Game: Quake 3: Arena
Catagory: Action
Publisher: Activision
3DGW Review
Download Demo (50.0 mb)
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3D API: OpenGL
A3D Support: Y
EAX Support: Y
Force Feedback: N
Multiplayer: Y
System Requirements:
- 3-D Hardware Accelerator with full OpenGL Support
- Pentium 233 Mhz MMX processor with 8MB video card or Pentium II 266 Mhz processor with 4 MB video card or AMD 350 Mhz K6-2 processor with 4 MB video card
- 64 MB RAM
- A 100% Windows compatible coputer system
- Windows 95/98/NT 4.0 (with service pack 3) operating systems
- 25 mb uncompressed HD space minimum
- 480 mb Full install
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Webmasters Please link to this page and not the individual files
Addons:
Point Release
Changes as of 1/13/2000
- Store CD Key in a seperate file
- Shrink Icons on scoreboard and do away with staggered heads
- Voting can change gametype if current map does not suppoprt current game
type
- Server list shows ip address
- possible team uneven measures? (as in L-Fire CTF) Prevent team join,
prevent capture, prevent flag pickup
- Add team overlay location colors
- Server Browser: Could we remember settings for "Show Full" and
"Show Empty" ? They are reinitialized every time. I like to see
*ALL* servers and it's redundant to have to click those two buttons every
time
- New scoreboard. Minor positional adjustments to default score board when
clients hits more than seven, the scoreboard goes into compressed mode and
interleaves the players head models/icons.
- Fixed health color display bug on team overlay
- Changing gamma causes a crash
- Spectators can now go through doors. A spectator only teleport is created
on each side of the door that teleports a spectator to the other side
(spectators on q3tourney4 will love this)
- fixed drop shadows also showing up on ground with gap
- bots should NOT use the personal teleporter when carrying a flag (except
- fixed bot_minplayers, kept loading bots during intermission because
- changing ctf strategy randomly if the game is 'stuck' for too long
- Bots have both agressive and passive ctf strategies
- fixed recalculating item area even if item didn't move
- added flag status icons to the hud, displayed as:, flag icon -- at base,
empty colored square -- flag taken, grey colored square -- flag dropped
- fixed resetting rush base away time when flag returns
- fixed bots defending dropped flags
- fixed team leaders not giving 'orders' to themselves
- fixed removing double quoting in chat, tchat and print messages before
- Keybind INI files are broken
- Fixed Gamestate/Snapshot issue for modem users
- don't play denied sound if team mate picks up the powerup
- g_teamAutoJoin (default off), sets it so players automatically join a team
on connect
- g_teamForceBalance (default off), forces it so that the spread between the
number of players on a team is no more than two. Player will be disallowed
to join a team with two or more players than the other.
- added callvote nextmap, and display available callvote commands if usage
is incorrect
- adjusted maximum width of team overlay down
- added g_needpass serverinfo so remote browsers can determine if a password
is needed
- Team scoreboard needs to overlay a colored team background on the
scoreboard to clearly show team divisions
- added the ability to set g_password to "none" which means no
password. This makes /rcon g_password none work
- fixed width problem for names on the team overlay
- team scores displayed on scoreboard in spectator mode
- team scores are now correctly updated and displayed when joining game in
progress
- dead player displays crossout for weapon instead of missing texture on
team overlay
- Fixed scores so that only the flag carrier gets five points for capturing.
Team members do not get a bonus--the entire team gets a capture point. This
was the originally indended scoring for Q3.
- Fixed it so that you get the aggressive enemy bonus for fragging a player
who hurt your flag carrier (it had an 8 millisecond timeout, oops)
- Add g_doWarmup to allow warmup countdown timer on all game modes. This
helps out in clan matches, since they can do a restart and get a fair
countdown (as opposed to a random map_restart that is abruptive). This also
gives people with slow load times a fair chance
- add g_doWarmup to callvote so people can vote in the warmup option
- Player is ALWAYS shown on the scoreboard, dropped at the bottom if player
wasn't shown in the top scores
- drop ctf flags when player activates personal telporter (you can't take it
with you!)
- don't draw crosshair in spectator mode (names are still drawn however).
Crosshair is drawn when following a player.
- empty servers should show by default on the server display list
- adding game cvar tracking so that cvar changes made in mid game are told
to all clients. The following cvars are tracked: dmflags, fraglimit,
timelimit, capturelimit, g_friendlyFire, g_warmup, g_doWarmup, g_speed,
g_gravity, g_knockback, g_quadfactor, g_w
- added the ability to select the position of the teamoverlay. Updated the
game options menu to make the new positions available. I find I like it much
more in the lower left [doesn't interfer with chat text.] Available
positions are: cg_drawTeamOverlay 0 ?
- added 'teamoverlay' to userinfo. This allows the server to determine if
the client has the team overlay display on and only send the team
information if needed (turning it off saves some bandwidth)
- made positions on team overlay static--takes the top eight players by
score and puts them in client order (so they won't switch positions on the
team overlay)
- made location strings left justified in team overlay
- Added IP banning. Similar to Quake2 method. Two new commands addip _mask_
and removeip _mask_. The ban list is saved in a cvar called g_banIPs.
g_filterBan controls ban direction (default value of non-zero means everyone
is allowed to connect, except thos
- teleport spectators to other side of door trigger brush when the door is
Not open
- Display 2D player, flag, ammo and armor icons if draw3dIcons is off in
status bar and on scoreboard (so all 3D icons are replaced by 2D version if
cg_draw3Dicons is off)
- fixed bug where bots stand still not reacting to anything, not even
incoming enemies
- added new individual CTF AI
- fixed team AI when base flag is gone
- fixed bots ignoring your commands if your name contains certain non
alphabet characters (like . / ~).
- added ctf task preference for human players
- don't start kill, hitnokill, or hitnodeath chats when there are nearby
enemies
- Add new cg_drawIcons cvar, turns off all icons (2D or 3D depending on
setting of draw3dIcons
- don't start chatting when using a powerup
- Denied no longer sounds on same team pickups
- dropped items can fall out of the map or stick into walls. dropped items
should use player clipping
- If a callvote passes with "map _mapname_", the game will keep
the value of nextmap the same. This allows a player call vote a map change
without upsetting the map rotation
- Screenshots broken in Q3, restarting exe causes game to overwrite 001 etc
- delay deferred model load until after death, and after client presses fire
to respawn
- "No team_CTF_redflag in map" is no longer fatal
- Weapon Switch Issues: I'm still getting double clicks when I run out of
ammo on the lightning gun or plasma. I'll have the fire button down, it runs
out of ammo, it clicks, I let go of the fire button, press down, it clicks
again
- Fixed up flag on flag carrier player model, made it stop rotating while
being carried
- CTF Flag destroyed by nodrop areas
- s_khz 44 broken
- Right justified the team overlay
- default shader fix
- com_hunkMegs now works properly, com_hunkMegs has a minimum value of 56
for standard gameplay and 1 for a dedicated server connecting to a pure
server works properly, no more kickouts
New Model
To get the new Sarge Model in the new Q3A 1.08 type model sarge at the command promt.
Q3A Test Commands
Here are some commands for the Q3A Test. If you have any other interesting commands let us know so we can add them here.
exec democycle - Plays Demo
cmdlist - Lists all the commands
cvarlist - lists all the cvars
team s - spectator mode!
cg_drawfps - show your framerate
r_railcorewidth , r_railsegmentlength , cg_railtrailtime - all visible railgun graphic
adjusments.
cg_gibs - turn on or off gibs
cg_footsteps - turn off your own footsteps, people still hear you though.
cg_bobroll , cg_bobup - client view (not player) bouncing and rolling adjustments
cg_gun - turn the weapon model on or off
crosshairhealth - crosshair changes color to reflect your health (on or off)
r_dynamiclighting - dynamic lights. turn them off for a nice framerate improvement
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