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The popular Q3 mod which supports 6 default "modes" of operation: FFA Deathmach, 1v1, Badlands Team, Deathmatch, Team Deathmatch, Capture the Flag, and Clan Arena. Here are the Fixes, Changes and Additions for the new version:
Fixes:
- turn off showPing in demos
- #D doesnt work if the player identified in it is in slot #0
- Names can stay greyed out in a match (non-FT)
- 0 scores for losing player on spectator views (scorebox)
- CA Team overlay
- CA player spec issues
- CA chat issues
- CA multiple team point scoring scenarios
- callvote mode X mapname when the server is already that gametype for the mode
doesn't change the map.
- followprev/next just teleports like a respawn
- no inactivity for coaches/refs
- (FT) insta-thaw issues in lava/void
- (FT) Dead players getting thrown to spec if team was speclocked
- various config handling issues (both internal and custom configs)
- CTF scores reset if map vote in the middle of a match
- Various issues with the HUD
- cf_Scores offset issues
- Overlay issue with left vertically-aligned weapon list
- Various issues with nextmap voting
- follow_powerup option and flag carriers. You should now always be locked on
the current FC even if another PU or Flag is picked up
Changes:
- Move from 142->125 (com_maxfps)
- disable com_maxfps 0 for inet play
- (FT) team scoring sounds in
- (FT) OSP FT ammo at 50% on extra pickups
- cg_drawPing 1 = white, 2+ = color-coded (also changed location)
- Clamp r_fullbright to 0 for internet play
Additions:
- (FT) dropitems set to 1 for FT modes
- (FT) freezetag_latejoin <0|1>: Toggles whether players joining a team
while a match is in progress will spawn frozen.
- Add ftv in default server_availmodes
- ch_recordMessage <0|1> : Toggles the display of "Recording"
message while a demo is being recorded. Note: the cvar must be set BEFORE a
recording is started.
- callvote capfps <0|1>: Allows for toggling of com_maxfps clamp
- vote_allow_capfps <0|1>: Admin control for capfps callvote
- flag 0x20 (32) on server_customclient (enables no client fps capping)
The popular Q3 mod which supports 6 default "modes" of operation: FFA Deathmach, 1v1, Badlands Team, Deathmatch, Team Deathmatch, Capture the Flag, and Clan Arena. Here are the Fixes, Changes and Additions for the new version:
Fixes:
- turn off showPing in demos
- #D doesnt work if the player identified in it is in slot #0
- Names can stay greyed out in a match (non-FT)
- 0 scores for losing player on spectator views (scorebox)
- CA Team overlay
- CA player spec issues
- CA chat issues
- CA multiple team point scoring scenarios
- callvote mode X mapname when the server is already that gametype for the mode
doesn't change the map.
- followprev/next just teleports like a respawn
- no inactivity for coaches/refs
- (FT) insta-thaw issues in lava/void
- (FT) Dead players getting thrown to spec if team was speclocked
- various config handling issues (both internal and custom configs)
- CTF scores reset if map vote in the middle of a match
- Various issues with the HUD
- cf_Scores offset issues
- Overlay issue with left vertically-aligned weapon list
- Various issues with nextmap voting
- follow_powerup option and flag carriers. You should now always be locked on
the current FC even if another PU or Flag is picked up
Changes:
- Move from 142->125 (com_maxfps)
- disable com_maxfps 0 for inet play
- (FT) team scoring sounds in
- (FT) OSP FT ammo at 50% on extra pickups
- cg_drawPing 1 = white, 2+ = color-coded (also changed location)
- Clamp r_fullbright to 0 for internet play
Additions:
- (FT) dropitems set to 1 for FT modes
- (FT) freezetag_latejoin <0|1>: Toggles whether players joining a team
while a match is in progress will spawn frozen.
- Add ftv in default server_availmodes
- ch_recordMessage <0|1> : Toggles the display of "Recording"
message while a demo is being recorded. Note: the cvar must be set BEFORE a
recording is started.
- callvote capfps <0|1>: Allows for toggling of com_maxfps clamp
- vote_allow_capfps <0|1>: Admin control for capfps callvote
- flag 0x20 (32) on server_customclient (enables no client fps capping)
A CPMA frag movie. This movie contains some of my sweetest frag made in CPMA version 1.1. It contains only my POV. Most of the frags are done in first person view, but there are some third person angle shots. Includes in game sounds. Includes frags on the following maps: cpm3(a), ospdm5a, cpm21, cpm1a, cpm15, cpm7a, and more.
| Category: Movies
|
299.62 MB
|
January 17, 2004 |
37573 |

Western Quakeł is intended to be a realistic simulation of the "Old West's" great atmosphere. It is being developed - as you can see in the name - on id Software's Quakeł Arena Engine. This Total Conversion includes completely new weapons created with historically correct information about damage, rate of fire, reload time etc. It will also include new gametypes and maps inspired mostly from movies. And to increase the feeling of "Gunslingers Atmosphere" we also created music tracks and sounds adapted to the simulated times. Here's a list of some of the most important features WQ3 brings along:
A full arsenal of weapons with historically correct design. Check the weapons page for more information.
A big variety of "western styled" maps and player models.
A realistic damage system with different locations (head, chest...) and increased falling damage.
New "Western styled" gametypes for more fun (Bank Robbery and Duel Mode).
A Money System implying equipment purchase with money from rewards.
New "easy-to-use" graphical User Interface and HUD.
Other small improvements for a better and funnier gameplay.
A Quake 3 trick jumping video by Team iT. Starring artificial, BasTarD, bollock, carb0n, dur0n, EdisDead, Fallen, gherk, m1tsu, and s1L. Tricks included on maps q3dm6, q3dm12, q3dm15, q3dm17, q3dm18, ilp2001, zdh_dm12, ospdm9, q3wcp23, charon3dm12 and other jump maps. Featuring two handfuls of fresh tricks from the new Team iT. Their first video has a comfortable blend of single tricks, team tricks, and runs.
| Category: Movies
|
376.20 MB
|
February 26, 2003 |
21923 |
Western Quakeł is intended to be a realistic simulation of the "Old West's" great atmosphere. This Total Conversion has completely new weapons created with historically correct information about damage, rate of fire, reload time etc. It also include new gametypes and maps inspired mostly from movies. And to increase the feeling of "Gunslingers Atmosphere" there is also music tracks and sounds adapted to the simulated times.
The full version of RocketArena3. The new version includes:
Many bug fixes, including SuperPummel, Silent Jumppads and the "Specbug"
Support for pure servers and PunkBuster
Mac support
New console commands: ready, cg_noProjectileTrail, cg_oldtruelightning, cg_crosshairColor, cg_crosshairStats
The stats command has a new look, it shows stats for all the weapons.
Stats overlay
Railgun-look options
New 'OSP' look shaft or the old shaft
Invite a spectator to your team
Ignore chat from specific player.
Chat escape sequences
Three new maps: Mid Night, Stormator Complex, and q2dm1-ish.
The popular Q3 mod which supports 6 default "modes" of operation: FFA Deathmach, 1v1, Badlands Team, Deathmatch, Team Deathmatch, Capture the Flag, and Clan Arena. Changes:
Fixes
- Fix: Late-joiners not getting their stats properly erased
- Fix: last non-ready leaves the team, and all are ready.. match doesn't start
- Fix: A couple of minor updates to config voting/handling
- Fix: Various updates to instagib to ease issues with dynamic configuration
Changes
- Change: No voting allowed for first 20 seconds after a map has loaded
- Change: Need to set bot_developer 1 now for all bot AI debug messages
- Change: Default roundlimit in CA switched to 11
- Change: Upper bound of 142 for com_maxfps for online play
- Change: Upper bound of 1 for cg_shadows for online play
- Change: Upper bound of 125 for the server_maxpackets setting
Additions
- Add: cg_drawPing <0|1> - Displays your current ping (just below the
match timer). Color coding is identical to the format used on the
scoreboard
- Add: FreezeTag TDM gameplay mode. For full details on FreezeTag, check
the osp-q3-FreezeTag.txt doc in the Docs/ directory.
- Add: server_freezetag <0|1|2>
* 0 - FreezeTag TDM (FT) mode not in effect
1 - FT with OSP settings in effect (must be in g_gametype 3)
2 - FT with vanilla settings in effect (must be in g_gametype 3)
- Add: 2 new default modes:
callvote setft (mode 6) -- OSP FreezeTag ruleset
callvote setftv (mode 7) -- Vanilla FreezeTag ruleset
- Add: 2 new server_availmodes flags:
64 - FreezeTag (OSP ruleset)
128 - FreezeTag (Vanilla ruleset)

Western Quakeł is intended to be a realistic simulation of the "Old West's" great atmosphere. It is being developed - as you can see in the name - on id Software's Quakeł Arena Engine. This Total Conversion includes completely new weapons created with historically correct information about damage, rate of fire, reload time etc. It will also include new gametypes and maps inspired mostly from movies. And to increase the feeling of "Gunslingers Atmosphere" we also created music tracks and sounds adapted to the simulated times. Here's a list of some of the most important features WQ3 brings along:
A full arsenal of weapons with historically correct design. Check the weapons page for more information.
A big variety of "western styled" maps and player models.
A realistic damage system with different locations (head, chest...) and increased falling damage.
New "Western styled" gametypes for more fun (Bank Robbery and Duel Mode).
A Money System implying equipment purchase with money from rewards.
New "easy-to-use" graphical User Interface and HUD.
Other small improvements for a better and funnier gameplay.
POV: Ref Map: ospdm6
| Category: Demos
|
4.10 MB
|
April 29, 2002 |
10711 |
Contains 15 maps for all modes of play (1v1, TDM, CTF, FFA, CPM, and Clan Arena). Also included: netcode tweaks, server and client-side stats parsing, server config generator, small fixes, and more!
The popular Q3 mod which supports 6 default "modes" of operation: FFA Deathmach, 1v1, Badlands Team, Deathmatch, Team Deathmatch, Capture the Flag, and Clan Arena. Here are the Fixes, Changes and Additions for the new version:
Fixes:
- turn off showPing in demos
- #D doesnt work if the player identified in it is in slot #0
- Names can stay greyed out in a match (non-FT)
- 0 scores for losing player on spectator views (scorebox)
- CA Team overlay
- CA player spec issues
- CA chat issues
- CA multiple team point scoring scenarios
- callvote mode X mapname when the server is already that gametype for the mode
doesn't change the map.
- followprev/next just teleports like a respawn
- no inactivity for coaches/refs
- (FT) insta-thaw issues in lava/void
- (FT) Dead players getting thrown to spec if team was speclocked
- various config handling issues (both internal and custom configs)
- CTF scores reset if map vote in the middle of a match
- Various issues with the HUD
- cf_Scores offset issues
- Overlay issue with left vertically-aligned weapon list
- Various issues with nextmap voting
- follow_powerup option and flag carriers. You should now always be locked on
the current FC even if another PU or Flag is picked up
Changes:
- Move from 142->125 (com_maxfps)
- disable com_maxfps 0 for inet play
- (FT) team scoring sounds in
- (FT) OSP FT ammo at 50% on extra pickups
- cg_drawPing 1 = white, 2+ = color-coded (also changed location)
- Clamp r_fullbright to 0 for internet play
Additions:
- (FT) dropitems set to 1 for FT modes
- (FT) freezetag_latejoin <0|1>: Toggles whether players joining a team
while a match is in progress will spawn frozen.
- Add ftv in default server_availmodes
- ch_recordMessage <0|1> : Toggles the display of "Recording"
message while a demo is being recorded. Note: the cvar must be set BEFORE a
recording is started.
- callvote capfps <0|1>: Allows for toggling of com_maxfps clamp
- vote_allow_capfps <0|1>: Admin control for capfps callvote
- flag 0x20 (32) on server_customclient (enables no client fps capping)
The popular Q3 mod which supports 6 default "modes" of operation: FFA Deathmach, 1v1, Badlands Team, Deathmatch, Team Deathmatch, Capture the Flag, and Clan Arena. Here are the Fixes, Changes and Additions for the new version:
Fixes:
- turn off showPing in demos
- #D doesnt work if the player identified in it is in slot #0
- Names can stay greyed out in a match (non-FT)
- 0 scores for losing player on spectator views (scorebox)
- CA Team overlay
- CA player spec issues
- CA chat issues
- CA multiple team point scoring scenarios
- callvote mode X mapname when the server is already that gametype for the mode
doesn't change the map.
- followprev/next just teleports like a respawn
- no inactivity for coaches/refs
- (FT) insta-thaw issues in lava/void
- (FT) Dead players getting thrown to spec if team was speclocked
- various config handling issues (both internal and custom configs)
- CTF scores reset if map vote in the middle of a match
- Various issues with the HUD
- cf_Scores offset issues
- Overlay issue with left vertically-aligned weapon list
- Various issues with nextmap voting
- follow_powerup option and flag carriers. You should now always be locked on
the current FC even if another PU or Flag is picked up
Changes:
- Move from 142->125 (com_maxfps)
- disable com_maxfps 0 for inet play
- (FT) team scoring sounds in
- (FT) OSP FT ammo at 50% on extra pickups
- cg_drawPing 1 = white, 2+ = color-coded (also changed location)
- Clamp r_fullbright to 0 for internet play
Additions:
- (FT) dropitems set to 1 for FT modes
- (FT) freezetag_latejoin <0|1>: Toggles whether players joining a team
while a match is in progress will spawn frozen.
- Add ftv in default server_availmodes
- ch_recordMessage <0|1> : Toggles the display of "Recording"
message while a demo is being recorded. Note: the cvar must be set BEFORE a
recording is started.
- callvote capfps <0|1>: Allows for toggling of com_maxfps clamp
- vote_allow_capfps <0|1>: Admin control for capfps callvote
- flag 0x20 (32) on server_customclient (enables no client fps capping)
TriCkeD, featuring jumpers oRk-Mephisto, [AfZ]P3z, and BasTard. a combination of single moves, and runs using vq3 (BasTard, oRk-Mephisto, [Afz]P3z), and cpma pro-mode ([Afz]P3z). maps ID -q3dm6, q3dm12, q3dm17, q3ctf4, q3dm14, q3tourney6, q3dm7 custom - Cos1_beta7, 0spdm1, Ospdm5, Ospdm6, Ospdm8, Ospdm9, Cpm9, Nodm3a, Ilp2001, Wcp23, and Lzctf1.
| Category: Movies
|
197.21 MB
|
January 10, 2003 |
5928 |
"The Second Generation" is an OSP Duel and TDM frag movie, featuring four highly skilled Danish quakers. Each player has been given three to four minutes of video time to show off his meanest frags, and the result is nothing less than second generation quaking. TSG is best viewed with Windows Mediaplayer 9.0, or the lastest DivX player.
| Category: Movies
|
345.83 MB
|
May 20, 2004 |
5614 |
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)
| Category: Movies
|
105.09 MB
|
May 31, 2002 |
5520 |
The map is based on a frozen rock/prison atmosphere, a placed carved from oppressive mountains and bottomless chasm's. The layout is based on my favourite Quake 3 Capture The Flag map Q3CTF3. I've spent many a hour playing that map and have on several occasions started to make my own version. Finally after years of failed start maps I have created my tribute to Q3CTF3. With this opportunity I have re-arranged several key items and hopefully made the layout more open for player movement.
ScreenShot
| Category: Maps
|
7.23 MB
|
May 20, 2002 |
5074 |
The full version of RocketArena3. The new version includes:
Many bug fixes, including SuperPummel, Silent Jumppads and the "Specbug"
Support for pure servers and PunkBuster
Mac support
New console commands: ready, cg_noProjectileTrail, cg_oldtruelightning, cg_crosshairColor, cg_crosshairStats
The stats command has a new look, it shows stats for all the weapons.
Stats overlay
Railgun-look options
New 'OSP' look shaft or the old shaft
Invite a spectator to your team
Ignore chat from specific player.
Chat escape sequences
Three new maps: Mid Night, Stormator Complex, and q2dm1-ish.
Dude using a bot while playing OSP.
| Category: Demos
|
258.32 Kb
|
June 29, 2002 |
4914 |
A TrickJumping movie featuring regular Q3 maps, CPMA maps, OSP maps, ffdm2, poq3dm5, qxtourney1, and jjm. The author began playing cpma about a year ago and a lot of things changed by then. I saw shambler and s1k's movie, I watched apheleons demos and played the mod a lot by myself. All this made me curious about how far I could go with the new abilities the promode physics provided. I had seen countless trickjumps before but it still haunted me to invent new ones and to push myself to the limits of what I could reach. Then I saw japex movie "progressive trickjumping" and that made me start collecting demos for making my own trickjump movie. I walked around every map of quake3, osp and cpm, always looking for things I hadn't seen before but seemed possible. So here we are.
There are no weapon jumps in this movie, it's just because I wanted to show what promode could do so I concentrated on the pure movement physics instead of doing boring plasma climbing or grenade jumps possible in osp or normal quake3 as well.
The movie starts with some rather basic, easy tricks on different quake3-, cpm- and osp-maps, increasing difficulty with every jump. Then action switches to longer sequences of trickjumps e.g. on cpm4, q3dm5 and ospdm6. Finally comes the sequence that required most time of all, the jjm-run, featuring the "jump masters" section.
A few days after I rendered the final version of the movie I met s1k (who is seen in shamblers promode movement movie) on a server and we showed each other tricks on different maps, so I did some tricks featured in the movie and he was impressed by what i pulled of e.g. in cpm4 and pro-q3tourney4. I assure you wont be disappointed by the jumps. Runs: 3 min 55 sec.
| Category: Movies
|
125.11 MB
|
January 11, 2003 |
3630 |