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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:

  • bug: overbounce bugs
  • bug: point-and-click scoreboard and timeout angle freeze jittery with pmove_fixed
  • bug: bots sometimes say "why are you attacking me?" when thawed
  • bug: referee can't get stats at all when invisible
  • bug: NULL pointer reference when mover damages corpsicle
  • bug: cg_swapskins should affect spectator crosshair color
  • made LG take significantly less bandwidth
  • changed g_truePing into cg_truePing (default 0)
  • added g_friendlyAutoThawTime
  • added cg_pmove_fixed (to opt out of pmove_fixed if it's enabled on the server - like in CPMA), and cg_pmove_accurate (as an alternative to pmove_fixed)
  • Category: Modifications 774.57 Kb December 18, 2002 909

    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
  • Category: Modifications 624.36 Kb July 13, 2002 1290

    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
  • Category: Modifications 243.38 Kb October 17, 2002 615

    What's new in this release:

  • 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
  • Category: Modifications 243.38 Kb November 23, 2002 5375

    This map is to play with RA3 and Cpma (you can also play with the bots with cpma only)
    Category: Maps 11.08 MB November 24, 2001 1212

    A CPMA frag movie done on cpm3. It is a little bit different than most movies especially if you know cpm3 inside and out. The intro contains some funny trickjumps, but after that it gets serious.
    Category: Movies 76.73 MB February 18, 2004 7397

    This map is just a result of a sudden idea to recycle geometry of Uzuldaroum for Quake into the Quake 3 map. No more no less. Yet it was pleasure to work with Quake 3 engine again and to feel its power. Hence much more details and mapobjects in the map. The map designed for duels and for CPMA mod but can be used and in vanilla Q3 as well. ScreenShot
    Category: Maps 1.82 MB March 22, 2003 1539

    Clan v2c presents their second CPM movie. This movie is not some kind of ordinary fragmovie, but it's definitely worthy of downloading especially for the CPMA players. It was made with the clear target to differ from the usual movies and make you relaxed.
    Category: Movies 107.83 MB July 12, 2005 589

    Over a month lead time, 2 month editing and some HDD problems its finally completed. Valhalla is a teamtrix movie on cpma movement by s7ickup productions. Skilled performences in high quality assign this movie. Featering: smok1e, ifoo, MaZe, kov3nant, s1ck, rogue, cro_0ki, riot.
    Category: Movies 275.03 MB May 11, 2008 305

    A trailer 4 the upcoming team trick movie. featuring smok1e, ifoo, MaZe and others on cpma movement.
    Category: Movies 9.58 MB May 03, 2008 157

    Tested with OSP and CPMA(the ideal mod for touney). Its filled with jumptricks and strategy for a good tourney or 2vs2. Shot1, Shot2, Shot3
    Category: Maps 3.62 MB May 30, 2002 1010

    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, Shot2, Shot3
    Category: Maps 2.48 MB June 19, 2002 680

    Another CPMA movie - shows the reasons for Russia xano0ch to actually play and love it. Movement, frags and teamplay - that's what is available.Demos from: xano0ch, mishaul1k, sl1mka, death, noobs anonymous. It's all about - why I choose this game, this mode, and why I'm still playing it. I will be glad if you will find in this movie something yourself.
    Category: Movies 262.99 MB December 26, 2005 2599

    I proudly present you frag movie with players of Finland RA3 clan wicked Hackers. Clan leader of wH ..cyril, asked me, i think, one year ago about this project, i surely agreed. Immediately I started work on it, but i must made lots of breaks, so whole project take one year. I made lots of stuff until now but this is my first regular movie, i found lots of mistakes in my work and lots of trouble during editing, but i am very glad for this, becuase whole project gave me lot of experience for the future. If you like my movie you can send me your frags to one of my next movies, it can be osp, cpma, promode, ra3 and defrag whatever you want:).. demo with your name, time of action and name of mode send here : ottomilan@gmail.com ...thanx to all:) others thanx and stuff are in the movie pack.. www.han-asi.parba.cz #han-sai.production@quake.net (on some crt monitors, depend on every user color settings, movie can seem little bit contrasted and overcolored)
    Category: Movies 339.54 MB December 21, 2008 1200

    What is Xtreme Arena? The idea spawned from a love for the legendary RocketArena 3 and Excessive. This mod is an attempt to bring some of the things I love most about those two mods into a single fast-paced frag fest! The new code corrects for the 50ms lag built into Q3, just like CPMA and OSP. Even playing with a 100 ping feels just great! The new lag compensation is optional and can be turned off by individual players or by server admins. In addition, XA adds new CVARs to give admins tons of control over thier server. Any weapon can be disabled and damage can be adjusted on most instant hit weapons.
    Category: Modifications 294.31 Kb March 17, 2003 592


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