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)
If you're paranoid (or lazy) use this to log into fileplanet:
user: wuuhuu@eudoramail.com
pass: slashdotted
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
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).
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
Editor, A1-AAA AmeriCaptions
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.
"Pinky, you've left the lens cap of your mind on again." - P&TB
"I can see my house from here!" - ST:
I go to fileplanet so I know the file name of a file I want then I use lycos ftp search (http://download.lycos.com/static/advanced_search. asp) to actually download the file.
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
Editor, A1-AAA AmeriCaptions
mirror for linux
i dont understand the lameness filter is requiring me to type more crap here.
-- john
Funny thing was that the quake 1 command line was one of the things really drew me in. It started small: you could set up a config file to do things like set your rendering params, bind special commands to certain keys (really useful things like combinations for rocket jumping and sending common chat phrases and the like).
.cfg file and no doubt led to a certain feeling of 133t-ness among those who followed the mod community.
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
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?
The arm-twist you? They spend MILLIONS so they can server over 20TB in a week (yes, that's a big T) and you get it for FREE? Go download somewhere else if you think your name is none of their business. Personally, I don't like the waits, so I got a personal server. What arrogance to assume that you have the right to consume massive amounts of bandwidth for free.
There is no longer anything that can be done with computers that is nontrivial and clearly legal. -- Paul Phillips