Quake III Limitations
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Quake III Limitations
I haven't been active in the Quake 3 community since the Source code was released. Now that it has been out for a while, my question is: has anyone removed any limitations that Quake 3 has? One reason I stopped playing Quake3 back in the day was all the limits it had on how many maps, models, etc. you can have installed at once. Has anyone released any source ports that fix any of this? Are there any good Q3 source ports at all yet?
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Re: Quake III Limitations
The CPMA team released a Q3 client, which might be quite good. I haven't tried it, but one thing it's said to have in it is demo pausing. I'm reluctant to try it cause CPMA tends to make small improvements that don't make much difference on their own, it's just that put all together they make a big difference (though not much from OSP). So when the Q3 client has gone through a few versions it might be worth trying.
The things you mentioned are the sort of little things that CPMA the mod changes so I'd check out the CPMA Q3 client.
http://www.promode.org/forum/viewtopic.php?f=29&t=4187
Reading through that page a bit it looks like it doesn't fix those things, just focusing on things which affect gameplay, but anyway you might want to try it.
(I recommend CPMA VQ3 mode rather than CPMA mode especially if you are not a QuakeWorld veteran cause the movement in CPMA mode is like in QuakeWorld.)

The things you mentioned are the sort of little things that CPMA the mod changes so I'd check out the CPMA Q3 client.
http://www.promode.org/forum/viewtopic.php?f=29&t=4187
Reading through that page a bit it looks like it doesn't fix those things, just focusing on things which affect gameplay, but anyway you might want to try it.
(I recommend CPMA VQ3 mode rather than CPMA mode especially if you are not a QuakeWorld veteran cause the movement in CPMA mode is like in QuakeWorld.)
That site crashed my browser^misantropia^ wrote:Check out http://ioquake3.org/

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Re: Quake III Limitations
Neither one of those get rid of the small limitations of the amount of maps you can have installed at once. I can't believe the Quake3 source code has been out for so long, and nothing interesting to speak of has come out. As far as I can tell, IoQuake adds nothing that the average user cares about, and the CPMA mod does not interest me since I play bots only in Quake3. Nobody has gotten rid of that simple stupid map limit yet? Wow.
Has ANYTHING noteworthy been done with Quake3 since the code was released in '05?
Has ANYTHING noteworthy been done with Quake3 since the code was released in '05?
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Re: Quake III Limitations
I'm fairly sure a patch was accepted (but maybe it was only proposed) into ioquake3's trunk that lifted the map/model limit. If it isn't, hey, you might just have found yourself a nice hobby project. But maybe UI Enhanced does what you want.
@DTS: works fine in FF3. What browser are you using?
@DTS: works fine in FF3. What browser are you using?
Re: Quake III Limitations
Didn't crash my FF3 either.
Re: Quake III Limitations
FF3. It works now. I don't know why it crashed before.
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Re: Quake III Limitations
UI Enhanced increases the limites, but does not get rid of them. Besides, I've been using UI Enhanced for years. It was last updated in 2002. You mean to tell me this is still the best way to play Quake3? There must not be many fans of Quake3 anymore if nobody has even started a decent source port of it yet 
People got rid of all limits in UT years ago. Why hasn't the same happened for Quake3?

People got rid of all limits in UT years ago. Why hasn't the same happened for Quake3?
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Re: Quake III Limitations
The beauty of open source: you are free to improve it.
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Re: Quake III Limitations
If I were still in my high school/college days with hours of spare time on my hands, I most certainly would (and did such things back then). But now, I just leave that up to the people who have the time I used to have. Apparently, those people aren't around for Quake3.
Re: Quake III Limitations
it just does not seem like such a big deal... but yeah, meh.
Re: Quake III Limitations
Kinda depends what limits you're actually talking about. If you're simply talking about the GUI limits, I dont think anyone cares enough to remove the limits, since as you say UIE and CPMA both upped the limits many years before the engine source-code was released.Lightning Hunter wrote:People got rid of all limits in UT years ago. Why hasn't the same happened for Quake3?
To actually make this unlimited would require QVM's to be able to dynamically allocate memory based on the number of maps, and that does not fit with the QVM design - hence the static limit. If you cared enough, it could be changed, but why bother when nobody is actually going to scroll through a list of thousands?
Other than these two GUI issues, what actual limits annoy you?
BTW:
You linked to the 1.43 changes only... thats one version out of many. Back in 2002 there is an entry:Reading through that page a bit it looks like it doesn't fix those things, just focusing on things which affect gameplay, but anyway you might want to try it.
The CPMA bots are far more advanced than the standard Q3 bots btw, so its not just about online play. Plus you get a bunch more gametypes.chg: increased the number of maps that the practice menu can handle
Re: Quake III Limitations
Yes they are, but they suck on the good majority of custom maps because the are ridiculousy suicidal. They drowned themself in water, die in hazards(acid, fire pits, etc.), falls to oblivion(drops..holes). It is said that the skill(1-5) bots are the ID bots, but they aren't...as they'll run right by you without seeing you, along with other things. They've been messing around with their bots for years and they really sucked before these also. The bots are only good on maps like cpm1(a), and cpm3(a). I've been playing Cpma since it's beginning, and now I've just returned to Osp because I can't play the same maps over and over against non-competitive bots killing themself.AnthonyJ wrote:The CPMA bots are far more advanced than the standard Q3 bots btw, so its not just about online play. Plus you get a bunch more gametypes.
I can't imagine how long it would take a new player to figure out how to set-up their Cpma between huds, configs(cvars), modes and gun offsets, and everything else that would take the next four hours plus to explain. It takes a Q3 Geek(myself included
