Index
1. Quake III Arena or Quake 3
- was released on December 2nd, 1999
- differs from the previous games in the Quake series in
that it excludes the normal single-player element, instead
focusing upon multiplayer action
- the solo experience in
Q3 is arena combat versus AI opponents
(further reading)
- the aim of Q3A is to move throughout the arena fragging
(killing) enemy players and scoring points
- when a
player’s health points reach zero, the avatar of that
player is fragged; soon after the player can then respawn
and continue playing with health points restored, but
without any weapons or power-ups previously gathered
-
the game ends when a player or team reaches a specified
score, or when the time limit has been reached
- the
single player mode of the game consists of the same thing
against computer controlled bots
2. Quake 3: the game modes
- are:
-
deathmatch
- team deathmatch
- capture the flag
-
tournament (1 on 1)
- in which players test their
skills against each other in one-on-one battles, and an
elimination ladder
3. Weapon in Quake III
- the weapons are designed such that
there is no longer a completely dominant weapon
-
weapon balance was achieved by examining earlier games in
the series
- Quake and Quake II
- eg
the rocket launcher in Quake is so effective that it
dominates entire deathmatches
- whereas in Quake II the
rocket launcher was toned down so much that it was passed
over for other weapons (railgun)
- the rocket
launcher in Quake III is effective to use but it not
overpowered
- allowing it to be
countered in many situations
4. Quake III weapons
- Gauntlet
- Machine Gun, Shotgun, Grenade
Launcher, Rocket Launcher, Lightning Gun, Rail Gun, Plasma
Gun, BFG10K
- further references, login into GNU/Linux,
open up a terminal and type q3 and
play for an hour or five
5. Technology: Graphics
- unlike most other games released at
the time, Quake 3 requires an OpenGL-compliant graphics
accelerator and does not include a software renderer
-
the graphical technology of the game is based tightly around
a "shader" system where the appearances of many
surfaces can be defined in one of many text files referred
to as shader scripts
- shaders are described and
rendered as several layers, each containing one texture, one
blend mode which determines how to superimpose it
over the last one, and texture orientation modes such as
environment mapping, scrolling, and rotating
- these
features can be readily seen within the game
- many bright and active surfaces in
every map, and even on the character models
- a water
volume is defined as such by applying a water shader to its
surfaces
- Quake 3 introduced spline-based curved
surfaces in addition to planar volumes
-
result in many of the smooth surfaces present within the
game
- cathedral arch effects
6. Quake 3 models: md3
- original version of Quake 3 provided
support for models animated using vertex animation with
attachment tags, allowing models to maintain separate torso
and leg animations and hold weapons
- Quake 3: Team
Arena, support for skeletal models was also added
- Quake 3 is one of the first games
where the third-person model is able to look up and down as
well as around (due to the head, torso and legs being
separate)
7. Quake 3 video: RoQ
- the in-game videos all use a
proprietary format called RoQ
-
it was successfully reverse-engineered in 2001
- the
actual RoQ decoder is present in the Quake 3 source code
release
- RoQ has seen little use outside of games
based on the Quake 3 or Doom 3 engines, but is supported by
several video players (such as MPlayer)
- Quake 3
includes visual features such as volumetric fog, mirrors,
portals, decals, and wave-like vertex distortion
8. Networking
- Quake 3 uses a snapshot
system to relay information about game frames to the
client over UDP
- the server updates object interaction
at a fixed rate independent of the rate clients update the
server with their actions, and then attempts to send the
state of all objects at that point in time (the current
frame) to each client
- the server attempts to omit as
much information as possible about each frame, relaying only
differences from the last frame the client confirmed as
received
- almost all data packets are compressed using
Huffman coding using static pre-calculated frequency data,
to reduce bandwidth even further
- Quake 3 also
integrated a relatively elaborate cheat-protection system
called pure server
- any client connecting to a
pure server automatically has pure mode enabled
- and while pure mode is enabled, only
files within data packs can be accessed
- clients
are also disconnected if their data packs fail one of
several integrity checks
9. Free Software
- on August 19, 2005, Id Software
released the complete source code for Quake III Arena under
the GNU General Public License, as they have done for most
of their earlier engines
- however this does not make the
entire game GPL
- as the textures and
other data were not released
- a project called
OpenArena addresses this problem, creates open content and
bundles it with the engine as a stand-alone Quake 3 clone
- the
ioquake project version of
the Quake 3 engine is installed in our labs together with
the content from OpenArena
project
- these projects are in continual
development and since this module started there has been two
releases of engines and maps
-
ioquake runs on Windows, MacOS,
Solaris, GNU/Linux operating systems
- it compiles and
runs beautifully under GNU/Linux - both on 32 bit x86 and
x64 bit systems
10. ioquake features
- OpenAL is now used for sound.
Surround sound supported
- AVI video capture of demos.
- Ogg Vorbis support
- SDL being used for input,
OpenGL context management, and sound
-
though not on Windows yet
- colors converted to
ANSI escape codes in terminal output
- improved
auto-completion on the console.
- persistent console
history
- much improved QVM tools
- MinGW compilation
support on Windows and cross-compilation on Linux
- MDR
support (similar to md4)
11. XreaL
- XreaL is currently in development
- it will be a non-commercial
multiplayer only first person shooter
- based on a
heavily modified Quake 3 Arena engine
- its aim is
to push the rendering technology until it can be compared
with current commercial titles and then to produce a
playable Total Conversion
- Quake 3 Arena’s
gameplay will be only slightly modified
- the simpleness of the original game
will stay but the game media will be replaced completely
with high quality assets that match the new engine’s
technology
-
screenshots
- note that it will
- supports
-
omni-directional variance shadow mapping
- avi video and
audio recording
- ogg Vorbis audio file format support
- uses Lua 5.1 layer for level entity scripting
allowing map designers to control entities as in Doom3
-
does support the follow map formats
-
Doom3 map file support Version 2
- Quake4 map file
support Version 3
- Doom3 mtr shader support
-
further reading
Index
1. Quake III Arena or Quake 3
2. Quake 3: the game modes
3. Weapon in Quake III
4. Quake III weapons
5. Technology: Graphics
6. Quake 3 models: md3
7. Quake 3 video: RoQ
8. Networking
9. Free Software
10. ioquake features
11. XreaL
Index
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