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  • Q3A source builds?

    Somewhat Quake related.

    I just re-installed Q3A and forgot how much fun in a box it was. But I want to know, what kind of builds have people made with the source code? Any fancy cell shading or particle/bloom/graphical revamps of this out there that aren't a totally new game?

    just currious

  • #2
    ioQuake http://ioquake3.org/ is pretty solid.
    its geared to rock solid performance but has patches for celshading
    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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    • #3
      Originally posted by R00k
      ioQuake is pretty solid.
      Mac OS X users: I confirm this!

      Ioquake3 is also available as Universal Binary and Q3A just flies the speed of hell on my MacBook Pro... even though I had to switch off OpenAL which was behaving oddly. Widescreen players should consider to put some autoexec.cfg file in their baseq3 folder. Hence mine:

      seta r_customHeight "1050"
      seta r_customWidth "1680"
      seta r_mode "-1"
      seta r_fullscreen "1"
      seta r_customaspect "2"
      seta s_useOpenAL "0"
      seta s_alPrecache "0"




      Ah! If you're a Star Trek Elite Force & XP owner, just visit this section of ioquake3 website for Thilo's reverse-engineered multiplayer only version!

      Originally posted by Thilo in README - efport-progress
      This project is a modification to the icculus.org maintained quake3 engine to make it possible to run EliteForce holomatch.
      This means: you can *not* play single player missions with this project.
      This engine has full compatibility for the newer _and_ the original EliteForce protocol, clients using the original engine can use newer servers, and clients using my engine can use old servers, too.
      Ioquake3 ports for Open Arena, Tremulous, Urban Terror and World of Padman also available!

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      • #4
        Wooh! thanks guys!

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