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Tracking Quake 3 Development.
XQ3E engine, OSP2/-BE mod, and Q3Elite compliation.
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๐Ÿšจ BIG Quake 3 Elite Update ๐Ÿ™ƒ

The complete changelog is listed below, but words can only convey part of the update. Watch the teaser video and discover whatโ€™s new in the game! ๐Ÿ‘‡

๐Ÿ–ค Maps & Textures
โ†’ Fixed map shaders, textures, and banners to prevent conflicts on Arkinholm, Overgrowth, Stronghold, Zen, and Superspace. ๐Ÿ•ณ๏ธ
โ†’ Added new HQ liquid textures for lava, water, and slime.
โ†’ Replaced QL map XCSV textures and shaders.
๐Ÿ–ค
โ†’ Fixed XCSV item pickup areas to match the new textures.
โ†’ Added new skies and skyboxes, replacing and removing older low-quality versions.
๐ŸŒŸ
โ†’ Fixed vanilla and new 4x1 banners.
โœ”๏ธ
โ†’ Changed teleporters and modified frame portals.
๐Ÿคฉ
โ†’ Added new CTF jump pads and fixed launch pad arrows.


๐ŸŒŸ Maps
โ†’ Added Aerowalk QC, Frantic, Ragnarok, Rustgard, Achromatic (q3gwdm1), and Endurance (q3gwdm2) to the map list.
โ†’ Added new HQ item spawn markers. ๐ŸŒŸ

๐Ÿ“บ Visual Effects
โ†’ Upgraded damage draw to ๐ŸŒšOSP2-BE Stacking.
โ†’ Updated
๐Ÿ’€Railgun and ๐Ÿ’€Plasma Gun cores.
โ†’ Added a new wave sprite effect when walking through liquids.
๐Ÿ‘
โ†’ Restored animated emojis.
โœจ
โ†’ Added new ReShade presets.
๐ŸŒŸ


๐Ÿ“ Config & Files
โ†’ Chat in new ๐ŸŒšOSP2-BE window
โ†’ Moved printUI from external files into autoexec.cfg.
โ†’ Added more tracks to Q3Radio. โšก๏ธ
โ†’ Cleaned XCSV textures from the main
.pk3dir and moved them into a separate .pk3. ๐Ÿ“
โ†’ Slightly reorganized the file structure:
baseq3/mods
baseq3/maps/CustomMaps
โ†’ Improved and cleaned up autoexec.cfg.

๐Ÿ˜ˆ Engine & Stability
โ†’ Increased XQ3E images limit to prevent crashes caused by large numbers of emojis.
โ†’ Unlocked r_ambientScale.
โ†’ Locked r_vertexLight.


Sources:
๐ŸŒŽ YouTube โ†’ Update Video
๐ŸŒŽ YouTube โ†’ Starset - Ricochet
โฌ‡๏ธ Q3Elite โ†’ Download Link
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๐ŸŒŸ Draw Spawns Feature in ๐ŸŒšOSP2-BE

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:
โžก๏ธ It may differ from the server's spawn entities (.ent file), although this is uncommon in Quake 3.
โžก๏ธ It also works in team game types, including CTF.


๐Ÿ‘‡ Commands
/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.

โœจ Planned Improvement
I suggested that ๐ŸŒšDivoc add a +showSpawns command (hold a key to temporarily display spawn points), since on many maps and game types you don't need the feature enabled all the time.

Sources:
๐ŸŒŽ YouTube โ†’ Clams Casino - Crystals
๐ŸŒŽ YouTube โ†’ reupload
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๐Ÿ˜ฝ Shadow Items Feature in ๐ŸŒšOSP2-BE

A small follow-up to yesterday's update: ghost picked-up items, similar to Defrag. ๐Ÿ‡

๐Ÿ†˜ After an item is picked up, it no longer disappears from the map. Instead, it becomes transparent ("shadowed"), making it easier to learn new map layouts and item placements.

๐ŸŒš 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.).


๐Ÿ”„ The function uses a bitmask. Type:
/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.

๐Ÿ‘‡ Commands
/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 function

Sources:
๐ŸŒŽ YouTube โ†’ skeler. - ๏ผด๏ผฅ๏ผฌ ๏ผก๏ผถ๏ผฉ๏ผถ
๐ŸŒŽ YouTube โ†’ reupload
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๐Ÿ˜ˆ SuperHUD function in ๐ŸŒšOSP2-BE

โญ SuperHUD is a powerful customization system that lets you build your own HUD with complete freedom. Every element can be positioned anywhere on the screen and customized with any size, font, or color.
It supports not only images but also shaders, allowing effects such as:
โžก๏ธ Rotating countdown timers
โžก๏ธ Animated HUD backgrounds
โžก๏ธ And many other dynamic elements

The ESC menu includes several ready-to-use HUD presets that can serve as inspiration or as a starting point for your own design.


โœจ Extra HUD Features
/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:
โžก๏ธ Mini statistics table
โžก๏ธ Pressed movement keys display
โžก๏ธ Lagometer
โžก๏ธ Other optional HUD features

๐Ÿ”„ Creating Your First SuperHUD
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.

๐Ÿ“ Files are located in:
Q3/OSP/zz-osp-pak8be.pk3/hud
Q3/OSP/zz-osp-pak8be.pk3/docs/superhud_info.txt (documentation)

โœ”๏ธ Create your own HUD file:
Q3/OSP/zzz-your-hud-folder.pk3dir/hud/MyHud.cfg
Q3/OSP/hud/MyHud.cfg (hud name must be unique)
Load it in-game:
/ch_file MyHud
Now simply edit MyHud.cfg in your text editor and refresh it in Quake 3 with:
/reloadHUD
No restart is required.

๐Ÿ™„ Notes
SuperHUD uses a 640ร—480 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.


Sources:
๐ŸŒŽ YouTube โ†’ The Darkness (Mainfield Remix)
๐ŸŒŽ YouTube โ†’ reupload
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๐Ÿ‘ค Quake 3 Acount System

๐ŸŒšDivoc dug up an interesting open-source project for Quake 3:
โœจ Account system for cross-server stats tracking
โœ”๏ธ Nickname verification with a confirmation badge
๐Ÿ“บ Advanced server status tracking (animated flag positions, gametype status, and more)
๐Ÿ‘ Live spectator mode directly from your browser

โš”๏ธโš”๏ธโš”๏ธโš”๏ธโš”๏ธโš”๏ธโš”๏ธโš”๏ธ
Now imagine if just 3โ€“4 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 systemโ€”similar to Steam integration in ๐ŸคฎQuake Live.


โš”๏ธโš”๏ธโš”๏ธโš”๏ธโš”๏ธโš”๏ธโš”๏ธโš”๏ธ
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. ๐Ÿ•ณ๏ธ


sources:

๐ŸŒŽ Website โ†’ download, docs & account registration
๐ŸŒŽ GitHub โ†’ open-source project
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๐Ÿ™ƒ Q3Elite Engine Optimization ๐Ÿ˜ˆ

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. ๐Ÿซ 
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.
๐Ÿ™„

๐Ÿ˜ฝ 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: 180โ€“270 FPS (drops) โ†’ 400โ€“480 FPS
โ€” Additional test by Warden: 470 FPS โ†’ 1000 FPS


๐Ÿคฎ There are a few downsides when using Vulkan together with ReShade:
โžก๏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. ๐Ÿคช

โžก๏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. ๐Ÿฅฒ

โžก๏ธ OBS Game Capture doesn't capture the ReShade overlay with Vulkan. Enabling "Capture third-party overlays" (which works with OpenGL) doesn't help. ๐Ÿ”ž
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. ๐Ÿ‘


๐Ÿ™„ Overall, switching to Vulkan was one of the biggest performance improvements I've made for Q3Elite.

๐Ÿ™„ Performance: 2560ร—1440 resolution, Ultra settings, ReShade enabled โ†’ up to 400โ€“450 FPS on an RTX 3060 Mobile.

๐Ÿ™„ Based on these results, I think a GTX 1060 should be more than enough for a smooth 250 FPS experience at 1920ร—1080, which is a pretty nice optimization result. ๐Ÿ™ƒ
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๐Ÿ™ƒ New Quake Game?

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.


Sources:

๐ŸŒŽ IGN โ†’ Bethesda focusing on Quake
๐ŸŒŽ godisageek โ†’ The Quake trademark renewal
๐ŸŒŸ Image
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๐Ÿ‡ New DeFrag Launcher

Neyo has introduced the new DeFrag Racing Launcher, featuring powerful demo playback and a range of quality-of-life improvements. ๐Ÿ™„

โžก๏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.
โžก๏ธ Compare up to 4 demos side by side - perfectly synced engines, great for studying routes.
โžก๏ธ Automatic demo backup - optional feature - every demo is automatically uploaded to defrag.racing. Never lose any demo ever again!
โžก๏ธ Render demos to YouTube straight from the demo list
โžก๏ธ Maps tab - full online live map list, instant offline play VQ3 & CPM, automatic map downloads, offline map scanning
โžก๏ธ Servers tab - live server browser, connect from the app or the website, server & map history
โžก๏ธ Records tab - live VQ3 & CPM leaderboards
โžก๏ธ Notifications synced with the website


It would be amazing to see this kind of demo playback implemented directly in the Quake 3 engine. ๐Ÿซ 

sources:
๐ŸŒŽ Defrag.Racing โ†’ Download
๐ŸŒŽ Discord โ†’ DeFrag Channel
๐ŸŒŽ YouTube โ†’ Video Guide
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๐Ÿ”„ AI-Enhanced Model Textures ๐Ÿ™„

๐Ÿ™„ I found an addon that upscales all player model textures, as well as the textures for 3D map objects such as ammo boxes and armor pickups.

๐Ÿ™„ Most of the models have that typical AI-generated look, but a few of them were cleaned up well and actually look pretty good.


sources:
MODDB โ†’ players
MODDB โ†’ items
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๐Ÿ’€ Secret Rocket Mode on Freeze!

๐ŸŽฎ Q3MSK Freeze server has a hidden Rocket Mode, and it's an absolute blast.

๐Ÿ“ด To enable it, simply type:
/callvote map Longestyard
"Polish Space Program" ๐Ÿ˜

You can also callvote ๐Ÿ’€Instagib or โ˜ฃ๏ธPromode physicsโ€”both 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. ๐Ÿ™„


sources:
๐ŸŒŽ YouTube โ†’ Da Vosk Docta - Gentrify
๐ŸŒŽ YouTube โ†’ Reupload
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๐Ÿ™ƒ Quake 3 Champions (Bloodrun) Update

๐Ÿ™„ Bloodrun is a mod that ports the gameplay of Quake Champions into Quake III Arena. It features most of the well-known champions and maps, including their active abilities and passive skills. The mod also introduces several original ideas that are not present in the original game.

๐Ÿ™„ Recently, the developers released a major update featuring:
โ†’ 3 new champions,
โ†’ balance changes,
โ†’ map optimizations.


๐Ÿคฎ The Biggest Weakness
The biggest downside of Bloodrun is its online and multiplayer. ๐Ÿชฆ
โžก๏ธ There are only three active multiplayer servers, all hosted in a single location (Moscow).
โžก๏ธ All of them are Duel-only servers, focusing on a single game modeโ€”which, in my personal opinion, is the least enjoyable one.

โœจ The Strongest Points
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.

๐Ÿ‘Ž The mapper Obsessed uses a different lightmap compilation technique that most classic Quake 3 engines cannot handle. Currently, only DirectX 12-based engines fully support this lighting system. Because of this limitation, these maps are still unavailable on standard Quake 3 multiplayer servers, as they are incompatible with many players' configurations.

๐Ÿ™ƒ 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 a ๐ŸŸฅred card for the author. It creates unnecessary gatekeeping and limits access to maps.


๐Ÿ”ž User Interface
On the other hand, the GUI feels surprisingly unfinished.
For example:
โžก๏ธ the mod still uses the default low-resolution font from pak0.pk3 (console and frag messages),
โžก๏ธ the in-game menus remain almost completely unchanged - many configuration options still require manual console commands.
It's surprising that such a professionally developed mod lacks these basic quality-of-life improvements.


๐Ÿคฉ Suggestion
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.


sources:
๐ŸŒŸ Bloodrun
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๐Ÿ˜ Meme of the Day

๐Ÿ’€ Every self-respecting shaft enthusiast aimer plays only like this.

#Q3MSKMeme

sources:
๐ŸŒŸ Q3MSK
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๐ŸŒŽ Better Quake 3 Localization?

๐ŸŒšDivoc was inspired by an idea posted on the quake3e Discord and started working on a feature that allows ๐Ÿ™ƒQuake 3 to load .ttf (TrueType) font files.

๐Ÿ•ณ๏ธ From a technical standpoint, the engine converts a TTF font into just three texture atlases at different sizes (each containing 255 glyphs at fixed positions), which Quake can then load dynamically.
Compared to the original bitmap fonts, FreeType-generated fonts look much cleaner and scale much better.

โ„น๏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) ๐Ÿ˜
โ†’ Possibly Simplified Chinese
โ†’ Maybe even Arabic. ๐Ÿชฆ


โš”๏ธโš”๏ธโš”๏ธโš”๏ธโš”๏ธโš”๏ธโš”๏ธโš”๏ธ
โœ๏ธ Technical details (skip if you're not interested in programmer babbling)
Unfortunately, TTF fonts are loaded by the engine, not by the mod itself, so this feature probably won't be available in ๐ŸŒšOSP2-BE unless Cyrax (the author of Quake3e) agrees to add the necessary engine support. The current alpha build only supports TTF fonts in the UI and cgame, while the console still uses the old bitmap font. ๐ŸŒšDivoc asked Cyrax about adding TTF support, but there hasn't been a definitive answer yet.

๐Ÿ™„ How it was implemented
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. โ€” ๐ŸŒšDivoc


๐Ÿคช Compatibility concerns
The main downside is that players using older clientsโ€”or clients without the required font fileโ€”won't be able to see the new characters correctly.

๐Ÿ’ฌ I've seen servers that use a console translator to automatically translate players' chat messages into English. A similar approach could potentially help with localization and serve as a fallback for users with outdated clients.

๐ŸŒŸ Useful command
/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:
๐ŸŒŽ Discord โ†’ original discussion
๐ŸŒŽ Streamable โ†’ video from the original author
๐ŸŒŽ YouTube โ†’ Vร˜J, Narvent - Memory Reboot
๐ŸŒŽ YouTube โ†’ reupload
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