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A movie from the UK Quake 3 RA3 clan [D]efiance. Its very good full of great frags, good coriography and plenty of action.
| Category: Movies
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77.38 MB
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December 24, 2002 |
1593 |
ZPM is a client side mod for Quake 3 Arena that has extra options coded in to enable client side prediction of all weapons. These options are enabled by default but can be disabled for those who wish to keep the latency in their aim(for those who are so used to the way Q3A plays online).
When client side prediction is enabled the clients computer tells the server when you hit someone instead of the other way around which means that all shots fired are instant and missles appear instanly when fired.
ZPM is a client side mod for Quake 3 Arena that has extra options coded in to enable client side prediction
of all weapons. When client side prediction is enabled the clients computer tells the server when you hit someone instead of the other way around which means that all shots fired are instant and missles appear instanly when fired. Multi-arena support added and Rocket Arena gamemode support added.
XoneXfer is a multi-purpose mod for Quake 3 Arena. It has many capabilities, and is able to accomodate many different play styles.
Most servers that run XoneXfer are unlagged, although this can be turned off if desired (see config readme).
Through the various game settings, many aspects of the game can be customized to provide a unique game experience, or configured to replicate several of the more well known mods, such as InstaUnlagged or OSP.
Although you can modify each of the settings yourself, for your convenience a few standard config scripts have been provided, and several more are available on the forums.
If you make a great new gametype with this, post your settings on the forums so others can enjoy it too!
A Quake 3 capture the flag movie based on the WinterHaste 2 tournament, which was hosted by Cached.net. The movie includes frag highlights and flag caps from most of the teams involved, synched to a soundtrack of 7 songs, with various video and audio effects throughout. DivX codec required. Running time: 29 minutes.
| Category: Movies
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550.25 MB
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October 04, 2003 |
12674 |
A weapon replacement for the ShotGun for Quake 3 Arena based on the Winchester 1300 with a folding stock.
This is my first time making a Quake 3 movie, it turned out okay. It is a RA3 movie and all ingame action no setups. Runs: 6 Minutes 4 Seconds.
| Category: Movies
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113.95 MB
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March 26, 2003 |
726 |
This movie gives you 8 minutes of Quake 3 action from the World Cyber Games 2002. The tournament, considered the olympics of computer games, features top players as socrates, uNkind, if22 etc. Check out their best frags and a few bloopers, all packed together in 147Mb at 640x480. Music by Michael Jackson & Public Enemy.
| Category: Movies
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147.58 MB
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November 09, 2002 |
5734 |
I from WatcherZ clan have made my first Quake 3 Movie which consists mainly of frags from ctf games. The video uses the x264 codec, runs at 50fps and is 13mins 37secs long and of course, cams were done with q3mme 1.52. It's a compilation of 5 years of gaming. I do not like too serious movies so I put my efforts into funny stuffs with extra skins and sounds.
Music is mainly electronic except surprises I can't reveal here. During credits, you'll discover what really is a french LANPARTY. If you can't playback the movie, install the latest ffdshow and/or install vlc, because it has full x264 support without any extra installation.
| Category: Movies
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276.45 MB
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February 06, 2007 |
1149 |
VirtuositY is a Quake 3 movie that is not about a player or a clan. VirtuositY is just a pure Quake 3 frag movie, its all about the frags and the editing. Currently the final movie doesn't have any release date, not even an estimation, that it will be out in 2004/2005 is as close as I can say.
| Category: Movies
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7.73 MB
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October 20, 2004 |
1056 |
Virtuosity is a Quake 3 frag movie that has been under development for more or less 6 months, since the release of the Virtuosity teaser. This frag movie is not about a player or a clan, its thanks to the Quake 3 community and the players who has been sending in demos this movie has become a reality. Sorry to everyone that had sent in demos but couldn't be in the movie.
| Category: Movies
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285.34 MB
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February 27, 2005 |
12664 |
AntiLag Q3 MOD is a modification that replaces Quake 3 arena normal, server-side hit test with client-side code. Since AntiLag Q3 MOD checks to see if your shot was a hit on your own side, your weapons will fire instantly since it doesn't need to tell it to the server. You'll still see a lag between your shot and your enemy's death, but that won't affect your accuracy at all.AntiLag Q3 MOD works with the gauntlet, the machinegun, the shotgun, the lightning gun and the railgun. These weapons will fire when you press fire, no matter what your ping is. As accurate as in a LAN!
Hi! I like present to u my third Quake 3 DeFRaG movie called Velocity 2.
CONTENT:
Same as first part this is vq3 run movie.
EDITING:
Simple and clean. Many first person cameras and few third. Video synced with music.
MUSIC:
This time its drum & bass. Four tracks from different dnb artists mixed by my self.
ALSO:
No motion blur this time.
| Category:
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531.55 MB
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February 20, 2010 |
59 |
Hi guys! I like present to you my new Quake 3 Movie called Velocity. Its such simple and funny movie based on DeFRag mod, with lot of 1st person view and some free cams. All runs performed by me in vq3 physic.
| Category: Movies
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229.10 MB
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May 13, 2008 |
950 |
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
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1.82 MB
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March 22, 2003 |
1539 |
This trailer is intended for gamers who are new to Quake or have never tried it. It is by no means a frag movie. This trailer is my effort to help bring in more outside players to give Quake Live a try. The more players the more sponsors, the more sponsors the more tournaments. Quake Live is the title of shooter-giant id Software''s newest endeavor to capture the hearts of FPS fans everywhere. This revolutionary shooter reinvents Quake 3 on a massive scale and is offered through their sleek web interface ABSOLUTELY FREE. Quake Live is completely Ad-Supported and provides any and all player skills to enjoy the precision, intelligence, and simplicity that QUAKE game play has to offer. Through id''s extensive Beta involvement it is clear that player critique is highly regarded in development decisions. id Software is on track to release one of the most groundbreaking multilayer experiences, and once again they do it ABSOLUTELY FREE.
| Category: Movies
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72.42 MB
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April 13, 2009 |
307 |
The source package contains all of the changes you'd need to make to duplicate Unlagged 2.01's functionality precisely. It also contains a small book's worth of documentation on how Quake 3's networking works, full descriptions of the problems and the proposed solution, instructions on merging the code, code walk-throughs, testing tips, ideas for possible extensions, and a very large FAQ.
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
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
TrueCombat is a realism modification for Quake 3 that all started back way when sometime in 2000 with a couple of Germans by the name of Tier and Coroner. Like most realism mods, things tend to die a lot quicker in TrueCombat. Whether that be from lead in your nether regions or you figured a 20 foot drop from a building wouldn't be "too" bad, you'll notice quickly that your enviroment and the players you share it with are a lot more lethal than your standard Quake 3 counterparts. Also, player movement and physical capabilities have been approximated to more realistic values. What's new:
Tactical mode wherein you aim using the iron sights of the actual gun; read: no crosshairs.
Two teams, different mission objectives, emphasising realistic team tactics.
Scriptable mission objectives in maps.
The ability for different weapons to penetrate different objects with varying degrees of success.
Realistic sounds for both enviroment and player.
The addition of C4 and smoke grenades to your arsenal.
New attachment system for weapon upgrades (scopes, silencers, laser sights, etc.).
Brand spankin' new models for the weapons and player.
A host of new animations for weapon reloads, player movement, etc.
Realistic lens flares, glare, and flash blend effects.
Multilayer bullet penetration system.
Freeclimb
Voice commands for quick communication with teammates.
The choice between 4 different huds, including the old-school flavor from previous builds.