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Normally celebrating anniversaries of games is a slightly dumb, but in this case I think an exception should be made. Quake 3 has been around for 10 years, and well It's goddamn Quake 3.
Personally, this was the only game I played online for a solid three-year span. It was a time where you didn't have to worry about sprint buttons, going prone, leaning, alt-fire, or any other feature that gets in the way of killing dudes. The only thing that mattered was how well you could strafe jump and aim. It was honestly the first rock-solid online FPS.
Quake3 is still fun. I like the speed of the game.
FingerSlut on
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Zxerolfor the smaller pieces, my shovel wouldn't doso i took off my boot and used my shoeRegistered Userregular
edited December 2009
Quake 3? Bah, wake me up with UT gets its anniversary. :P
Seriously though, Q3A's distillation of pure deathmatch is pretty much unrivaled. It's kind of a shame that this generation of gamers feel that they've "outgrown" such things and need something "sophisticated" or whatever. Blah, eff that.
brb, imma play a few rounds of Quake Live to remember how much I sucked.
(oh, goddamn? 10 years? I remember when this comic was fucking new. Christ, I feel old.)
I played more Q2 than Q3. I remember the days when people with ping under 250 were called "LPBs" or Low Ping Bastards. I remember when the Hyperblaster was called the Hyper-Lagger because it destroyed everyone's framerate.
I played more Q2 than Q3. I remember the days when people with ping under 250 were called "LPBs" or Low Ping Bastards. I remember when the Hyperblaster was called the Hyper-Lagger because it destroyed everyone's framerate.
I think I remember something being implemented in a patch that greatly improved it. Lag compensation code.
Original CS is still one of the best online experiences I've ever had.
Anyway, Quake 3 is a wonderful game. I know a lot of people stuck to Quake 2, hell, some stuck to QuakeWorld, but Quake 3 was actually better than Quake 2 in every way except default maps and Rocket Arena. Rocket Arena 2 was amazing, RA3 was an abomination.
I have a lot of fond memories and I still play now and then. QuakeLive is alright, but I can't do without my mods. If I wasn't using a wireless card then I'd be playing Threewave every day.
I made a frag video once. All the links are dead now and the only copy is one I burnt to a VCD. I should go back and re-edit it, I still have a lot of the original demos.
Also, about the online: Quake 3's net setting were defaulted to horrible 56k standards. The netcode was decent, good when it came out, but not great. Mods fixed that, but you still needed to know what you were doing to tweak things right.
A little of both actually. There's more code taken from the Quake 1 engine but it also uses some new stuff and optimizations from the Quake 2 code.
It's based mostly on Quake 1, (though they eventually gutted like 70% of the engine for their own code.) They added a few things from Quakeworld and Quake 2, but most of the enhancements and bug fixes they had already done in-house with their own codebase.
The one thing I always thought was cool was DeFrag. It pretty much turned Q3 into a platformer. Decent for solo play, but hilariously awesome with a few friends.
A little of both actually. There's more code taken from the Quake 1 engine but it also uses some new stuff and optimizations from the Quake 2 code.
It's based mostly on Quake 1, (though they eventually gutted like 70% of the engine for their own code.) They added a few things from Quakeworld and Quake 2, but most of the enhancements and bug fixes they had already done in-house with their own codebase.
There are still bits of early Quake code in Half-Life 2.
Quake III is a blast. My roomates and I used to run LAN nights all the time after it came out. One of us had a Dreamcast and ran his own DC Q3 server as well.
Quake Live is fun, but if I remember right, they removed the gibs, which is lame. Blasting someone's corpse into a pulpy red mist was like the late 90's version of teabagging for us.
I fondly remember thinking that the Quake 3 engine had replaced the Jedi Knight engine as the...well, engine of choice for games at the time.
Return to Castle Wolfenstein, Soldier of Fortune II, Jedi Knight II, COD...lot of games. I remember being shocked how much the effects of RTCW looked like Quake III.
I fondly remember thinking that the Quake 3 engine had replaced the Jedi Knight engine as the...well, engine of choice for games at the time.
...What?
Since when was Jedi Knight running on an "engine of choice?" As far as I can tell, the Sith engine was only ever used by Lucasarts, and even then they only used it for 3 games and an expansion.
I fondly remember thinking that the Quake 3 engine had replaced the Jedi Knight engine as the...well, engine of choice for games at the time.
...What?
Since when was Jedi Knight running on an "engine of choice?" As far as I can tell, the Sith engine was only ever used by Lucasarts, and even then they only used it for 3 games and an expansion.
In retrospect, I must have been thinking of something else. Apparently, the Sith Engine was just used for the expansion and influenced the Grim Fandango engine. Nevermind then!
A lot of games used the Q3 engine. Hell, I think CoD4 was running of some heavily modified Q3 engine, all the console commands remained the same.
Fiziks on
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Zxerolfor the smaller pieces, my shovel wouldn't doso i took off my boot and used my shoeRegistered Userregular
edited December 2009
Quake 3 engine (or id Tech 3, if you wanna go with the more austere retronym) was like the UE3 of the day. Hell, the wiki article for it says it's used for a commercial game released in 2009. Probably modified as all hell, I'm sure. One of these days, I'm going to download the source and fuck around with it, and I'll pretend I'm an ultralame Carmack.
It still looks nice to me. Quake 3 had such a clean visual style, which you only noticed during demo captures when you turned everything up to max. The rest of the time it was picmip 5 and cranked up mapoverbrightbits.
I had no idea the 10th birthday was coming up when I picked QL up 2 days ago. Still one of the greatest shooters available - certainly nothing this generation can stand up to it.
Whoah, what a coincidence. I just reinstalled Quake 3 on my relatively new PC yesterday!
So question:
Is there any easy way to crank up the graphics on this?
For one, I had to use a fucking console command to get it up to 1680x1050 resolution, and I'm not even sure it worked.
Second, there's no option to enable Anti Aliasing or Anisotropic filtering that i can see.
Third, well, here's another question:
Most older, "classic" PC games, usually with mod communities, some people will get together and create newer "High-res" texture packs. I've seen it for tons of older games. Is there such a thing for Quake 3? That would be awesome if there is.
Most older, "classic" PC games, usually with mod communities, some people will get together and create newer "High-res" texture packs. I've seen it for tons of older games. Is there such a thing for Quake 3? That would be awesome if there is.
I (finally) stopped playing Q3 a year or so ago, I played since release and didn't have the heart to uninstall it. As far as I know there's never been a high-res pack for Q3, but then again I still think the game looks great in it's own way.
So many hours of my life went on this game, and I don't consider any of them wasted.
815165 on
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jaziekBad at everythingAnd mad about it.Registered Userregular
Anyway, just cranking all the values up should give you the best look for the most part. Just use the console to double check your r_picmip (0 is highest quality) and r_subdivisions (as low as possible, 1 being the highest quality).
You can also check cg_brasstime (put that up)
cg_marks (impact marks on walls and such, turn it on)
cg_shadows (2 is the highest quality)
com_hunkmegs (this one is tricky, generally you wanted it to be about half of your RAM, but that was back when 256 RAM really good. Crank it to at least 170),
Now this last one is tricky and very subjective. You want to adjust your r_gamma and r_mapoverbrightbits. Gamma is just general screen brightness, but mapoverbrightbits actually makes the game brighter and crisper. I crank mine way up, to about 7, which is much too high for most people but it makes things really STAND OUT. I'd say try 3, then adjust your gamma up or down (you can go below one, e.g. r_gamma .52).
If you're trying to adjust your gamma with r_gamma and it's not working then check r_ignorehwgamma and set it to 1.
Not far from that. It's a huge pain in the ass since it wrecks my rj scripts (you need steady 125 for those). Another reason I don't play that often anymore.
Has it really been this long, Quake III? I remember the stir you caused with the Dreamcast community and really sparked the Mouse/Keyboard over Controller debate. And delicious gibs. I used to play on QuakeLive during the closed beta but it messes with my Vista and changes the theme to basic and sometimes it won't let me change it back until I restart. Silly problems, why can't you just let me frag in peace(es?)
Most good players turn everything down regardless. Before my comp crashed and burned and I could have a steady 200 fps I still used that config. It's not for performance, because the truth is that the frames I save are minimal. It's about having a clean and unobstructed visual field.
Posts
I hope the XBLA version will be awesome.
I think QuakeLive is up online. I tried playing it for a bit but don't game on PC much.
Good 'ol days.
Quake3 is still fun. I like the speed of the game.
Seriously though, Q3A's distillation of pure deathmatch is pretty much unrivaled. It's kind of a shame that this generation of gamers feel that they've "outgrown" such things and need something "sophisticated" or whatever. Blah, eff that.
brb, imma play a few rounds of Quake Live to remember how much I sucked.
(oh, goddamn? 10 years? I remember when this comic was fucking new. Christ, I feel old.)
I had the same thing with UT.
I'd inexplicably do very very well at UT but not Q3. Such is life.
Q3 on LAN though, I was always first.
My friends probably suck.
naknaknaknaknak
This post is making me warm and fuzzy inside.
Quake 3 does have an amazing engine, though. Open sourcing it did all sorts of great things for free FPS games.
Honestly Half Life was pretty rock solid. Unless that memory is tainted by patch improvements or something.
I think I remember something being implemented in a patch that greatly improved it. Lag compensation code.
Original CS is still one of the best online experiences I've ever had.
The source code is a mix of absolute genius and coding horror.
http://forums.penny-arcade.com/showthread.php?t=90883
Anyway, Quake 3 is a wonderful game. I know a lot of people stuck to Quake 2, hell, some stuck to QuakeWorld, but Quake 3 was actually better than Quake 2 in every way except default maps and Rocket Arena. Rocket Arena 2 was amazing, RA3 was an abomination.
I have a lot of fond memories and I still play now and then. QuakeLive is alright, but I can't do without my mods. If I wasn't using a wireless card then I'd be playing Threewave every day.
I made a frag video once. All the links are dead now and the only copy is one I burnt to a VCD. I should go back and re-edit it, I still have a lot of the original demos.
Also, about the online: Quake 3's net setting were defaulted to horrible 56k standards. The netcode was decent, good when it came out, but not great. Mods fixed that, but you still needed to know what you were doing to tweak things right.
QuakeLive has no timenudge! Fuck that.
Anyone want to beta read a paranormal mystery novella? Here's your chance.
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- The Four Horsemen of the Apocalypse (2017, colorized)
A little of both actually. There's more code taken from the Quake 1 engine but it also uses some new stuff and optimizations from the Quake 2 code.
It's based mostly on Quake 1, (though they eventually gutted like 70% of the engine for their own code.) They added a few things from Quakeworld and Quake 2, but most of the enhancements and bug fixes they had already done in-house with their own codebase.
I mean, I was always more of an Unreal fan, but I did play and love me some Q3 back in the day.
I always thought it was funny when
Quake III is a blast. My roomates and I used to run LAN nights all the time after it came out. One of us had a Dreamcast and ran his own DC Q3 server as well.
Quake Live is fun, but if I remember right, they removed the gibs, which is lame. Blasting someone's corpse into a pulpy red mist was like the late 90's version of teabagging for us.
Return to Castle Wolfenstein, Soldier of Fortune II, Jedi Knight II, COD...lot of games. I remember being shocked how much the effects of RTCW looked like Quake III.
Ah, Quake 2 Arena. Oh, how I miss you.
...What?
Since when was Jedi Knight running on an "engine of choice?" As far as I can tell, the Sith engine was only ever used by Lucasarts, and even then they only used it for 3 games and an expansion.
In retrospect, I must have been thinking of something else. Apparently, the Sith Engine was just used for the expansion and influenced the Grim Fandango engine. Nevermind then!
Also, the Star Trek Elite Force games use the Q3 engine.
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream
So question:
Is there any easy way to crank up the graphics on this?
For one, I had to use a fucking console command to get it up to 1680x1050 resolution, and I'm not even sure it worked.
Second, there's no option to enable Anti Aliasing or Anisotropic filtering that i can see.
Third, well, here's another question:
Most older, "classic" PC games, usually with mod communities, some people will get together and create newer "High-res" texture packs. I've seen it for tons of older games. Is there such a thing for Quake 3? That would be awesome if there is.
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
So many hours of my life went on this game, and I don't consider any of them wasted.
HAHAHAHAHAHAHAHAHAHA... oh wait. You're serious?
This is what it looks like when I play.
Anyway, just cranking all the values up should give you the best look for the most part. Just use the console to double check your r_picmip (0 is highest quality) and r_subdivisions (as low as possible, 1 being the highest quality).
You can also check cg_brasstime (put that up)
cg_marks (impact marks on walls and such, turn it on)
cg_shadows (2 is the highest quality)
com_hunkmegs (this one is tricky, generally you wanted it to be about half of your RAM, but that was back when 256 RAM really good. Crank it to at least 170),
Now this last one is tricky and very subjective. You want to adjust your r_gamma and r_mapoverbrightbits. Gamma is just general screen brightness, but mapoverbrightbits actually makes the game brighter and crisper. I crank mine way up, to about 7, which is much too high for most people but it makes things really STAND OUT. I'd say try 3, then adjust your gamma up or down (you can go below one, e.g. r_gamma .52).
If you're trying to adjust your gamma with r_gamma and it's not working then check r_ignorehwgamma and set it to 1.
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream
What are you running that on, a toaster?
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream
Seriously.
Has it really been this long, Quake III? I remember the stir you caused with the Dreamcast community and really sparked the Mouse/Keyboard over Controller debate. And delicious gibs. I used to play on QuakeLive during the closed beta but it messes with my Vista and changes the theme to basic and sometimes it won't let me change it back until I restart. Silly problems, why can't you just let me frag in peace(es?)
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream