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POV: Referee
Map: ospdm5
| Category: Demos
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2.53 MB
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November 11, 2002 |
149 |
POV: Referee
Map: ospdm5
| Category: Demos
|
3.40 MB
|
November 11, 2002 |
99 |
"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
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345.83 MB
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May 20, 2004 |
5614 |
Changes and fixes in this patch:
-Fixed all known 1.0 bugs.
-Added admin features.
-Added new cheat protection. ( same as OSP/CPMA )
-Added new flood protection.
-Added new prediction code to the grapple so it works for HPBs.
-Added last 4 maps played disabled to portal.
-Adding new Quickstart menu to quickly find Threewave servers.
-Beefed up the random portal.
-Fixed the in game browser.
-Reworked the grapple delays.
Changes and fixes in this patch:
-Fixed all known 1.0 bugs.
-Added admin features.
-Added new cheat protection. ( same as OSP/CPMA )
-Added new flood protection.
-Added new prediction code to the grapple so it works for HPBs.
-Added last 4 maps played disabled to portal.
-Adding new Quickstart menu to quickly find Threewave servers.
-Beefed up the random portal.
-Fixed the in game browser.
-Reworked the grapple delays.
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
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197.21 MB
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January 10, 2003 |
5928 |
Triple A is my second large Quake video. it includes a few nice Frags from OSP TDM also a little CPMA.
| Category: Movies
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76.55 MB
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November 19, 2002 |
453 |
A nice OSP trickjumping movie performed by the Spanish player P4C1F13R. It contains lots of tricks in various maps. Some of the tricks will surprise you. Runs 5:10.
| Category: Movies
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53.40 MB
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June 28, 2003 |
1148 |
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)
What's new in this release:
merge Unlagged 2.01, merge 1.32 changes
OSP chat tokens
bots are good teammates now (thawing players is top priority), and they even use the grappling hook
new lag compensation stuff: predicted grappling hook, lag-compensated corpsicles, high ping + high framerate no longer lags you out
new server variables: g_startFrozen (players start frozen if they start in the middle of a game), g_doSuddenDeath, g_floodProtect (to replace sv_floodProtect, which doesn't work well)
new voting options: opinions and configs (vote on entire configs, if the server admin has them set up)
new commands: autofollow, say_red, say_blue, ignore/unignore, ref_mute, ref_vote
some audio/visual tweaks
point and click on players in the game and on the scoreboard to follow them
tweaked spawn algorithm to regard teammates in close proximity, supports massive number of players on relatively few spawn points
extra point for team win to last freezer
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:
hardcode viewheight in following corpsicle
time played persist through team changes and not count up as a spectator
"/showinfo" command brings up server info box again
sane g_banIPs string (easily settable in config file now: do a seta g_banIPs "...")
add g_thawtime and g_autothawtime to ft-hook-rail.cfg
fix ref_listip
spectate own frozen corpsicle first
fix viewangles when spectating corpsicle
going into limbo when spectating a corpsicle that thaws
retain client ip for ref_clients on map change
fix corpsicle physics
tell player "already ready" when readying up and already ready
make atmospheric conditions depend on auto thaw time (most insta games will rain every other map, turn it off with "cg_weather" now)
reset powerups when spectating corpsicle
fix "shader not found" shader for non-team-game server info box
1000% frozen in self freeze/thaw % display
not show chat bubble/awards when following a non-self corpsicle
sane door behavior when spectating corpsicle
cg_nochatbeep
ref_login variable for autologin (only works when g_refAutologin is nonzero)
fix getting kicked with cg_snow modification
"g_hardcore" server setting
color consistency in "You thawed" / "You froze" messages
lag compensation tweaks (very, very nearly perfect now)
update documentation
consistent "missing client game" message
hook lag compensation / detachment prediction
make corpsicles hold doors open and go through teleporters
change name to "Ultra Freeze Tag" on map load
suppress "you thawed / thawed you" messages when spectating a frozen teammate
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
The author's first trickjumping video. Includes decent editing along with really good trickjumps in ra3map1, ra3map11, ospdm1, and other maps. Runs 7:05 minutes.
| Category: Movies
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179.80 MB
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January 28, 2004 |
622 |
UNOWNABLE 2 brings sick and insane frags against top notch skilled opponents. Mostly OSP/CTF (though there is FFA/TDM/1vs1 content as well). Some of the most disgusting frags you've ever seen.
| Category: Movies
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261.70 MB
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October 05, 2004 |
2270 |
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
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3.62 MB
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May 30, 2002 |
1010 |
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.

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.

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.
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
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339.54 MB
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December 21, 2008 |
1200 |