Quake3 v1.30 Final Is Out
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.
I'm wondering whether that statement is accurate, given that one of the changes that they mention in the readme is:
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)
... that's just bollocks, and they f**k off. I went to ftp.idsoftware.com and found the point release there. They don't have a very beefy server, but I've set ncftp downloading it without any of that fileplanet crap. They only allow 150 logins, but you could try: ftp://ftp.idsoftware.com/idstuff/quake3/win32/q3po intrelease_130.exe
I would imagine we'll be seeing 1.30 for Windows, Linux, MacOS Classic (8.x, 9.x) and MacOS X. But has there been any word on a port to SiliconGraphics IRIX? I recall one being started about a year ago, but I haven't heard anything since. Quake and Quake2, I know, have already been ported. Q3A would be a nice additional diversion on our machines at work. We fire up a Q2 deathmatch on our old Octanes every now and then.
... as if the global recession isn't enough! Now all production will end as well! I can already picture several fridays ending in gaming and beers. =D
Eih bennek, eih blavek
i'm mirroring the update to test out my dsl line, and because i'm probably stupid... anyways. ftp://download:software@pugetsoundmedia.com/q3poin trelease_130.exe
If you're paranoid (or lazy) use this to log into fileplanet:
user: wuuhuu@eudoramail.com
pass: slashdotted
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
Ash and Hickory, straight-grained and true, make excellent bludgeons, dandy for the cudgeling of vegetarians.
ftp://pugetsoundmedia.com/q3pointrelease_130.exe
I find it pretty sad (as in dead hamster) that we're all pretty much excited about this. Where are the new games???
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!
If you want to avoid the mirror snag, use Q3's automatic update feature. Not sure if linux has this too, but the Win version got the game patched pretty quick.
- - - - - - - -
Don't worry, being eaten by a crocodile is just like going to sleep in a giant blender.
Here is a mirror of the file directly from file planet: http://www.cartsys.com/ted/q3/q3pointrelease_130.e xe
Note the 1998 date.
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.
After a bit of looking around I finally found linux v1.30
Grab it here
Here is a mirror to the different distributions available: http://www.cartsys.com/ted/q3/
And if you would like to send us a nice note thanking us for making the mirror available (while it lasts) info@cartsys.com
I copied, pasted, and reformatted:
.cfg this command freezes the programmatic rotation of the legs.
.cfg this command freezes the programmatic rotation of the torso.
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
Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
I was able to play Urban Terror mod in Quake 3 Arena v1.30 without problems. I didn't find out if the servers were using v1.30 when I played tonight.
Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
Hi DarkEdgeX
The usual suggestions in this case are:
try the latest drivers, 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 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
-- We don't understand software, and sometimes we don't understand hardware, but we can *see* the blinking lights
AKA "The turd is finally polished!"
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) 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 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
See what hardcore quakers have said about it here and here
Vanilla Quake3 is finally "gold"? Great. I could care less.
Offtopic, I know, but after reading about these commands in the parent post, I have to ask.
:) Oh, and virtual terminals..
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
Here's my mirror (Windows only, unfortunately).
Don't hit this mirror before 8:15AM EDT since the file is currently being uploaded to the webserver.
Courtesy: www.q3cft.de
n uxq3apoint-1.30.x86.run
http://q3ctf.net-soldiers.org/download/patches/li
-adnans
"In short: just say NO TO DRUGS, and maybe you won't end up like the Hurd people." --Linus Torvalds
mirror for linux
i dont understand the lameness filter is requiring me to type more crap here.
-- john
Hit these... q3pointrelease_130.exe
q3pointrelease_130.exe
q3pointrelease_130.exe
q3pointrelease_130.exe
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 for more
Yup, I would get those same funky texture corruptions on my Matrox g400 card on win2k pro (the win98 version was fine, for some reason).
Downloading and installing the latest glsetup drivers fixed it.
If you've been experiencing segfaults when the sound system starts in Quake 3 under recent Linux kernels, it still isn't fixed, FYI. I've mailed the main Linux guy for Quake3 over at id multiple times, but he's basically said "the kernel's broken." All my Loki games work perfectly under 2.4.10, and I'm not sure if it's affecting all sound cards or only the two I've tried, but oh well, I figured I'd pass the word along.
Interested in open source engine management for your Subaru?
Despite all the raving about how easy it is to cheat, I've run across one, and only one, person cheating at quake in a year of playing it now. Given that I don't generally lose in games at large on the net, only when playing on unadvertised pro or wannabe-pro servers, I tend to notice when people win 'artificially'.
I had that same texture "funkyness" when I played in Linux w/my Voodoo3 2000 PCI.
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.
Praying for the end of your wide-awake nightmare.
Fast mirror here thanks to my OC-3 EDU connection...
Oh bah... I have been waiting patiently for that for over a year. Fired emails to Loki when they were the ones responsible, and they were "working on it, look for a release soon."
Oh well... guess it simply won't happen.
The MD5 is:
3ca9f611a036243a24e582b24bf127a8 linuxq3apoint-1.30.x86.run
Anyone want to check if this is the same as the official one?
I'm serious.
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.
- For the complete works of Shakespeare: cat
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.
Thanks again!
Schwab
Editor, A1-AAA AmeriCaptions