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Quake3 video with 3 styles: Baseq3 tricks CPMA tricks CPMA frags.
||November 20, 2002
Triple A is my second large Quake video. it includes a few nice Frags from OSP TDM also a little CPMA.
||November 19, 2002
This release actually had some Real Live Testing, and it certainly looks like things are much better now. EVERYONE should upgrade to this build, ESPECIALLY any 1.32 servers. No matter where in the world they are or what the server is used for, this is what they should be running. Install it yourselves and then urge your server admins to do the same. If they're upgrading from the 99x series as most probably are, they WILL have to read the docs or things are going to get nasty. Make sure YOU understand the changes so that you can walk them through it if they get confused.
The crucial information for the 99y series is that servers MUST run modes, which are described in painful detail in docs/cpma-q3-Modes.txt. Servers running CPMA-unaware MA maps (i.e. RA3 maps) MUST have valid definitions for those arenas, and I expect most of them don't. Again, those are described in that document. The 99y series ships with a set of definitions for those maps in the cfg-ra3/ directory, so admins can simply use "+set map_cfgdir cfg-ra3" on the command line to get up and running immediately, then tweak them later if they want.
It's imperative that people upgrade, and most of them probably won't do so any time soon unless you ask them to. This is the ONLY version that is 100% happy with 1.32, so make the effort for your own benefit.
The Challenge Pro Mode is a modification for Q3A which aims to make the game more exciting and challenging for "expert players". It is not a remake of Q3A as QW or Q2, although some features from both previous id Software games have made their way into pro mode. Includes a couple of trivial adds/hotfixes from 99x9a.
The Challenge Pro Mode's goals were, first and foremost, to make a more exciting and challenging game to play and we hoped that this would help advance Q3 into a professional sport. Designed for use with Q3 1.32, but will work fine with older versions as well. Coach mode and MVD have had a pretty significant overhaul, and they're a lot better for it. All the rather hackish elements of the original coaching code are a thing of the past now, and it's fully integrated with MVD. The PiP windows have been enhanced once again to the extent that they now behave almost exactly like normal views, all the way down to things like cg_drawGun and cg_gunX/Y/Z. Coachview itself has been reorganised to maximise player views and minimise the cruft of the "general" HUD elements (score, time, etc), and is now available in demos as well: just click to zoom in/out on players; right-click to change POVs, etc.
Runs on ra3map1 in the CPMA mod, very quick and fluid moves. Runs: 5 Minutes 22 Seconds.
||November 01, 2002
The premise of Unlagged is that the server can compensate for any client's lag by adding a new variable to collision detection: time. In Unlagged, the server does the hit test for instant-hit weapons at the time the player pushed the fire button, instead of when the server got the message that the player pushed the fire button. It means that if you're pinging 300 on an "Unlagged" server, you can still aim and fire any instant-hit weapon (machinegun, shotgun, lightning gun, railgun) as if you were playing on a LAN. What's new:Full server-side lag compensation for instant-hit weapons (as in Unlagged 1.0, but this time perfectly accurate)
Client-side attack prediction for instant-hit weapons
Cheat-protected debugging options for making sure everything is working right, including lag simulation
Options to let you opt out of full lag compensation for some or all instant-hit weapons, or nudge your compensation a bit
Compensation for Quake 3's built-in 50ms lag for instant-hit weapons when players opt out of full lag compensation, and for all projectile weapons
Correction for “skipping” players (makes them much easier to hit)
Optimization for player prediction (yields 15-40% performance increase – or higher – depending on hardware and network latencies; many thanks to arQon of CPMA for bringing the problem to my attention and providing me with the first solution)
cg_projectileNudge to help in dodging projectiles
Early transitioning of missile entities (makes projectile weapons feel better and projectiles easier to dodge)
cl_timenudge actually extrapolates player movement (instead of making other players look “jerky”)
Option to show more accurate pings (taking into account lag simulation, built-in latencies, and cl_timenudge)
“True lightning” works properly
The Challenge Pro Mode (CPM) project was created by Richard 'Hoony' Sandlant in May 1999 (when the 'Q3test' was released) after he realised that Quake 3 Arena was going to have a lot of "newbie-friendly" features and after John Carmack admitted a more challenging version might be better for professional gamers (which is where the name "pro mode" came from). Notes for version 0.99x8 (9 Sep 02):
add: CPM13B map config (PG -> LG)
add: cg_predict (0-2)
0 = off
1 = normal
2 = optimised
the normal prediction path is extremely slow at times
(notably around curves) and can cost you 100fps on a GHz machine
this new scheme is MUCH faster, but slightly more prone to errors.
oddly enough, it's still more accurate than the original
id prediction code (i.e. before the CPMA fixes) :)
if you have a slow machine, it's definitely worth trying.
* currently very broken on lifts
add: new scoreboard for DM
needs a lot of work still, but is VERY cool for GTV :)
(accuracy icon is for RL skill: effectiveness and direct hits)
add: assorted GTV-awareness (prepping for live MVD)
add: picture-in-picture for MVD :P
(press P to cycle window positions during playback)
add: UPS in MVDs
add: support gametype-specific spawnpoints
chg: allow mappers to specify respawn times for certain types of items
not weapons (can't play id "pro" maps with polish rules or in ffa)
not powerups (cpm13 becomes awful)
chg: acc "qualifying" shot count for PG upped from 45 to 50
chg: PickedUp and DiedWith columns renamed to Take and Drop
was too much space for something so unimportant
fix: explicitly dropping the current weapon didn't switch from it
This movie shows some Q3 games by the best CPMa players in Poland - matrox and his twin brother sting, who's just a little worse than his brother, but still one of the best in Poland. The "Power of Speed" looks very good, there's also a very good music in background (for example Nightwish).
||September 15, 2002
Unlagged Freeze Tag is a teamplay modification based on Darrell Bircsak's Freeze Tag 1.5. You should catch on pretty fast - just shoot the other team up, and when they'd usually die they freeze instead. Once you have all the players on the other team frozen at the same time, your team gets a point and another round will start. To thaw a frozen teammate (a corpsicle), stand next to him for a while. When your team reaches the round limit, the game is over. There are a bunch of bug fixes, consistency tweaks for Unlagged, laggy player skip correction, CPMA/OSP's actual 50ms lag correction (the previous version used extrapolation), and some nifty new referee features.
Ultra Freeze Tag is a teamplay modification based on Darrell Bircsak's Freeze Tag 1.5. You should catch on pretty fast - just shoot the other team up, and when they'd usually die they freeze instead. Once you have all the players on the other team frozen at the same time, your team gets a point and another round will start. To thaw a frozen teammate (a corpsicle), stand next to him for a while. When your team reaches the round limit, the game is over. What's new:fixed issues with log parsers
smart respawn algorithm which seriously cuts down on spawn frags and reverse spawn frags
g_noAttackTime (to go with g_noDamageTime on Instafreeze servers)
hit sounds, pain feedback, and other effects are no longer dropped with pmove_fixed; multiple hit sounds for multiple hits (rocket two enemies and hear two sounds)
players no longer show up on the wrong team (rare, but it happens in 1.0)
cg_teamRails, ch_drawSpeed, cg_noTeamChatBeep, and cg_projectileNudge (set this to your ping if you want to use it)
ref_swap, ref_wallhack (shows other players through walls but ONLY when you're spectating another player)
doesn't allow blank names (like "^7 ")
message for environmental thaw (like lava thaw in hardcore mode); corpses shot out of environmental hazards do not thaw (in hardcore mode)
stats are per-game instead of per-session (but you can use "/statsacc" to get your accumulated session stats)
lag compensation tweaks (should look more consistent now, especially with pmove_fixed)
change algorithm for correction of 50ms lag (now exactly the same as CPMA and OSP)
correction for laggy players skipping around (and floating phone jack plume to show you when it can't correct)
The latest version of CPMA. The Challenge Pro Mode's goals were, first and foremost, to make a more exciting and challenging game to play and we hoped that this would help advance Q3 into a professional sport. Along the way we made a choice between making only small conservative changes to Q3A, and making the changes that our design team recommended. We took the path of making the changes that our design team felt were necessary.
As far as the actual code goes, the only thing missing is the "live MVD" on GTV.
Ultra Freeze Tag is a teamplay modification based on Darrell Bircsak's Freeze Tag 1.5. You should catch on pretty fast - just shoot the other team up, and when they'd usually die they freeze instead. Once you have all the players on the other team frozen at the same time, your team gets a point and another round will start. To thaw a frozen teammate (a corpsicle), stand next to him for a while. When your team reaches the round limit, the game is over. What's new:perfect backward reconciliation (Unlagged is as good as a client-side hit test now, barring prediction error)
CPMA/OSP-ish correction for Quake's built-in 50ms lag for everyone, every weapon (just play like you're pinging 50 less)
adjusted mass of corpsicle according to weapon (shotgun is now useful in moving corpsicles around again)
reworked voting (if you're running a server and using votelimit, set "vote_*" variables instead)
corpsicles are easier to move over small map features (lips and cracks) and easier to blast up stairs
"players left / players total" counters above team score
cg_trueLightning work like in CPMA/OSP (fixed, in other words) when not lag compensated
referees may become "invisible" while spectating to catch cheaters
adjustable llama penalty (g_llamaPenalty)
rudimentary per-weapon statistics (no damage, but shots, hits, accuracy percentage); use /stats command
This is a competitive 1-on-1 tourney map specifically designed for the CPMA mod. The layout is your standard 3-tiered, duel atrium style type. Theme is a futuristic tech with clean white walls and blue/orange trim accentuating the walls here and there. Shot1
||June 19, 2002
Blow Me is a Quake 3 trickjump movie created in whole by HPO Formaldihyde. aka: Phucker. Runtime is 4.49 seconds. File size is 110 megs. No physics changeing mods were used. (ie: Osp, Cpma) Just Quake3 and 1.31 point relese. Tho devmap, God and Give were used (nessecary for multiple attempts to get the sweet shots). I took a lot of time and care to make sure the jumps coincided with the song for maximum visual experiance. Total time spent on this creation was about a month. (DivX Codec needed
||May 31, 2002
Tested with OSP and CPMA(the ideal mod for touney). Its filled with jumptricks and strategy for a good tourney or 2vs2. Shot1
||May 30, 2002
New in this release:chg: the "low" ammo point for SG is 5 rather than 10
chg: enabled armoursystem vote in CQ3
chg: cg_shadows 2 and 3 removed - too buggy and cheaty (both project through walls etc)
chg: stepup events optimized
chg: improved client prediction during djumps. CPM3 lower rl is easiest place to see the difference
chg: popsicles refreeze over time if abandoned mid-thaw. same rate as for thawing, i.e. if you thaw for 2 secs then leave for 1 sec, there's 2 secs left
The Challenge Pro Mode is a modification for Q3A which aims to make the game more exciting and challenging for "expert players". It is not a remake of Q3A as QW or Q2, although some features from both previous id Software games have made their way into pro mode. Notes for version 0.99w5:chg: "Duel" armorsystem is now the default for team games as well
chg: quad shell is now always blue
chg: testmodel/testgun cruft removed
chg: all HUD variations show flag status in CTF
chg: popsicle effect is now totally white rather than bluish-white was a bit too close to the Quad effect with some configs
chg: be really agressive about popsicle trajectory tests stops them slipping through seams on maps like DM6
chg: max number of demos on menu increased to a real 240 rather than an id-math 128, which is about 40 :P
chg: creepcam_smoothfactor renamed to creepcamSmoothRate since that's what it actually is
fix: no blood effect when SG'ing popsicles
fix: cg_enemycolors default should be "", not "0"
fix: coaches were being blacked out in speclocked games
This map pak is a set of deathmatch maps created specifically for people who play on the Burial Grounds Q3A Servers. It's a special group of people, who play with friends for fun. Each map is designed with a 6 - 10 player load in mind, and definitely not intended for competitive play styles or mods, such as CPMA.
Each map contains custom texturing, including the new Burial Grounds logo showcased throughout. There is also a soundtrack for each map, tailored specifically for these maps. We hope you enjoy the tunes, as we may release them in MP3 format soon after this pak is released.
This entire pak was created by members of the http://www.burial-grounds.com community. We felt the best way to make this pak work for it's intended audience, was to let some of the community participate in it's creation. So, along with the mappers and musicians, the beta testers were also selected from Burial Grounds community members. Screenshots: BGMP1 (Galileus)
, BGMP2 (Distant Sands)
, BGMP3 (Six Degrees of Inner Turbulence)
, BGMP4 (Digital Fusion)
||April 30, 2002