Quake 3 Point Release v1.29f Released (New One) -- DOWNLOAD IT. NOT on FilePlanet!

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Josh

Lifer
Mar 20, 2000
10,917
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<< Downloading at a ridiculous 25KB/s brings back memories. >>



What connection you on? You downloading from Q3Center?
 

kami

Lifer
Oct 9, 1999
17,627
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I was getting 125KB/sec from q3center yesterday :) (max bandwidth of my connection)
 

Josh

Lifer
Mar 20, 2000
10,917
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0


<< I was getting 125KB/sec from q3center yesterday :) (max bandwidth of my connection) >>



When I was testing it I think I got around 210kb/sec, the fastest I've ever gotten was from cnet downloading something, I think it was like 430kb/sec.
 

Aenygma

Platinum Member
Mar 21, 2001
2,427
1
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I am just going from your name, but isn't playing Quake sort of against some kind of Nintendo law forbidding it's suppourters from playing games that are &quot;adult&quot; in nature ;) lol.
 

Gusfo0

Golden Member
Feb 21, 2001
1,049
0
0
If you choose..
FilePlanet, an official member of the strong-arm GameSpy Network.

Register to download files. More like wait in line to download files. But you're supporting the GameSpy network, go you!
 

Josh

Lifer
Mar 20, 2000
10,917
0
0


<< I am just going from your name, but isn't playing Quake sort of against some kind of Nintendo law forbidding it's suppourters from playing games that are &quot;adult&quot; in nature ;) lol. >>



I don't care what Nintendo thinks, I like one of their games. That's it :p
 

CKMorpheus

Junior Member
Jun 12, 2001
18
0
0
I didn't read the whole thread, but for those who want to know what it has in it, here is a copy and paste of the Readme.


6-18-2001 (1.29f BETA)

If you experience any problems with this BETA version point release, please send email to bugs@idsoftware.com


NOTABLE CHANGES IN QUAKE III AND TEAM ARENA - (1.29f BETA)

- NEW id CREATED PRO MAPS - One of our newer employees, Fred Nilsson, is an avid fan tournament style game play, and is very interested in the professional gaming community. Via feedback from professional Quake 3 players, Fred has made some modifications to some of the more popular maps that shipped with Quake 3 including ?The Camp Grounds?, ?Lost World?, ?The Proving Grounds?, and ?Vertical Vengeance? You can play them in the single player game by advancing to tier 7, or run them on your server by using the map names ?PRO-Q3DM6?, ?PRO-Q3DM13?, ?PRO-Q3TOURNEY2? and, ?PRO-Q3TOURNEY4?. These are a lot of fun! Give them a try!

- NEW NETWORK CODE - There is a new compression system built into the network code of the latest point release. Essentially, this reduces the bandwidth usage of Quake 3 and Team Arena by a ratio of 5:1 over previous versions of the game. Modem players, as well as everyone else, should experience a significant improvement in internet game play because of this.

- AUTO UPDATE SYSTEM - Within this release is an Auto Update system that can be used to at any time to check for and download updates to Quake 3 and Team Arena. When you install the point release a file will be created in your Quake III Arena directory and in the Start Menu called, ?Check For Quake III Arena Updates?. Running this file will check our servers for updates and notify you if there is a newer version or inform you that your files are up to date. The auto updater will create a directory on your C: where downloaded updates will be stored. It is important that you DO NOT delete this directory. If you plan to uninstall Quake III, make sure to uninstall all of the point releases as well.

- NEW RAIL, ROCKET LAUNCHER, PLASMA GUN, and LIGHTNING GUN EFFECTS - There have been several new weapon effects that we?ve managed to sneak into this release. We?ve turned them off in the game by default, but you can enable them from the console by pressing the ~ key and typing the following commands:

\cg_oldRail 0 (enables the new rail effect)
\cg_oldRocket 0 (enables the new rocket effect)
\cg_oldPlasma 0 (enables the new plasma effect)
\cg_trueLightning 0.5 (enables the new lightning gun effect)

In addition, the colors of the new rail effect can be changed with the cvars \color1 and \color2 with values of 1 through 8. (ex. \color1 1 or \color2 5). The new Rail gun effect was donated from the Alliance mod team http://www.planetquake.com/alliance/ The new Lightning gun effect was donated from the CPMA mod team http://www.promode.org/

- NEW CHEATING COUNTER MEASURES - There has been quite a bit of new code added to make it much more difficult to cheat and hack the game. We?d tell you more, but that would be defeating the purpose? Rest assured that it will be harder to cheat than ever before.

- NEW PROTOCOL CHANGE - The changes made to improve network code and prevent cheating will make this and future version of Quake 3 and Team Arena incompatible with older versions. This will affect older versions of demos as well. We wish it were possible to maintain game compatibility through each release, however major code changes limit our ability to do so.

QUAKE III ARENA AND TEAM ARENA EDITING CHANGES

- TEAM SELECTION - When a player starts a game with map or devmap the team logos displayed will be the last two teams used in the single player game. The console cvars g_blueteam and g_redteam commands will allow server admins to change the teams being played on dedicated servers.

- Q3:TA TEAM CREATION - It is now possible to create original Team Arena teams with new team logos, body models, head models, voices and skins. Previously the code had been designed to limit the game to use of two body models (James &amp; Janet). With this point release, hobbyists who know their way around the skills of model-making, animating, and skinning can make new team content for Team Arena. The ?how-to? details for the creation of new teams are extensive and will be documented in a separate publication. These new teams will be available for use in single player, and multiplayer games.

- INCREASED VERSATILITY FOR USER-CREATED TEAM SKINS IN Q3A AND Q3:TA - When a user-created skin for a model is accompanied by a set of similarly named matching team color skins, the game will now use those instead of the model?s default team skin. For things to work right you have to have the following in the pak file for a blue team skin for and example skin for the Crash model name Hellion:

Hellion_blue.tga models\players\crash\
Hellion_blue_f.tga models\players\crash\
Hellion_blue_t.tga models\players\crash\
Head_Hellion_blue.skin models\players\crash\
Icon_Hellion_blue.tga models\players\crash\
Lower_Hellion_blue.skin models\players\crash\
Upper_Hellion_blue.skin models\players\crash\
Head_blue.skin models\players\crash\Hellion\

Note that the head_hellion_blue.skin file must be in the crash directory and the head_blue.skin must be in the crash/Hellion directory for the model to work properly. A model configured in this manner will be back-compatible with earlier versions of Q3A.

The search process for model skins has been refined for core Q3A and Q3:TA. Details will be in the Team Creation document to follow. Essentially, the game will look deeper into model directories when looking for model head selections.

- NEW MODEL ANIMATION COMMANDS ?
Fixedlegs : put in the animation .cfg this command freezes the programmatic rotation of the legs.
Fixedtorso : put in the animation .cfg this command freezes the programmatic rotation of the torso.

- MAPMAKING CHANGES ? ENTITIES CAN BE SET TO APPEAR (OR NOT) BASED ON GAME VERSION. Map makers now have the option to make their maps use different entity sets if a game is being played in original Quake III Arena or in Quake III: Team Arena. By adding one of the following key/value epairs, the mapper can create conditional tests that look for what code is being used or NOT being used to run the game.
KEY: &quot;notq3a&quot; (i.e.; Not Quake III Arena)
VALUE: &quot;1&quot; or &quot;0&quot; The default value is zero for an unmarked entity. If this value is set to 1, the marked entity will not appear if the game is played with &quot;vanilla&quot; (unmodified) Quake III Arena game code. Example: A Chaingun from Q3:TA could be marked with this epair. It would show up in Q3:TA game, but not in a Q3A game.
KEY: &quot;notta&quot; (i.e.; Not Quake III: Team Arena)
VALUE: &quot;1&quot; or &quot;0&quot; The default value is zero for an unmarked entity. If this value is set to 1, the marked entity will not appear if the game is played with the Team Arena expansion set and its game types.
Should you want an entity to NOT appear in either game type (Q3A or Q3TA), you would set BOTH keys to 1. In this case, it would work with any other game mod which supports that entity
If botplay is desired, these epairs should not be used on entities, such as func_statics, that significantly change the flow of the game map.

Fixed Issues with TA and Q3

- scoreboard problems within TA. Scoreboard was reporting the wrong number of players and ghost players
- Problems with NT 4.0 and Sound within version 1.27h
- single player crash when a player would replay q3dm0 in single player mode
- In TA, if a player gets an award sound in warmup, the sound will repeat for no reason once the map restarts
- single player bug that would change the fraglimit and capture limit of single player maps
- proxmine sounds trying to be loaded in non-TA game
- wrong &quot;Transfer rate&quot; being reported on autodownloads in CTF
- If a password on a dedicated server is set, bots cannot connect
- r_lodcurseerror is not cheat protected
- Single player all maps, can get stuck in third person view after round is over
- Crash - Scrolling through the players Handicap during single player match
- Auto-download problems in certain cases
- Player model animation/After giving orders, player becomes stuck in animation
- Users not being able to change music in maps
- Guard Cheat...Set your handicap at 10,000 via the console then pickup a guard. It sets your health at some insane value (16000 or so)
- Crash - starting a sever, filling all slots with bots
- Voteable maps are based on client's gametype - not server's
- set predictable player events to zero on spawn because the prediction is out of sync anyway
- double player entity events (double events a client plays on other players in the game)
- synced client shotgun spread pattern with server
- server crash on map load due to sending config strings
- Some of the orders in the in-game menu function wrong
- Mouse sensitivity being altered by changes made in code that communicates with direct input
- Demos in Quake III 1.27g not showing up
- + \dir models/players/ tga.......the first letters of the filenames are omitted
- Add cvar &quot;fs_baseGame&quot; which allows people to base mods upon mods
- Quake3 - Single Player - Warnings received on q3dm0
- You don't hear the opponent taking the jumppad until u see him
- have a dedicated server reference the cgame.qvm in the last pk3 found when alphabetically ordered; for pure
- If you use forcemodel now in singleplayer it will default you to sarge and not let you choose another model to use.
- TA defaults to setting a time limit instead of a frag limit on single player games
- Q3A/Q3:TA specific flag on entities
- In CTF, if a user times out with the flag it is gone from game until map is restarted
- &quot;spawn inside a player&quot; bug
- Add OSP TAB in TA and fixed alliance tab in server browser
- Quake3 - Single Player - Warnings received on q3dm0
- if a user times out with the flag it is gone from game until map is restarted
- TA and Q3 Screenshot overwrite bug.
- Voice taunt bug where sounds were being queued then released all at once.
- Dedicated server crash bug (Server would crash after 48hrs, every time)
- James model Error bug
- AutoJoin, Autobalence Bug...Probably related to scoreboard bug
- The intermission screen in a single player game has a button for &quot;demo&quot;, that hints at a demo playback of the game that you just finished, however it does not work
- Shell - start server, CTF bot list is in FFA format



Very special thanks to Josh Ferguson and everyone at MindVision Software for all of their help.
 

Mungla

Senior member
Dec 23, 2000
843
0
71
joshpokeball, I was downloading from the link provided in this thread. I have a 4Mb/3.3Mb xDSL connection that has direct access to the UUNet backbone. When I'm downloading from a fast server, I can easiely hit 450KB/s.

I can only imagine how many people are downloading that file right now.
 

Josh

Lifer
Mar 20, 2000
10,917
0
0


<< joshpokeball, I was downloading from the link provided in this thread. I have a 4Mb/3.3Mb xDSL connection that has direct access to the UUNet backbone. When I'm downloading from a fast server, I can easiely hit 450KB/s.

I can only imagine how many people are downloading that file right now.
>>



I see, should be going fast regardless. Probably being hogged by a lot of people though. Can you try again?
 

Mungla

Senior member
Dec 23, 2000
843
0
71
It's being hogged pretty good from my perspective. The max I saw that time was around 40KB/s. But, then again, I stopped it after a few seconds.
 

Josh

Lifer
Mar 20, 2000
10,917
0
0


<< It's being hogged pretty good from my perspective. The max I saw that time was around 40KB/s. But, then again, I stopped it after a few seconds. >>



Hrm, everyone else I talked to is getting like 100+kb/sec, maybe it's at different times. Try at late tonight. Like in one hour or so.
 

Aenygma

Platinum Member
Mar 21, 2001
2,427
1
0
Try the link I posted, it works great... Most ppl from Quake3World use that one btw. :)


 

Mungla

Senior member
Dec 23, 2000
843
0
71
Great link Wyst. I was able to download the file in under 3min.

Are any of the servers in GameSpy using the 1.29f PR? Specifically, CTF servers?
 

Mungla

Senior member
Dec 23, 2000
843
0
71
It's a patch that brings your Quake III up to date. I don't know what else to say, but that's basically what it does.
 

Aenygma

Platinum Member
Mar 21, 2001
2,427
1
0
A Point Release is a &quot;patch&quot; and update to the game, and in order to be able to play online.. everyone must be using the same PR. They &quot;usually&quot; are better, and less buggy versions of the previous software.
 

erikiksaz

Diamond Member
Nov 3, 1999
5,486
0
76
anyone think the new gun effects look kinda gay? the plasma gun looks like a bubble blower, and i straight out can't notice the changes to the rocket launcher. the rail gun may look ok, but i still want the origional QUAKE 2 rail trail. i do have a mod for it, but it still doesnt match q2's. the lightning trail is pretty useful though, it clears up the screen a little bit.
 

CoolTech

Platinum Member
Jul 10, 2000
2,345
3
0
isnt this the realdirect download link and not one where u have to click again, dont say direct download if its not.
 

Josh

Lifer
Mar 20, 2000
10,917
0
0


<< isnt this the realdirect download link and not one where u have to click again, dont say direct download if its not. >>



You are right, i just mean direct download page. Sorry about that. :(