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The complete changelog is listed below, but words can only convey part of the update. Watch the teaser video and discover whatโs new in the game!
โ Fixed map shaders, textures, and banners to prevent conflicts on Arkinholm, Overgrowth, Stronghold, Zen, and Superspace.๐ณ๏ธ
โ Added new HQ liquid textures for lava, water, and slime.
โ Replaced QL map XCSV textures and shaders.๐ค
โ Fixed XCSV item pickup areas to match the new textures.
โ Added new skies and skyboxes, replacing and removing older low-quality versions.๐
โ Fixed vanilla and new 4x1 banners.โ๏ธ
โ Changed teleporters and modified frame portals.๐คฉ
โ Added new CTF jump pads and fixed launch pad arrows.
โ Added Aerowalk QC, Frantic, Ragnarok, Rustgard, Achromatic (q3gwdm1), and Endurance (q3gwdm2) to the map list.
โ Added new HQ item spawn markers.
โ Upgraded damage draw to๐ OSP2-BE Stacking.
โ Updated๐ Railgun and๐ Plasma Gun cores.
โ Added a new wave sprite effect when walking through liquids.๐
โ Restored animated emojis.โจ
โ Added new ReShade presets.๐
โ Chat in new
โ Moved
printUI from external files into autoexec.cfg. โ Added more tracks to Q3Radio.
โ Cleaned XCSV textures from the main
.pk3dir and moved them into a separate .pk3. โ Slightly reorganized the file structure:
baseq3/modsbaseq3/maps/CustomMapsโ Improved and cleaned up
autoexec.cfg.โ Increased XQ3E images limit to prevent crashes caused by large numbers of emojis.
โ Unlocked r_ambientScale.
โ Locked r_vertexLight.
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A beta version of the new Draw Spawn feature has been created. It helps you learn and check respawn locations on new maps much faster. This is especially useful for FFA, Duel, and CTF.
The feature reads spawn points directly from the local .BSP file, which means:โก๏ธ It may differ from the server's spawn entities (.ent file), although this is uncommon in Quake 3.โก๏ธ It also works in team game types, including CTF.
/cg_drawTPexit 1/cg_drawSpawns 1 โ Displays a ghost player model with a shadow at each spawn point./cg_drawSpawns 2 โ Displays a plasma marker at each spawn point.I suggested that
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A small follow-up to yesterday's update: ghost picked-up items, similar to Defrag.
๐ This feature reads item data directly from the local .BSP file, so it may be inaccurate on servers that use custom entity positions.
It also supports custom item layouts based on the current gametype (FFA, TDM, CTF, etc.).
/behelp cg_shadowItems to see all available bitmask values. They can be combined (for example, 1 + 2 = 3).I recommend using it together with:
/cg_itemsFX 3 - looks much smoother and synchronizes nicely with the shadow items feature./cg_shadowItems 31 โ shadow effect on all picked items, except flags/cg_itemsFX 3 โ Disables 3D items' scaling animation while respawn, fits good for synchronize with the previous functionSources:
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It supports not only images but also shaders, allowing effects such as:
The ESC menu includes several ready-to-use HUD presets that can serve as inspiration or as a starting point for your own design.
/cg_shud_style Switches between alternative HUD styles (for example, with or without the weapon list)./cg_exec_shud 1 Enables execution of HUD-specific binds and settings, such as:The easiest way to get started is by modifying one of the existing HUD presets.
Browse the included HUD files and copy or edit the elements you want.
Q3/OSP/zz-osp-pak8be.pk3/hudQ3/OSP/zz-osp-pak8be.pk3/docs/superhud_info.txt (documentation)Q3/OSP/zzz-your-hud-folder.pk3dir/hud/MyHud.cfgQ3/OSP/hud/MyHud.cfg (hud name must be unique)
Load it in-game:/ch_file MyHudNow simply edit
MyHud.cfg in your text editor and refresh it in Quake 3 with:/reloadHUDNo restart is required.
SuperHUD uses a 640ร480 virtual grid and automatically scales to any resolution or aspect ratio.
Fonts and images look best when using a 4:3 aspect ratio. For example: fontSize 9 12; This preserves the intended proportions on the virtual HUD grid.
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Now imagine if just 3โ4 of the biggest Quake 3 server communities adopted something like this. That alone could be enough to build cross-server statistics and an ELO rating systemโsimilar to Steam integration in๐คฎ Quake Live.
What's really surprising is that despite projects like this being open source, some servers still haven't managed to implement even basic stats tracking.๐ณ๏ธ
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After the latest update, I decided to play with the graphics settings maxed out. That's when I noticed that the OpenGL renderer couldn't keep up with ultra settings.
I was getting significant FPS drops during fights, on large maps, and whenever there were many players on screen. What surprised me most was that my GPU wasn't even close to 100% utilization during those drops.
๐ฝ Switching to the Vulkan renderer completely solved the problem.
Performance comparison:
โ Large map, no players: 317 FPS โ 491 FPS
โ Close-range fight: 186 FPS โ 355 FPS
โ Gameplay: 180โ270 FPS (drops) โ 400โ480 FPS
โ Additional test by Warden: 470 FPS โ 1000 FPS
โก๏ธ It took quite a while to create a .bat launcher that correctly injects the Vulkan layer into XQ3E Vulkan.exe. After a lot of trial and error, I finally got it working without requiring users to install ReShade manually.๐คช
โก๏ธ Vulkan doesn't provide a usable depth buffer for ReShade, so depth-based effects such as AdaptiveFog, MeshEdges, and DepthOfField don't work. I simply disabled those effects.๐ฅฒ
โก๏ธ OBS Game Capture doesn't capture the ReShade overlay with Vulkan. Enabling "Capture third-party overlays" (which works with OpenGL) doesn't help.๐
There is a Vulkan plugin for OBS, but it cuts performance dramatically (around 450 FPS โ 220 FPS), making it impractical. Fortunately, Display Capture works perfectly and captures both Vulkan and the ReShade overlay.๐
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On March 3, ZeniMax Media renewed the Quake trademark. Today, July 6, reports emerged that Bethesda will be focusing on its five core franchises โ with Quake among them.
According to a new report from Bloomberg, Microsoft's restructuring of Xbox will see Bethesda focusing on a handful of franchises going forward: Fallout, The Elder Scrolls, Wolfenstein, Doom, and Quake. These five franchises are expected to be a priority, with at least three of them already having games in development.
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Neyo has introduced the new DeFrag Racing Launcher, featuring powerful demo playback and a range of quality-of-life improvements.
โก๏ธ Instant demo playback - click any demo and watch it right inside the launcher with your own config, YouTube-like timeline: scrub, pause, slow-mo, frame-by-frame stepping.โก๏ธ Compare up to 4 demos side by side - perfectly synced engines, great for studying routes.โก๏ธ Automatic demo backup - optional feature - every demo is automatically uploaded to defrag.racing. Never lose any demo ever again!โก๏ธ Render demos to YouTube straight from the demo listโก๏ธ Maps tab - full online live map list, instant offline play VQ3 & CPM, automatic map downloads, offline map scanningโก๏ธ Servers tab - live server browser, connect from the app or the website, server & map historyโก๏ธ Records tab - live VQ3 & CPM leaderboardsโก๏ธ Notifications synced with the website
It would be amazing to see this kind of demo playback implemented directly in the Quake 3 engine.
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๐ Most of the models have that typical AI-generated look, but a few of them were cleaned up well and actually look pretty good.
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MODDB โ players
MODDB โ items
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/callvote map Longestyard"Polish Space Program"
You can also callvote๐ Instagib orโฃ๏ธ Promode physicsโboth are fully compatible with Rocket Mode.
I also suggested adding two more CTF Rocket maps. Since CTF maps have symmetrical team spawns, they could make for some really interesting matches.๐
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๐ Recently, the developers released a major update featuring:
โ 3 new champions,
โ balance changes,
โ map optimizations.
The biggest downside of Bloodrun is its online and multiplayer.
The maps are one of Bloodrun's biggest strengths. They are exceptionally well made, featuring:
โ high-quality visuals,
โ impressive attention to detail,
โ numerous easter eggs,
โ regular updates based on players' feedback.
๐ Quake III Arena has survived for more than two decades thanks to its open-source nature and thriving modding community. Deliberately dropping support for standard Quake 3 engines is a๐ฅ red card for the author. It creates unnecessary gatekeeping and limits access to maps.
On the other hand, the GUI feels surprisingly unfinished.
For example:
It's surprising that such a professionally developed mod lacks these basic quality-of-life improvements.
I also suggested creating a simple launcher. It could:
โ simplify installation,
โ verify the installed version,
โ notify players about updates,
โ display server status and player counts,
โ show player statistics,
โ browse screenshots from the game directory.
A launcher like this would significantly improve the overall user experience.
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#Q3MSKMeme
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Compared to the original bitmap fonts, FreeType-generated fonts look much cleaner and scale much better.
โน๏ธ Another major advantage is that TTF fonts can contain far more characters, making proper localization possible. This could allow support for languages such as:
โ Polish
โ German
โ Cyrillic alphabets (Mongolian)๐
โ Possibly Simplified Chinese
โ Maybe even Arabic.๐ชฆ
Unfortunately, TTF fonts are loaded by the engine, not by the mod itself, so this feature probably won't be available in
Inspired by your implementation, I added TTF-to-bitmap font generation to the engine for use in cgame. It turned out decent, though there is still room for improvement. I'd love to render all characters directly from the engine's renderer, but it would require too much refactoring in cgame. โ๐ Divoc
The main downside is that players using older clientsโor clients without the required font fileโwon't be able to see the new characters correctly.
/in_forceCharset 2 โ Forces Quake to use the US keyboard layout, so you don't have to switch layouts every time you launch the game.Sources:
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