
Here is my (kinda) solution... Borrow a Win32 friends (You do admit publicly that you have friends like this?
As for playing under linux w/ a TNT/2/Ge... Dunno. NVidia is now funding someone to work on it, but I'd give XFree86 3.9.blah a try. Has anyone done this? I'd love to hear.
http://www.somethingpositive.net Funny + bitter = comedy gold
No, I think he's talking about just buying the game, not running the mods.
No, I got mine pre-ordered from lokisoft. Go to any electronics boutique, they should have it, or go here.
:-)
Aside note, anyone know if you can download the windows binaries anywhere? (ducks)
No, seriously. Since I had to take my Voodoo2 out of my system to make room for a SCSI adapter, I can't play Q3A on my TNT2 under linux, tho the demo under Win32 works ok. I had heard that you would be able to download the binaries for Linux or Win32 or Mac if you had bought the retail CD (kinda like how it worked for Q2 - you could buy Win32 CD then download the Linux Binaries)
I just want to be able to play it until the 3D support for TNT2 gets better under XF86.
(ok, flame if you must, but if you have an actual solution to let me play Q3A under Linux with my nVidia card, that would be more productive)
OH, and this from their site:
Quake III Arena for Linux will also be available in retail stores in the US and abroad. We anticipate US retail availability beginning December 27th, 1999, with other locations soon after.
Read above, not all of the source was released. I would presume that you are not to reverse engineer binaries for which source was not released.
and you think you'll have MORE free time after college? ROTFL!!
+&x
You can order it here.
Sendy
GNU guru and mainframe hacker
First off, I just wanted to say that making a CHS q3a level is stupid and sick. More importantly, you didn't need the q3a SDK to make that. Q3Radient does maps, and you sure could make a high school with q3radient...
Just wanted to make that point.
-PovRayMan
----------
Check out my blackbox styles
Hey, I do stuff for 3d Shooters and we mirrored the game source here. Our main site will open up today or tommorow. Sorry for this bad spamming of our site, but at least you get a mirror :)
-PovRayMan
----------
Check out my blackbox styles
You can find the source here: http://www.opticalvalley.com/f iles/Q3AGameSource.exe
Have fun!
-Chris
a better sig would normally be here. -blah-
This should be interesting.
I bought mine at Fry's on Dec. 24. Nice tin box, too. You can order it direct from Loki, also.
.pk3 file from the CD to your windows machine, install the point release executable, and go frag. (I did something similar to that but not -excatly- that so no promises.)
As to running it on windows, grab the point release! It has been out for a day or two now. Copy the
Code is garbage in garbage out.
Languge is garbage in, non-sequitor out.
Code is garbage in garbage out.
Languge is garbage in, non-sequitor out.
There's a Windoes (sic) executable available for download at the usual places (fileplanet, cdrom, id -- if you can get to it). It is the "Jan1300" point release, and has some useful bugfixes. It also means those of us that bought the Linux version can now run it on Windoes (if we must, and I -must-).
Note: it is only available for Windoes at the moment. There is what looks like a beta of the Mac version -- not sure about that -- but nothing for Linux yet.
Code is garbage in garbage out.
Languge is garbage in, non-sequitor out.
Code is garbage in garbage out.
Languge is garbage in, non-sequitor out.
OK, so I got the source, and as usual there was a long convoluted license. Fine, but what's really funny is the fact that they left these lines in the license:
:)
f. disassemble, reverse engineer, decompile, modify (except as permitted by Section 3. hereinbelow) or alter the Software;
g. translate the Software;
h. reproduce or copy the Software (except as permitted by section 3. hereinbelow);
i. publicly display the Software;
j. prepare or develop derivative works based upon the Software;
Um, catch me if I'm wrong but f, g, are redundant; you can't decompile source code
Michael Gentili
- He's just some guy, you know?
Looks like fun...
-Warren
So whos gonna make the CHS q3a level? If the media is going to blame games and movies we may as well humor them >=)
God Fucking Damnit
Has anyone made a tarball of this stuff?
Could you give a code example about how you did the fission bit? I've tried calling the grendade fire function from the think function, and I can get the first explosion to spawn a 'nade, but that 'nade's explosion sends me back to the menu.
I'm a gnu world man.
So where'd you download it?
I mean, the same form type letter in two different topics that are almost entirely irrleleveant...
Sorry, but I had to knock your last one down a notch...
They are planning on releasing binaries, probably sometime next month (though the time frame is not certain, they originaly said it would be around the first point release.. Oh wait, that's now..)
Blessed are the pessimists, for they have made backups.
Yeah, well ... Right now I have 4 classes, and the resulting work takes up about 16 hours a day. (goodie, 2 hours of fun and 6 hours of sleep).
;).
The two internships I worked over the summer I generally had a bit more than 2 hours to myself in the evenings
Actually, the way the program is layed out it is rather simple to do. I really have to admire the way they designed everything.
:)
:(...I'm currently in my last semester of college..bleh, I want that sheet of paper already ;).
The gernade launcher for instance. There is a function called when you click the mouse button to fire a gernade. This in turn calls "fire_grenade" with some parameters.
The fire grenade routine creates a new item and fills out all of the fun fields in the data structure. There you can change the velocity, or the way the item falls, etc. In that structure you can also set a time which will call a "think" function. The "think" function can change the data structure, make new entities, blow up the items, make a 100 new ones going every which way... whatever.
The only problem is that I won't have time to REALLY play with it for about 4 months
I've never looked at the "sdk"'s for other versions of quake, so trolling through this was a rather interesting experience.
:)
First Discovery: I wish I could code that well.
Second Discovery: The BFG and Plasma rifle shots DO travel at the same velocity.
Third Discovery: The rail gun is an "insta-hit" weapon.
Fourth Discovery: Increasing rocket velocity to 20000 (from 900) makes a rocket launcher the equivilent to a rail gun with splash damage.
Fifth Discovery: Bouncing rockets are cool but useless.
Sixth Discovery: Changing the way a rocket handles in midflight confuses the client prediction (unless you fix the client too)
Seventh Discovery: It is far easier to make a random vector and normalize it than it is to try to get a series of vectors to form in a circular fashion.
Eigth Discovery: A gernade that explodes into 10 new gernades looks cool.
Ninth Discovery: Quake doesn't like it when you try to blow up a grenade who's "owner" (ie: the person who launched it) is a gernade who blew up 10 seconds ago.
Tenth Discovery: A gernade that explodes into 100 new gernades is the Quake equivilent of a nuclear bomb.
Eleventh Discovery: It takes 2.3 seconds for 10 grenades spawning 10 grenades spawning 10 grenades etc to make the game go back to the main menu. (yes, we did this on purpose)
Twelth Discovery: It is possible to get a chain of grenades to go on for about 3 minutes...This would be the quake equivilent of nuclear fission.
Thirteenth Discovery: Accuracy awards are given.
Fourteenth Discovery: Replicating gernades make it easy to get accuracy ratings exceeding 1000% (1128% in this case).
No, I didn't mess with much other than the weapons (it's really the only thing you can play with while having no objective in mind, yet being able to see results instantly). Though I did confirm my suspicions that sometimes the bots decide to suicide themselves...:)
....and now it's time for bed (I've run out of Dew).
TFC Purists? im a TF purist.. not a TFC purist, will i like it also? because i couldnt stand tfc, it seemed so cheap compared to the original, and looks half-done. something that feels like TF will win my vote..
-- spathi.net: My Corner of the Universe
Ok, i just ran the installer under wine, it worked fine, i used the latest release, you can grab it from here
-- spathi.net: My Corner of the Universe
Hopefully this will mean some more ctf levels. One can really get sick of playing the same ones over and over again- why did they only put four ctf levels in the game?
And why do they have to be so symmetric? I liked the levels in q1 and q2 for ctf because they were asymmetric and each round offered a different strategic advantage for the teams. Its not embarassing to lose, because you might get the nicer base on the next level...
Does anyone know of a site where you can find all the commands for q3?
THe website for the Q3 Team Fortress project is here
I Still prefer player Quake Team FOrtress over Q3Arena currently :)
Sosumi. just kidding. DONT!
You got to love these people. They've completly changed the way games are published and how gamers interac with the software...
I bet the 1st 100 mods will be for a grappling hook.
-Oy Vey
Yay for id, for not barring the release of the SDK because of their problem with the "cheat" mods in the Q1 source. It is inevitable, however, that someone out there will code-in cheats and the like but at least a lot more good will be done than bad from this release!
"In individuals, insanity is rare, but in groups, parties, nations, and epochs it is the rule." -Nietzsche
No, valve licensed the Quake 2 engine for Half-Life
Here's my DeCSS mirror, where's yours?
This is by far the coolest mod for Quake 3 I've seen: Dark Gift is based on John Carpenter's Vampires, and is quite ambitous. They plan on modding it to be a super-realistic gaming experience (if you get shot in the leg, not only do you lose health but you're also kissing the ground) and looks like an awesome idea. Deffinately a mod I'll be waiting patiently to be released!
Here's my DeCSS mirror, where's yours?
We have THE difinitive new TFC conversion. This mod will feature everything to have all the TFC purists creaming in their pants. We've been working on models, skins, sounds, and maps already. Now that the SDK is out, it wont be long before we will be playing TFC in the Q3 engine! Anywayz, heres the URL:
http://teamassault.thefortress.org
g eez we are so much furthur along than q3fortress (get off your asses!)
-Erik L. Elmore
+= E
I don't think I've ever been able to get into id's server. Does it make sense to give a link to it right on the main page so people can check if it's available with a single easy click, just raping it more?
Just my $.02.
Will Valve be using the Quake III engine? Lets hope we don't have to wait too long, and I'm sure it's gonna be great.
Cure cancer.. and stuff! www.team45.info
Now I have a good reason to keep Q3.. but how long will it take for mod designers to create something worth playing over and over again? Will we wind up with a sleuth full of useless crap mods, and a few great ones? I would really like to see Counter-Strike (which was for Half-Life...) in the Q3 engine.
-FweE-
If you still think that the current Q3A CTF lacks, you may be happy to know that there's a group working on Classic CTF (http://www.quake3mods.net/cctf).
The group is formed to bring back the best elements of Q1CTF and Q2CTF - including the missed grappling hook and techs! Here are some of the stuff that should make it in the Classic CTF mod (taken from their website):
Map remakes:
McKinley Base
Stronghold Opposition
Smelter
Da Ancient Wargrounds
Two Towers
The runes/techs:
Auto-Doc, Power Amp, Resist, Haste
Items:
The Grapple!
Ammo Boxes Skins (just like Quake 1/2)
Green Armor (25% armor)
A new model for the lightning gun. Discharging in water will be put in too.
The Super Nailgun is back!
New team skins to use instead of the standard ones that came with Quake 3.
Misc:
The HUD will be remade to provide the best possible information.
Dropping weapons, runes, and enemy flag will be possible.
Regeneration and Haste will be disabled since there are techs to do that.
New textures.
New sounds for the flag sounds and the runes sounds.
The flight powerup will have a special effect.
Flags will have a new model/skin for them.
New player models.
This is the CTF I've been waiting for! Not some crap Zoid wanted to do because 'q2ctf is not the CTF I wanted to do, and I do q3ctf like I want because it's what I want to play'. Argh. Well if that's what "listening to the gaming community", I think this has just NOT been respected. Also, as it turns out, almost all the q2ctf community wants q2ctf back in Q3A, and even q1ctf!
(I must point the fact, though, that the q2ctf competition in OGL [http://www.ogl.org, almost always down for some reason] is getting non-existant as days goes. They are moving to Q3A for the gameplay issue, certainly - Quake 2 just plays like crap compared to the best gameplay I have ever seen in Q3A.)
Is there any releasedate set to when Q3 will be released for Linux? If i'll make mod's I wouldn't make 'em for Windows! :)
The Aureal Vortex 2 chipset isn't supported, correct. Yes that does suck, I have a Diamond Monster MX300 and a Sound Blaster AWE32 in the same machine (one for win, one for lin). It's really the fault of Aureal that there is no free linux support because Aureal will not support the ALSA project.
http://www.alsa-project.org/~goemon/
Well, the source is out but i wish they had given us some stuff about the overall functioning of the game. I've seen various tutorials around mostly about c for beginners, but i would really be glad to see one about how the whole thing works. More theoretical info is what i want . Any suggestions for reading ?