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The complete source for id Software's Quake III: Arena released under the GPL license.
| Category: Utilities
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5.46 MB
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August 19, 2005 |
9833 |
Reaction Quake 3 is a "total conversion mod" for Quake III Arena based on action and realism with a specific emphasis on action over realism. Reaction is a port of the classic Action Quake 2 (AQ2) mod. This release brings a collection of code tweaks and fixes from the things found in the last release. What's new:
In-game server browser now fixed to show RQ3 3.x games, yay!
Added an error message to the /radio command to let you know if your bind is messed up and you're trying to play a radio sound that does not exist
Allowed CTB radio sounds to also be played in other team-based modes
Added a Zoom Sensitivity Lock during fire sequence of ssg to improve aiming
Added local cvar cg_RQ3_ssgZoomSensLock to enable or disable the feature above (default enable)
Upgraded the gamesource RQ3 is built on from 1.29h to 1.32b
Removed most of the unlagged stuff. Only optimized prediction and smooth clients remains.
With allWeapon/allItems enable it won't toss weapons/items when you die
Various helmet bugs fixed.
Successful mapvote now waits for a round to end in TP
mrks, the guy behind the famous Cetus movies and Freeform unveils his latest creation, Cattuthaj Jhana. This is a Quake 3 trickjumping video featuring two extremely skilled trickers, umeK and buddha from clan Qiang Shi.
cristal, fresh after the completion of Unity has aided the project by editing 3 minutes of the movie. The video also comes with 6 different audio mixes to give people a choice of music styles. The demos have also been included in the archive.
Note: The "menu" was done by umeK himself. If you dont want to use the launcher to watch the video you can grab the .avi in the /video/ directory.
Also included with the launcher is the media player classic and the ffdshow filter to guarantee you smooth playback.
Running Time - 11 minutes and 46 seconds
Codec Required - XviD
Resolution - 1280x720
| Category: Movies
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391.14 MB
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September 03, 2006 |
9689 |
A weapon replacement for the ShotGun for Quake 3 Arena based on the Winchester 1300 with a folding stock.
Updates in this release include real improvements in the physics model, a less punishing damage system, a less annoying "Wrong Way!" message, fixes for a whole host of bugs, improved joystick/keyboard control mode, working observer cams and more.
Quake III Arena completed in 28 minutes and 6.4 seconds Default Single Player settings with no MODs Nightmare difficulty.
| Category: Movies
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366.65 MB
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November 24, 2002 |
9507 |
The guys from Portugal have beat the Quake3 human tower record yet again. They managed to get 57 people in the tower, but because they didn't document it properly they can only confirm a 54 player tower.
| Category: Demos
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18.92 Kb
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February 10, 2003 |
9477 |
A question and answer session with four members of id Software: Todd Hollenshead, id's CEO, Fred Nilsson, Doom3's animation designer, Robert Duffy, the author of the Doom3 mapping tools, and Tim Willits, Doom3's lead designer. The discussion was moderated by a member of the press who read off the questions to id Software. The questions varied from Doom3, tips for amateur development teams, to Quake4.
| Category: Movies
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230.98 MB
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August 16, 2003 |
9460 |
"A predatory alien on the hunt." The authors 1st Q3A model. (and a nice one at that)
ScreenShot
| Category: Models
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1.97 MB
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May 15, 2002 |
9452 |
| Category: Maps
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10.55 MB
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March 09, 2003 |
9392 |
A full update to Enemy Territory: QUAKE Wars 1.5. Here''s a list of what''s new:
User Interface Improvements:
We''ve packed tons of small UI and HUD improvements into the 1.5 update, lots of which are the result of feedback from our players. We''ve added new customization options for turret lock-on warnings, so you can now get the full warning (beep and text), just the warning tone, just the HUD text, or nothing at all. Mine trigger warnings can similarly be toggled on or off and it''s also possible to set the size of the mine indicators on the HUD or turn those off completely. The Limbo menu sees the addition of an Auto-Join button, which, as the name might imply, joins the team that is currently short in numbers. We also found that a lot of people didn''t quite understand the Hot Servers tab in the server browser, so we''ve thrown that out in favor of a much more straightforward ''Join Best Server'' button. The functionality is still the same, of course, so pressing that button will put you on an available server that''s close to you.
New Customization Cvars:
A lot of our players are really into the game and would like to customize as many aspects of it as possible. To that extent, 1.5 brings a variety of new cvars that can be used to really adapt the game to how you want it. It''s now possible to set mouse sensitivity on a per-vehicle basis, so if you''d like your mouse to be really twitchy in flying vehicles and far less responsive in, say, the Trojan APC, you can do just that. We''ve also included new cvars for quickly switching spawn points for those who want to avoid the limbo menu whenever possible. Matchcasters will no doubt enjoy the new spectator mode functionality in 1.5. There are several new commands that allow spectators to switch to the next/previous player, and to directly hop to a specific client. You can also jump to players currently completing the objective, and even set a custom camera position and angle that you can hop to at the touch of a button.
Ranks and Statistics:
In the statistics department, the in-game scoreboard once again correctly displays player ranks, so you can quickly tell who''s experienced and thus safe to follow around in the game. Vehicle and deployable kills are now counted correctly in your statistics, and there have also been a few smaller fixes related to objectives giving no or too much XP.On the Ranked Server side, servers are now restricted to a maximum number of 24 players, since that is what the maps were balanced for. It''s also no longer possible to start a ranked match with fewer than six players.
Bot Improvements:
John Dean over at id Software has been busy teaching the ETQW bots new tricks for the upcoming console versions. We didn''t want our PC players to miss out on these, so 1.5 features a truly colossal number of bot-related improvements. In general, bots now understand the battlefield even better than before and will act more like a human player would. Your AI teammates have also been conditioned to pay more attention to what you''re doing and they''ll better support you in vehicles and when attacking objectives. There are loads of other bot-related fixes and improvements - check the changelog below for more.
Miscellaneous Fixes:
1.5 also comes with a large number of bug and exploit fixes. Some of these are actually quite inventive, such as using the Third Eye Camera to transmit an objective when the player is actually nowhere near it, or using an Icarus vehicle drop to teleport inside a building. There were also several map holes that have now been plugged and number of smaller fixes that were made (such as the MCP sometimes dropping in sideways).
| Category: Patches
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528.90 MB
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May 23, 2008 |
9332 |
A real life movie imitating a Quake3 game. It's something you have never seen before. It uses Quake3 sound effects and Quake3 like guns and animations.
The weapons: We used styrofoam models of the weapons that we had designed in our computers to make the animation easier. Another great thing with using these models was that we would get real shadows from them and we didn't have to put digital shadows in the scene later. Picture serie 1 to the right demonstrates how the whole thing was done.
The jump: The jump was a bit tricky. Because of the risk of getting hurt while standing on a quite thin piece of wood while holding a 1 meter long styrofoam weapon, we used a long piece of rope to make the whole thing alot safer. The large contrast between the colour of the rope and the actors t-shirt was fixed by using black tape that was attached around parts the rope to conceal it. We filmed the actor jumping down from the rail, and after that we reversed the whole thing so it would look like he jumped up and over it. Later we masked away the rope so it wouldn't show up on the film. (
DixV Codec needed)
| Category: Movies
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148.11 MB
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June 21, 2002 |
9325 |
Video of the final match between SK|toxic and mouz.Cooller at QuakeCon 2006. The video was shot from the front row of the conference room where the tournament was being held. The video pans between a close up of SK|toixic and his monitor screen and a wide angle of mouz.Cooller and the projector screen showing SK|toxic's action. Video of the introduction of the players to the huge crowd on hand and video of the award ceremony is also included.
Included with this video is audio commentary provided by
Radio iTG's djWHEAT and ReDeYe. The video runs 24 minutes and is featured in 1280x720 video.
| Category: Movies
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357.70 MB
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August 07, 2006 |
9306 |
Movie created by FuNEnD3R containing tricks and other cool visuals from Quake III, Threewave, and Jailbreak. Music created by injeXion. This is the third movie of the popular funender.com Quake series.
| Category: Movies
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178.24 MB
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August 09, 2004 |
9244 |
Fraghighlights showing different aspects of playing Quake III Arena. Runs: 11 Minutes 58 Seconds.
| Category: Movies
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266.71 MB
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September 01, 2002 |
9149 |
Centaur is a half-man half-horse for Quake 3.
ScreenShot
| Category: Models
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3.68 MB
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April 17, 2002 |
9067 |
An update for users of Seismovision v2.00. Lits of the fixes and changes in this release:
changed: Mod selection combo now list all directories in which a mod could be by searching for *.pk3 files and when no mod is selected, the checkbox ‘Load this mod every time when watching a demo’ gets disabled
changed: AVA support system now supports Return to Castle Wolfenstein correctly by combining AVA Type 1 and Type 2
added: Then Update-System now tells you when there are no updates available and quits
added: Added a select all button to Seismovision Wizard to select all games instantly
added: Return to Castle Wolfenstein (*.dm_58) demo support
change: The Wizard now does not display the mod page anymore when no mod is found
change: Half-Life timescale (demo playback speed) is no longer clamped when typing, when saving the timescale gets corrected if not within scale
fix: Some Translation related faults fixed
fix: Fixed Quake 2 cleanup system that was not working at all
| Category: Utilities
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285.80 Kb
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March 20, 2002 |
8961 |
AFTERWARDS is a total conversion for Quake3. There are two different gametypes in AW: The normal "deathmatch" mode, I think I don't need to explain this. The other gametype is called the "tactical " mode. This type is teambased, the player has to join the "wasteland tribes" or the "australian soldiers" first. Every single map has it's own mission each team has to accomplish. If a player is killed, he has to wait until the next round begins. In AFTWEARDS you can use various different weapons to frag your enemies. For example shotguns, assaultguns, flamethrowers, prototype plasma weapons and many more.
(ScreenShots)
Jailbreak: Prisoners of War (JB:PoW) is a Quake3 teamplay modification where your objective is to send all the players on the opposing team to jail. Whenever you frag an opposing player, they will respawn in your jail. Sounds easy, right? Except that while you are trying to send the opposing team to jail, they will also be trying to put your team in their jail. You can free your jailed teammates by making your way into the enemy base and pressing the release button. It also may be possible for prisoners to escape from jail, if they work together.
The ETQW 1.4 Update includes some pretty significant advances to the User Interface. First up is the improved Server Browser which now recommends three 'Hot Servers'. Selecting one of these will get you into a game at the start of a campaign, with a great ping, and the confidence that regardless of the starting player count, it will fill up really quickly because you can see (real-time) how many other people are considering joining these recommended servers.
They've also added more flexibility to the HUD, with advanced and simplified HUD modes that reduce or increase HUD complexity based on your preferences, while the improved Mission End Screen gives you far more data on your predicted next persistent achievements, campaign-length upgrades, and new 'Personal Bests' – stats that show you your greatest achievements in any one life-time. We also removed the much-maligned 'Least Accurate Player' award, and replaced it with 'Most Objectives Completed' to encourage greater team-play.
There are lots of smaller improvements too, including Deployables now being identifiable by the player that deployed them, while Objective Decay is now more clearly identified, players receive a lock-on warning when on foot and targeted by an Anti-Personnel Turret, and you're shown a progress bar while being revived by a Technician. We've also improved Fire-Teams, with colour-coded icons above the heads of the Fire Team Leader, Fire Team Members, and buddies on your IM list. Admins can now pause the game too, making the administration of tournament matches a little easier
| Category: Patches
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456.13 MB
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January 15, 2008 |
8811 |