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Tracking Quake 3 Development.
XQ3E engine, OSP2/-BE mod, and Q3Elite compliation.
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โ„น๏ธ Quake 3 Hitboxes

๐ŸŒšOSP2-BE includes 3 types of hitboxes that can be customized. The hitboxes are approximately 98% accurate (depending on the viewing angle) and provide a much more reliable representation than player models.

๐Ÿ™„ Enemy models are generally thinner than their actual hitboxes (depending on the angle and model size). Because of this, players often try to adjust their crosshair position based on the visible model, even though it isn't really necessaryโ€”you would have hit the target anyway.
In some cases, parts of a player model can extend beyond the hitbox, causing shots that appear to connect to miss because the hitbox is actually elsewhere. ๐Ÿ•ณ๏ธ
This makes it much more obvious how hitboxes and player models differ in-game. ๐Ÿ”ž


๐ŸŒŸ Does the hitbox change size when a player crouches in mid-air? Yes. This has been tested. ๐ŸŒšOSP2-BE correctly displays the updated hitbox and crouching animation while the player is airborne. ๐Ÿคฉ

๐Ÿ“ด In my opinion, the difference between the real hitbox and the visible player model is too significant to ignore.
Displaying hitboxes won't dramatically improve your aim, but it helps you understand how ๐Ÿ–ฑaccurate your shots actually are and why certain shots miss. ๐Ÿ†


๐Ÿ‘‡
cg_drawHitBox โ†’ 1โ€“3 display variants
cg_hitBoxColor โ†’ RGB color code (e.g. F00)
โ˜๏ธ

sources:
๐ŸŒŽ https://www.ra.is/unlagged/faq.html
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๐Ÿ‘ Team Wallhack Update in ๐ŸŒšOSP2-BE by ๐ŸŒšDivoc

โœ”๏ธ Team wallhack will now work across the entire map, with no distance limit. ๐Ÿ”ž
โžก๏ธ The feature is based on BSP map locations. Until a player gets close enough for their dynamic position to be loaded, their displayed location will be taken from the map's predefined location system.

๐Ÿ† Accuracy depends on how many locations the mapper has defined in the BSP.

Advantages
๐Ÿ‘ค Works for everyone, including players who are not using OSP2-BE.
โ†’ You'll see teammate names and locations (similar to the team overlay), but displayed directly in the game world.


Limitations
๐Ÿฆ– Location data is not as precise as exact player coordinates.
โ†’ Accuracy varies from map to map depending on how well locations were set up by the mapper.
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๐Ÿ‡ Movement Trick in ๐ŸŒšOSP2-BE

๐Ÿ™ƒ Not everyone knows about the AutoHop feature, which allows you to rapidly jump up stairs simply by holding the jump key.
โžก๏ธ The script is very simple: while you hold the bound key (usually SPACE), it continuously sends jump inputs.

Benefits:
โ†’ No speed loss while moving up stairs.
โ†’ Enables new movement tricks.
โ†’ Makes it possible to quickly run and climb over certain obstaclesโ€”for example, the rocks leading to the Red Armor on Quarantine.


๐Ÿ‘‡ Command:
/bind space +autojump
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๐Ÿ’ฐ Quake 3 Microtransactions ๐Ÿ’ฐ

Imagine weapon skins being unlocked across all servers and gametypes (TDM, CTF, FFA, etc.), with challenges like:

๐Ÿ’€ 10,000 Rocket Launcher kills
๐Ÿ† 500 impressives medals
๐Ÿ†˜ 250 Quad Damage frags

๐Ÿ“ฆ ...or just by opening loot boxes.

P.S. The complete Q3Elite weapon set provides a +10% damage boost. ๐ŸŒš
#Q3MSKMeme

Sources:
๐ŸŒŸ Q3Elite Chat
๐ŸŒŸ JayJay โ†’ Author
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๐Ÿง  Anti-Down System in Quake 3 Chat

If you're dealing with spammers or players trying to flood the chat, here are a few ways to handle it. ๐Ÿ™„

๐ŸงOSP2/๐ŸŒš-BE Mute System
OSP2 includes a mute feature that ๐Ÿ”žhides messages from muted players in the SuperHUD chat and on the left side of the console.
Note: Messages will still appear in the right-side console in
๐Ÿ˜ˆXQ3E, but without the chat beep.


โœจ Mute Command /mute [ID]
When you mute a player, their nickname is automatically added to the chatfilter.txt blacklist. This means you don't have to retype it after every map change.
Player IDs may change between maps, but the nickname stored in the file will remain.

๐Ÿ‘ค Display Player IDs
/cg_scoreboardShowID 1 โ†’ Shows each player's ID on the left side of the scoreboard.
If several players are using the same nickname (such as NONAME), you can use:
/cg_playersXID 2 โ†’ This displays a config-based ID, making it easier to distinguish players with identical names.

๐Ÿ˜ˆXQ3E Chat Filters
XQ3E also provides built-in anti-spam filters
For example, if someone sends:
v pomoiky mraz
v pomoiky mraz
v pomoiky mraz

you will only see one instance of the message and hear a single chat beep.

๐Ÿ‘‡ Commands
x_con_chat_antispam_all
x_con_chat_antispam_team
x_con_chat_antispam_private

The private-message filter works with /tell messages.

๐ŸŒŸ Alternative: Quiet Chat Mode
/cg_noChatBeep
/cg_noTeamChatBeep

These commands disable chat notification sounds.
However, I think that removes some of Quake's soul
๐Ÿ™ƒ
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๐Ÿ–ค Chat Window Update in ๐ŸŒšOSP2-BE

๐ŸŒšDivoc is currently working on the next interesting feature for ๐ŸŒšOSP2-BE: an external chat window with emoji support, mouse interaction, and several useful improvements, such as using TAB to switch between global and team chat modes.

โœ”๏ธ Like other features in the mod, the chat window supports dynamic resizing via commands, custom fonts, adjustable position, font size, message fade time, and emoji name prediction with TAB completion.


๐Ÿ“ It also includes chat history, filtering of repeated messages with an xN counter, and extensive keyboard support, including word-wise cursor navigation, chat scrolling, and navigation with keys such as END and PGUP.

๐Ÿ‘ One issue I found is that the Caps Lock state is not being detected correctly (Shift works as expected). Since the mod itself cannot directly access the Windows OS state, this is somewhat problematic, but the feature is still in alpha, so a solution may yet be found.


๐Ÿคฉ I also suggested adding mouse cursor positioning and support for Ctrl+C / Ctrl+V copy-and-paste functionality.

Sources:
๐ŸŒŽ YouTube โ†’ ncts - NEXT! (BLAZEXVI Slowed Edit)
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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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