Based on Id Software's open stance towards game modifications, their Quake series became a popular subject for player mods beginning with Quake in 1996. Spurred by user-created hacked content on their previous games and the company's desire to encourage the hacker ethic, Id included dedicated modification tools into Quake, including the QuakeC programming language and a level editor. As a game that popularized online first-person shooter multiplayer, early games were team- and strategy-based and led to prominent mods like Team Fortress, whose developers were later hired by Valve to create a dedicated version for the company. Id's openness and modding tools led to a 'Quake movie' community, which altered gameplay data to add camera angles in post-production, a practice that became known as machinima.
Background[edit]
Player modifications, or mods, change a game's art or gameplay to create alternative or entirely new games.[1] From the age of Atari through the 1990s, video game developers were known vigilantly protect their intellectual property through copyrights, patents, and general secrecy.[2]Id Software founders John Carmack and John Romero were instead excited when their Wolfenstein 3D was hacked to swap content into the game, and decided to help rather than hinder the hacker ethic of those who would modify their later games, including Doom and Quake.[3]Doom added new graphical detail to its first-person shooter predecessors (wall textures, varied environments) and local, networked multiplayer, but in 1996, Quake too added better graphics in a fully 3D world but became known for its Internet-based, long-distance multiplayer. It popularized consumer graphics cards with its implementation of 3D rendering under OpenGL technology, and its dedicated developer tools encouraged users to create their own modifications, spawning a 'healthy mod scene'.[4][5][6] Around the time of Quake's release, these user modifications became known as just 'mods'.[7]
What is ioquake3? Ioquake3 is a free software first person shooter engine based on the Quake 3: Arena and Quake 3: Team Arena source code. The source code is licensed under the GPL version 2, and was first released under that license by id software on August 20th, 2005. Since then, we have been cleaning it up, fixing bugs, and adding features. Aug 16 2019 Released May 2018 First Person Shooter Uber Arena is a mod that takes the standard gameplay of Quake 3 and attempts to build upon and revitalize it. Thanks for help from Quake 3 Center and I Am Quake 3 for a guide to look at. All tweaks have been tested by me using 3 different systems all LOW, Medium, and High End. Here are the systems used in the testing and creation of the guide. HIGH END Brand is IBM Pentium 3 550Mhz 128 Megs Ram.
Quake[edit]
Modding was made easy for Quake players, who could download level editors and the QuakeC programming language to make their own mods and content.[8] The accessibility of QuakeC led to a new paradigm of mod creations.[9] Most player creations were team-based games, as players appreciated their strategic and cooperative elements. Among the first successful mods were Capture the Flag and Team Fortress.[10] The mod community and their websites, such as PlanetQuake Featured Mods, became a place for aspiring game programmers and artists to train.[1]Valve recruited its first employees from the Quake modding community, as the Team Fortress team was invited to create its sequel for Valve's first game, Half-Life—itself built on modifications of the Quake II game engine.[2][11]
Quake 3 Live
In 1997, a 'total conversion' Quake mod named 'Alien Quake' replaced characters, levels, and sounds with replacements from the Alien film franchise. Split video iphone. Its developers received a takedown notice from 20th Century Fox, which they posted on their website. The producer's forceful response to a fan effort coined the term 'Foxed'.[1]
Id's choice to create and share an editor and scripting language with Quake spurred its modding community and led to unforeseen innovations, such as animated movies performed by players during gameplay.[12]Rock, Paper, Shotgun referred to this time as the 'Silver Age of FPS modding' for the modder attention to hyper-realistic and polished detail in creating game assets that bordered the production quality of AAA developers.[13]
Machinima[edit]
The art of using video games to create narrative videos rather than gameplay rose from the 'Quake movie' community and became known as machinima. Players of Quake and Quake II created programs to alter the game's demo files, which contained records of the game's user input and events. The actors would control their characters live—creating the demo file—and editors would 're-cam' by revisiting the scene from a new point of view or swapping between pre-selected camera angles. The Quake tools created for these purposes led to dedicated machinima post-production utilities, such as David 'CRT' Wright's Keygrip and Keygrip2.[14] The rise of machinima was enabled by the choice of developers such as Id to release easily accessible code and tools to alter it. Even as more advanced tools were produced, players opted to their own homegrown tools and retain the 'Quake movie'-style production as their own user-generated process.[15]
Quake II[edit]
Among the most popular Quake II mods was Chaos Deathmatch by Chaotic Dream Group.[16]
Multiple shareware level editors were created for the game. A programmer frustrated with the game's QuakeEd level editor released his own version for free and was later offered a job by Id's John Carmack.[17] Robert Duffy modified the game's editing tool into a package called QeRadiant.[18] Another example is Qoole.
Qoole[edit]
Qoole, short for Quake Object Oriented Level Editor,[19] is a level editor for video games based on the Quake engine, and was developed by Lithium Software.[20] Among the supported games are the original Quake I and Quake II, Hexen II and Half-Life. It uses a brush-based method to construct new maps, in which monsters, items and lights can be placed,[21][22] or any of the on-board prefabs. It was originally sold on a CD-ROM,[23] but the source code was eventually released under the GPL v2.[24]
Quake III[edit]
In 2000, Id transferred maintenance control of the Quake III Arena level editor tools (Q3Radiant) to community programmers, who added new features and released the result as the Windows- and Linux-compatible GtkRadiant. A public beta test ran in January 2001.[25] It became one of Quake's most used level editors[26] and was later released under the GNU General Public License.[27]
See also[edit]
Notes[edit]
- ^ abcAngela 2010, p. 93.
- ^ abChristiansen 2012, p. 36.
- ^Christiansen 2012, p. 35.
- ^Guilfoyle 2006, p. 10.
- ^Goggin 2004, pp. 134-5.
- ^http://www.ign.com/articles/2016/06/27/igns-top-10-fps-games-of-all-time
- ^Bainbridge 2009, p. 21.
- ^Goggin 2004, p. 134.
- ^https://www.bluesnews.com/guide/mods.htm
- ^Goggin 2004, p. 135.
- ^Goggin 2004, p. 137.
- ^Christiansen 2012, p. 161.
- ^https://www.rockpapershotgun.com/2012/09/20/a-peoples-history-part-2-the-mod/
- ^Christiansen 2012, p. 152.
- ^Christiansen 2012, p. 160.
- ^http://www.geforce.com/whats-new/articles/history-of-pc-game-mods
- ^Christiansen 2012, p. 14.
- ^https://www.bluesnews.com/s/21022/on-gtkradiant
- ^Goncalves, N. (2005). 'Educational use of 3d virtual environments: primary teachers visiting a romanesque castle'. Recent Research Developments in Learning Technologies: 427–4331.
- ^'The Offical [sic] Qoole FAQ'. December 28, 2011.
- ^'Archived copy'(PDF). Archived from the original(PDF) on June 14, 2012. Retrieved December 28, 2011.CS1 maint: archived copy as title (link)
- ^Richens, Paul (2000). 'Playing games'. Digital Creativity. 11 (3): 156–160. doi:10.1076/digc.11.3.156.8864.
- ^Richens, Paul; Trinder, Michael (1999). 'Exploiting the Internet to improve collaboration between users and design team'. Computers in Building.: 31–47. doi:10.1007/978-1-4615-5047-1_3. ISBN978-1-4613-7294-3.
- ^https://web.archive.org/web/20140603140118/http://www.volved.com/qsr
- ^https://www.bluesnews.com/s/21022/on-gtkradiant
- ^Maria-Isabel, Sanchez-Segura (November 30, 2004). Developing Future Interactive Systems. Idea Group Inc (IGI). p. 326. ISBN978-1-59140-413-2.
- ^https://www.bluesnews.com/s/64683
References[edit]
- Angela, Adrian (May 31, 2010). Law and Order in Virtual Worlds: Exploring Avatars, Their Ownership and Rights: Exploring Avatars, Their Ownership and Rights. IGI Global. ISBN978-1-61520-796-1.
- Bainbridge, William Sims (December 8, 2009). Online Worlds: Convergence of the Real and the Virtual. Springer Science & Business Media. ISBN978-1-84882-825-4.
- Christiansen, Peter (2012). 'Between a Mod and a Hard Place'. In Erik Champion (ed.). Game Mods: Design, Theory and Criticism. Lulu.com. ISBN978-1-300-54061-8.
- Clarke, Andy; Mitchell, Grethe (2007). Videogames and Art. Intellect Books. ISBN978-1-84150-142-0.
- Goggin, Gerard (2004). Virtual Nation: The Internet in Australia. UNSW Press. ISBN978-0-86840-503-2.
- Guilfoyle, Erik (2006). Quake 4 Mods For Dummies. John Wiley & Sons. ISBN978-0-470-07260-8.
Introduction
This 'Tweak Guide' for Quake 3: Arena is meant to help you run Quake 3 in the best possible way for the system you are currently running. Feel free to experiment with different settings and check the console guide at http://q3a.pcgame.com for more info. Here is the recommended systems for you.
HIGH
Processor: P3 733 - P2 450 [] AMD K62 450+, AMD K7 500+
RAM:256 MB - 128 MB
GRAPHICS: GeForce, TNT 2, Voodoo 3 2000 - 3500
MEDIUM
Processor: P2 400 - P2 233, Celeron 400+, AMD K62 300 to 400
RAM:96 MB - 64 MB
GRAPHICS: TNT, TNT 2 low budget, Voodoo 2, ATI Expert Series,
LOW
Processor: P1 180 - P1 233 , Celeron 266 - 366, AMD K6 233 - 200.
RAM:32 MB - 64 MB depending on processor
GRAPHICS: Voodoo 2
Graphics
This well help you decide what's best to run on for your system to handle. The graphics may worsen or improve depending on what you select.
Name | Recommendations |
Default/Voodoo | If you don't have a Voodoo(x) card, then use default. (If you do, use Voodoo) |
On/Off | Leave it on because it helps speed, only turn off to fix bugs. |
320x240+ | Use 800x600+ for TNT 2 or Voodoo 3 type with high end systems. I recommend lower for lower end systems. |
Default/16-bit/32-bit | No voodoo card can do 32-bit. So you have to use 16. If you have a TNT or ATI card, use 32-bit color! For me it doesn't make too big of a performance hit, but it looks a lot nicer |
On/Off | |
Lighting | Im not sure, It seems to improve speed if you use Vertex on lower end systems, but no clue. |
Low/High | Use it on high if you have a high end system to enable curved surfaces. Low end users should have this on LOW. |
4 settings, from low to high | High End systems should have it on the highest while medium should stay around the middle unless you have 128 megs ram then go higher. If you have a lower end system keep the setting low. |
Default/16-bit/32-bit | Leave on 16bit for medium to low end systems. 32bit does improve somewhat especially in highly detailed areas. |
Bilinear/Trilinear | Trilinear looks niftier :) Billinear is recommended for lower end systems though. |
Display
Changing the brightness and screen size can improve performance and Frag count. Make sure you tweak this too!
Options | ||
Brightness | Dark --- Bright | Don't make it too dark but make sure you can see in dark areas with enough light. |
Small / Big | Reducing screen size improves performance on old machines. Do this as a last resort. |
Data Rate
Changing the data rate can improve performance or latency aka lag and help you Frag better.
Options | ||
Data Rate | 14.4 --- T1/LAN | Make sure you adjust to the correct setting because it can improve your overall performance. Setting it wrong will result in bad connections. |
Game Options
Changing the data rate can improve performance or latency aka lag and help you Frag better.
Options | |
Simple Items | Leaving this on can speed up performance highly. Recommended for lower end systems. I would definitely leave this on if you have a low end system and if you have a high end system leave it off. |
Marks On Walls | Just leave this off, it will increase speed. You don't need to see the blood marks if you have a low end system. If you have a high end system it doesn't matter. |
Ejecting Brass | Generally leave this one on off. Try it on if you like. Speed differences can come into affect some here. |
On/Off | If you know how rockets emit lights, along with Quad, that's this feature. I only recommend this for high end systems or if you have a high end medium system. |
On/Off | This doesn't seem to affect much but for low end systems leave it off. |
On/Off | Leave it off it boosts performance. If you cant see write turn it on but I would keep it off. |
On/Off | Leave this off unless you have a low end video card with less than 8 megs of memory. |
Console Tweaks [Graphics]
Changing these options can improve performance but will decrease graphic quality.
Setting | |
/r_lodbias | Set to 2 to make the Player/ammo/items to blocky looking models. It can improve performance largely. |
Default 0, set it to 1 | Shows your packet rate and helps you determine lag problems. |
Default 1, setting it to 0 will turn it off | The Gibs are the guts that spill. Leave 0 or off and it will only display the head when you gibb someone. Results in performance increase. |
Default 0, set it to 1 | It will show you how many Frames per second (FPS) you are getting. Try and achieve above 25 for decent playing quality. |
Quake 3 Online Gameplay Multiplayer
Console Tweaks [NET]
Adobe air video editor. Changing these settings can improve your ability to see people before they see you or have a better chance of fragging them.
Setting | |
/com_maxfps | Set it to 30 to improve latency |
Usually 54 | If 128 Megs Ram or more set to 70 or 95. Leave alone if you have less. |
More Console Tweaks [From I am Quake 3 ]
Quake 3 Online Gameplay Shooting Games
Changing these settings can improve your ability to see people before they see you or have a better chance of fragging them. For more information refer to I am Quake 3 and there Tweak List. This guide is not meant to copy or 'steal' anything but just to sum up all the information. Content is owned by their respective owners.
Arguments or Default | |
cg_bobpitch | set amount player view bobs forward/back while moving. set to 0 to reduce motion sickness and possibly increase FPS [Flags: A] |
0.002 | set amount player view rolls side to side while moving. set to 0 to reduce motion sickness and possibly increase FPS [Flags: A] |
0.005 | set amount player view bobs up/down while moving. set to 0 to reduce motion sickness and possibly increase FPS [Flags: A] |
1250 | set time to display ejected shells from weapons, 0 disables shell animation and may increase FPS [Flags: A] |
1 | enable display of ammo and armor items (currently disabled) [Flags: A] |
1 | |
cg_drawAttacker | enable display of attacking player name [Flags: A] |
0 | |
cg_drawGun | enable display of player gun model, setting to 0 (off) may increase FPS [Flags: A] |
1 | |
cg_gibs | enable gibs (0 will inclrease FPS slightly) [Flags: A] |
0 | |
cg_marks | enable display of decals (blast marks, etc.) setting to 0 may increase FPS [Flags: A] |
1 | enable client-side preditiction of items (powerups, weapons, ammo, etc.); 1 is best for net performance, but under bad lag items may jump around or disappear suddenly [Flags: UA] |
400 | set persistance time for railgun trails [Flags: A] |
0.002 | set amount player view bobs up and down while running [Flags: A] |
0.005 | set amount player view rolls side to side while running [Flags: A] |
1 | 0 = no shadows, 1 = enable simple shadows, 2 = enable complex shadows (try: r_stencilbits 8; vid_restart; cg_shadows 2) [Flags: A] |
0 | disable display of rings and spheres around items (1 may increase FPS) [Flags: A] |
100 | set game view size as a percentage of total screen size; smaller will increase FPS [Flags: A] |
30 | |
cl_nodelta | disable delta compression (slows net performance, only use if net errors happen otherwise) |
1 | set number of duplicate packets to send; valid values are integers 0-5, try 3 [Flags: A] |
0 | |
cl_showSend | enable display of outgoing packet info |
0 | |
cl_timeNudge | effectively adds local lag to try to make sure you interpolate instead of extrapolate (try 100 for a really laggy server) |
0 | enable joystick input, setting to 0 may free up some memory [Flags: AL] |
0 | enable midi, seeting to 0 may free up some memory [Flags: A] |
display memory usage info | |
restart networking system | |
display current ping (time in miliseconds that it takes to send data to/from the server), lower is better, higher usually means bad lag | |
1 | enable detailed textures (0 may increase FPS) [Flags: AL] |
1 | off (0) disables rendering of dynamic lights through walls (the backsides of walls are not illuminated). 0 may decrease FPS. [Flags: A] |
0 | enable rendering of a sun in the sky (as staic lighting behind clouds) 0 may improve FPS [Flags: A] |
1 | enable dynamic lighting (0 will increase FPS) [Flags: A] |
1 | enable compiled vertex array rendering if video card supports it [Flags: AL] |
1 | |
r_ext_multitexture | enable multitexturing if video card supports it (may increase FPS if 1) [Flags: AL] |
1 | enable culling of brush faces not in view (0 will slow FPS) [Flags: A] |
0 | enable faster (lower quality) sky (will increase FPS) [Flags: A] |
0 | enable extra completion code necesssary for some video cards, may decrease FPS a bit if 1 [Flags: A] |
7 | set lens flare fading rate, higher may improve FPS, but flare effects will fade away faster [Flags: C] |
0 | enable lens flare effects (0 may increase FPS) [Flags: A] |
40 | set lens flare size (smaller will increase FPS) [Flags: C] |
3dfxvgl | |
r_lodCurveError | set allowable error in curved surface rendering, higher may increase FPS [Flags: A] |
5 | set level-of-detail scale modifier; higher may increase FPS [Flags: C] |
3 | set video display mode (resolution), use listmodes for list of options, use -1 to set custom resolution with r_customwidth/height; using lower resolution will increase FPS [Flags: AL] |
0 | force rendering of hidden objects (slows performance) [Flags: C] |
0 | disable curve rendering; setting to 1 may increase FPS [Flags: C] |
0 | disable portal rendering; setting to 1 may increase FPS, but will also remove the portal effects from the game [Flags: C] |
1 | set mipmap level for player models (0-3, 3 lowest quality, highest FPS) [Flags: AL] |
0 | enable display of portal views only (items not visible thru portal not rendered) [Flags: C] |
0 | enable pre-caching of map texturesl may help stuttering/loading problems [Flags: AL] |
1 | set rounding down factor (larger = faster, lower quality) [Flags: AL] |
GL_LINEAR_MIPMAP_NEAREST | set the rendering mode: in order from lowest quality (fastest) to highest quality (slowest), [type] options are: GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, GL_LINEAR_MIPMAP_LINEAR. Think of the 1st two as low and high quality for hardware that supports bilinear filetering, and the 2nd two as low and high quality for hardware that supports trilinear filtering.H299 [Flags: A] |
20 | sets number of snapshots sever sends to client (servers run at 40Hz, so use 40, 20, or 10), try 10 to reduce lag [Flags: UA] |
disable A3D sound; disabling may improve performance | |
enable A3D sound | |
22 | set sound sample frequency (22 = high, 11 = low), 11 may improve performance [Flags: A] |
1 | force 8-bit (lower quality) sounds; may improve performance [Flags: A] |
0 | enable A3D sounds (compaible audio card required) [Flags: R] |
0 |
Thanks for help from Quake 3 Center and I Am Quake 3 for a guide to look at. All tweaks have been tested by me using 3 different systems all LOW, Medium, and High End. Here are the systems used in the testing and creation of the guide.
Www android file com. HIGH END Brand is IBM
Pentium 3 550Mhz
128 Megs Ram
Creative Labs TNT 2 Ultra w/ 32 Megs Ram TV OUT [Latest Drivers]
19inch Hewlett Packard Pavilion Monitor
MEDIUM END Brand is Gateway
Pentium 2 266 Mhz
64 Megs Ram
Creative Labs Voodoo 2 w/ 12 Megs Ram NOT SLI [Latest Drivers]
17inch monitor EV7000 Gateway
HIGH END Brand is Gateway
Pentium 200 Mhz
32 Megs Ram
Diamond Voodoo 2 w/ 12 Megs Not SLI [Latest Drivers]
15inch monitor EV500 Gateway
Updates!
December 29, 1999
Check the Quake III- Arena FAQ from id software for more troubleshooting!
Also check John Carmack's plan for hints on playing with modems and other such things right here.
Here is what he had to say about playing on a modem 28.8 in speed.
I have been playing a lot of Q3 on a 28.8 modem for the last several days.
I finally found a case of the stuck-at-awaiting-gamestate problem that
turned out to be a continuous case of a fragment of the gamestate getting
dropped. I have changed the net code to space out the sending of the
fragments based on rate.
Note that there have been a few different things that result in stuck
at gamestate or stuck at snapshot problems. We have fixed a few of them,
but there may well still be other things that we haven't found yet.
You can still have a fun game on a 28.8 modem. It is a significant
disadvantage, no question about it, but you can still have a good game if
you play smart. If there is someone that knows what they are doing on a
server with a ping in the low 100s, there won't usually be much you can
do, but a skilled modem player can still beat up on unskilled T1 players..
Make sure your modem rate is set correctly. If you have it set too high,
large amounts of data can get buffered up and you can wind up with multiple
seconds of screwed up delays.
Only play on servers with good pings. My connection gives me a couple dozen
servers with mid 200 pings. 56k modems often see servers with sub 200 pings.
If you ignore the ping and just look for your favorite map, you will probably
have a crappy game.
If you have a good basic connection to the server, the thing that will mess
up your game is too much visible activity. This is a characteristic of the
number of players, the openness of the level, and the weapons in use.
Don't play on madhouse levels with tons of players. None of the normal Q3
maps were really designed for more than eight players, and many were only
designed for four.
Don't play in the wide open maps unless there are only a couple other
players. Four very active players in a wide open area are enough to bog
down a modem connection.
I just implemented 'sv_minPing' / 'sv_maxPing' options so servers can restrict
themselves to only low ping or high ping players. This is done based on the
ping of the challenge response packet, rather than any in-game pings. There
are a few issues with that -- a LPB may occasionally get into a HPB server
if they happen to get a network hiccup at just the right time, and the number
used as a gate will be closer to the number shown in the server list, rather
than the number seen in gameplay. I would reccomend 'sv_minPing 200' as a
reasonable breakpoint.
Easter Eggs [from gamespot]
Bring down the console (with the tilde ~ key) and type '/map test_bigbox' to load a small, rectangular arena with only the gauntlet and machine gun available. Don't expect to engage in any fierce battles here, but it's still interesting to look at. Well, actually it's not that interesting, but you can gauntlet box with your closest friends!
On Deva Station (Q3DM11), locate the teleporter placed behind a shotgun spawn spot. The teleporter, a one-way trip, takes you to a room with armor shards. Across from the teleporter and shotgun is what appears to be a simple wall. Approach the wall, touching its surface, and watch it open. Step inside for a message ('You've Found A Secret!') and grab the +50 health inside and take a look at the strange fish creature that some call The Dope Fish.
On Demon Keep (Q3DM15), enter the tunnel at the bottom of the lava pool area that leads back into the heart of the keep. Along the way, you'll spot a disembodied head, complete with freaky eyes, on the left side of the path.
On Bouncy Map (Q3DM16), fly underneath the main area of the map and spot the character from the Internet comic strip User Friendly.
On Apocalypse Void (Q3DM19), fly underneath the main area of the map and spot the same User Friendly character from Bouncey Map. Also, fly around to the large antenna and spot another logo for the Old Man Murray web site.