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Frogbot Clan Arena - 10/2/2004 @ 16:49 PST

FBCA is a Quake mod I made back in 1999. It adds Clan Arena support to another Quake mod called Frogbot. If you're feeling nostalgic, go to the downloads page and check it out.


Skins and Textures - 06/15/2003 @ 17:08 PST

Ricardo Oyón was kind enough to send me some Q2 skins and high resolution Q2 textures that he made. Here's a screenshot.


Doom Maps - 04/27/2003 @ 12:31 PST

Just for fun, I tried to convert Doom and Doom2 maps directly to Q3. Here are some screenshots.


Videos - 8/11/2002 @ 22:03 PST

Third time's a charm. Here are some DivX video clips I have made:


Effects Mod - 12/28/2001 @ 22:55 PST

I made a client-side effects mod for the Crypt of Decay. Many of the features are the same as those from CQ3, but you should be able to use it on any non-pure server. Here's a link to download it from FilePlanet.


November? - 12/14/2001 @ 22:25 PST

Looks like I sort of missed a whole month there, as far as updates go. I've pretty much run out of ideas for the mod, and I'm not aware of any bugs in the current version. Actually I have been messing around with particle effects a bit (like bullet sparks and water splashes), but I'm not sure if I should include them in a new version or not. Other than that, I think I am finished working on Custom Q3.


ProMode - 10/30/2001 @ 11:41 PST

I was just browsing the ProMode site when I came across this page. Since CQ3 already has most of those things as game variables, I decided to make a promode.cfg. Just unzip it into the CQ3 folder and do "/exec promode.cfg" followed by "/map_restart 0" in the game. The physics aren't exactly the same and the armor shards behave differently, but I think it turned out surprisingly similar to the real thing.


1.05 Finished - 10/23/2001 @ 19:55 PST

Once again, there's a new version on the download page. This time you have to download the full mod. I didn't make an update file because the download would be almost as large anyway. Changes since the last release include:

  • CTF runes: haste, regen, resist, and strength. Added to all the *ctf.cfg files as well as a new file, runes.cfg which is just normal DM with runes
  • it_drop_rune: command to drop currently held rune
  • Fixed team starts and teleporters on Q2CTF maps
  • Change grapple trail color according to team
  • Converted Q1 and Q2 CTF sounds
  • w_grapple_sound: choose from Q1 or Q2 grapple sounds
  • gv_announcer: toggles the voice that says things like, "One frag left."
  • gv_flashBlend: similar to gl_flashblend in GLQuake and Quake2

One thing significant about this release is that if you check out the todo list inside changes.txt, you'll notice that it doesn't exist. That's because I finished everything on the list. Drop me an e-mail if you have any suggestions or find any bugs in version 1.05. You can also find me on IRC server irc.enterthegame.com in #d12 using the nickname d12-Matt. I'm open to adding any suggested features to CQ3 as long as they're not too difficult.


Documentation - 10/20/2001 @ 17:07 PST

After messing with the Q3 user interface code a bit, I decided I'd rather just make a web page with information about all the variables and commands than menus for them. Accordingly, I put up this page. A few of the variables listed there aren't in the current version, but CQ3 1.05 is almost finished.


New Version - 10/09/2001 @ 13:25 PST

CQ3 version 1.04 is up for grabs. For the most part it just fixes some bugs, but there's a new variable called "w_order", which changes how the weapons show up on the selection bar. Also there are a couple new .cfg files: q2.cfg has a machinegun, q2a.cfg has a single shotgun, doom.cfg now has a single shotgun, and doom2.cfg has the double-barreled shotgun. One last thing is an optional .pk3 file that has all but 1 of the q2ctf maps converted from Quake 2 (I couldn't get q2ctf8 to work).


Texture Problems - 10/07/2001 @ 10:54 PST

It has been pointed out to me that having certain .pk3 files in your baseq3 folder can cause texture problems in the game. Here's a list of some of the files that have been found to do so.


Notes - 09/30/2001 @ 15:30 PST

There are some new cfg files in the latest version:

- allweaps.cfg: Q3 DM but you start with all weapons and there are no items
- excessive.cfg: Sort of like the Excessive mod, all weapons are faster and more powerful
- instagib.cfg: Everyone has a railgun and 1 shot kills
- q*ctf.cfg: Capture the Flag for q1, q2, and q3 modes
- qwtdm.cfg: Quakeworld Team Deathmatch
- ra*.cfg: Clan Arena for q2 and q3 modes
- upsidedown.cfg: all maps are flipped upside down and you have a jetpack
- railtrail.cfg: you can make some weird rail trail patterns with this, projectiles go through
  teleporters, and some other miscellaneous things
      

Also I'd like to mention that you can use the rocket arena configs on ra3 maps. Just copy the pk3 files into the CQ3 folder, then do /map ra3map1 followed by /exec ra2.cfg and /gv_arena [1-5] to choose which arena you want to play in.


CQ3 1.03 - 09/21/2001 @ 16:52 PST

Get the new version right here. Lots of changes since the last one. Feel free to e-mail me with any comments, suggestions, or bugs.


Almost Done - 09/14/2001 @ 19:06 PST

The only thing left on my todo list is to create a menu interface for all the client variables, game variables, and console commands. That means I should be ready with version 1.03 any time now. Also, I updated the screenshots page with 9 new images.


Progress - 09/05/2001 @ 17:43 PST

I've been working on CQ3 a lot, and hopefully I'll be ready to upload a new version soon. Here's a dump of my change log since version 1.02:

- fixed: ejecting brass doesnt bounce in upside down mode
- offset dead bodies when player scale changes
- update all config files with new variables
- waterjump trace distance needs to be scaled
- totally disabled all snapvector stuff: this wastes bandwidth but everything
  is more accurate
- fixed: view bob up isn't scaled right
- get rid of v_run_pitch and v_run_roll
- fixed: legs still dancing after changing from fixedangles 0 to 2
- gv_scale_world: set all gv_scale_* variables at once
- gv_scale_*: scale lots individual things
- adjust flag height offset
- fixed: dead bodies sink wrong way upside down
- make dead bodies flush with floor in upside down mode
- adjust chat icon for gv_player_modelScale
- fixed ducking in upside down mode
- disable bot rocketjumping because it doesn't work anyway
- g_locked: name of config file that contains locked game variables
- rename items: "Armor Shard" to "Light Armor" and "Armor" to "Medium Armor"
- gv_autocfg: automatically load q1.cfg on q1 maps, q2.cfg on q2 maps, and
  q3.cfg on q3 maps
- enable autoaim in doom.cfg
- fix all cgame and game compiler warnings
- w_*_ammoType: weapons can share ammo types like in q1 and q2
- rename w_plasma_ammo to w_plasma_ammoName
- q2 chaingun barrel spin up
- fixed: lightning gun isnt doing hit sound in q3 mode
- w_*_useAmmo: amount of ammo taken away per shot
- w_plasma_ammo: custom plasma ammo name
- w_*_name: custom weapon names
- w_plasma_missile and w_grenade_missle: used to be w_plasma_model and
  w_grenade_model
- w_*_model: each weapon can use any of the 10 weapon models
- it_powerup_invisibility: if enabled, player with invis powerup is
  completely invisible
- gv_player_fixedAngles: 0 = q3 style, 1 = legs stay vertical, 2 = whole body
  rotates with angles
- gv_player_pitchScale: player model doesn't rotate as much up/down as view
  angles
      

Something - 08/25/2001 @ 17:04 PST

I haven't changed anything yet since I put up version 1.02, hence the lack of updates to this page.


CQ3 1.02 - 08/19/2001 @ 00:42 PST

New version of Custom Q3 right here. I've fixed a few things and added more variables:

  • w_autoAim: Doom-style auto aim
  • v_bob_doom: view weapon bob sorta like in Doom
  • gv_mapcfg: automates having more than 1 config file for any map
  • w_rail_spiral_*: variables to adjust the new railgun effect
  • it_drop_weapon: toggle whether a person drops his weapon and/or ammo when he dies
  • w_machine_drop: players should drop machinegun in q2 mode
  • it_drop_ammo: if enabled, dropped weapon contains ammo (like backpacks in q1)
  • gv_door_*: door speed, damage, and wait time
  • gv_jumpEvent: if disabled, jump noise will be sent as a server command; this "fixes" the lost jump sound when someone double-jumps on a net game
  • it_holdable_*: variables for holdable powerups
  • gv_player_gunScale: size of gun model that you see in other players' hands


Really Big Update - 08/17/2001 @ 21:11 PST

I'll see if I can get a new version up soon.


Stuff? - 08/13/2001 @ 17:03 PST

Yeah, I like stuff. I can't fix the dedicated server ignoring client commands problem, but as far as executing config files, I made a little delay between sending two parts so it doesn't get ignored. It seems to work alright, for now at least. I still haven't fixed (and I don't know if I can) the invisible host player problem. Two commands that make the player visible are /record and /map_restart, but I have no idea why they do so.


This Just In! - 08/12/2001 @ 01:57 PST

According to a recent survey, I've been working on CQ3 still. Here's what I've done since the last update:

- clean up cmd and var lists
- force g_synchronousClients 1 (unused variable) for demo recording
- fix "backpack" ammo
- rewrite/clean up model loading stuff, should fix any remaining model/skin
  loading problems
- dont let gun disappear when too many particles
- it_dropAmmo: dropped weapon also includes ammo (like backpacks)
- w_machine_drop: in q2, machinegun should be a dropped weapon
- gv_jumpEvent: toggle event or server command style player jump sound
- it_holdable_offset and it_holdable_respawn
- adjusted default door speed and wait
- gv_player_gunScale: independent of v_gun_scale
- fixed problem with dedicated server and mouselook getting locked
- organize client and server commands a bit
This means all of the issues mentioned in the previous post are fixed except for the invisible host player. I'm still working on that one. I'll probably upload a new version once I get a good workaround or fix.


Issues - 08/09/2001 @ 19:45 PST

Sometimes the host player running a listen server is invisible. Some sounds are lost, like the second jump noise when someone double-jumps. Dedicated servers ignore commands. Apparently this is an anti-flood thing. The most noticable effects of this are lost chat messages and mouselook not working after changing from free-rotate camera to normal view (like when you respawn after dying).


Site Changed - 08/08/2001 @ 12:27 PST

Now hosted on NoFaDz, thanks starless.


CQ3 1.01 - 08/07/2001 @ 21:33 PST

Custom Q3 version 1.01 is up on the download page. Changes since version 1.0 include:

  • Converted from 1.27 codebase to 1.29, but only included new railgun effect (not rocket, plasma, or lightning)
  • Commands to list all console commands and variables
  • Adjustable view weapon and status bar size
  • Fixed moving platforms on q1dm2
  • Admin commands: addbot, map, map_restart, kick, and clientkick
  • Fixed dedicated server not saving cq3.cfg
  • Changed the way gibs and bullet shells slow down when they hit water


New Version Soon - 08/07/2001 @ 17:59 PST

I want to get version 1.01 uploaded soon because there are some pretty big issues with 1.0.


Work Log - 08/05/2001 @ 22:50 PST

I updated the about section, listing more of CQ3's features. Here are a couple things I've been working on lately (done now):

- when a gib hits water, slow down instead of stop
- convert from 1.27 codebase to 1.29
- put all my own functions into separate files
- v_gun_* : adjust view gun position and size
- v_statusBar_* : adjust status bar position and size
      
As well as what I plan on doing next:
- invisible players in q3 1.29?
- slider on q1dm2 crushing
- maybe gv_list or gv_dump or something
- admin commands (kick, map, etc.)
- a command to list console commands
- in q2 machinegun should be a dropped weapon
- dropped weapon also include ammo?
- doom chainsaw
      

Updated Screenshots - 08/03/2001 @ 17:37 PST

I added some more screenshots. The Q3 1.29h source code is out now so I'm gonna try to update it with all the changes. The mod works fine with all versions of Q3 beyond 1.17, but there are some bug fixes and new weapon effects in the latest source code. As you can see in this shot (new rail trail), I have already begun converting to the 1.29 codebase.