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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.

4 of 127 comments (clear)

  1. Source release by DeadBeef · · Score: 5

    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.
  2. Couple of points... by CrusadeR · · Score: 5

    1) This is a windows installer executable, and is faily useless on Linux... (although you may have some luck with Wine

    2) Unlike Q2's compiled .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.

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    :wq
  3. Installer works fine under wine by spathi · · Score: 4

    Ok, i just ran the installer under wine, it worked fine, i used the latest release, you can grab it from here

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    -- spathi.net: My Corner of the Universe
  4. Look out for the Classic CTF mod by [TWD]insomnia · · Score: 5

    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.)