Quake 3 Remake

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From the creator of Turtle Arena comes a Quake 3 source port that provides a glimpse of what is possible when you throw Quake 3 mod, demo, and network compatibility out the window while still maintaining the core Quake III Arena and Team Arena experience.

This program aims to remake some of the texture of expansions for the original Quake, Scourge of Armagon and Dissolution of Eternity, in particular reskinning for monsters and models. Thanks very much for quakeone.com web space, and the community always ready to help and advise us. Posted by Alfader & Nergal on November 15st, 2009 at 2:03 pm.

Spearmint Quake 3

  • Four player splitscreen support.
  • Bullet marks on doors and moving platforms.
  • Gibs and bullet shells ride moving platforms.
  • Improved Bot AI.
  • Improved gamepad support.
  • Aspect correct wide screen FOV and HUD.
  • In multiplayer with gibs disabled, bodies no longer become invisible when gibbed.
  • Improved third person view (crosshair, no award/team sprites over ones own head, etc).
  • Option to fade out explosion lights instead of shrinking them (set cg_fadeExplosions cvar to 1).
  • PNG screenshots.
  • Additional Railgun colors.
  • Smooth corpse sinking!

Wallmarks on moving platforms demo

However, the main focus of the Spearmint engine is improving the ioquake3 engine for new games and working towards running additional games such as Return to Castle Wolfenstein without intrusive game-specific changes.

Power to the Mods

Want to change the window title and icon? Want to add or remove variables from player or game objects and have them networked? Want to rename the initial logo video? These are the most common changes that standalone games based on ioquake3 make. Unlike the Quake 3 engine, Spearmint allows mods to change them without forking the engine.

3d person model maker. Want to make a game/mod with a in-game console that looks like Doom 3 / Xreal? No need to fork the engine. The engine no longer draws anything on it's own. Everything is controlled by mods. Including the initial loading screen (not present in the original engine), in-game console and chat text, and overlay text for entering chat message and demo/voip recording.

  1. 3-D Hardware Accelerator with full OpenGL® support, Pentium® 233 Mhz MMX®processor with 8 MB Video Card or Pentium II 266 Mhz processor with 4 MB Video Card, or AMD® 350 Mhz K6®-2 processor with 4 MB Video Card, 64 MB RAM, a 100% Windows® XP/Vista compatible computer system (including compatible 32-bit drivers for video card, sound card and input devices), 25 MB of uncompressed hard disk.
  2. At least the engines and the shareware pak files are free, and this will allow anyone to play Quake, either multiplayer or single player. Once your Quake starts, you can play a multiplayer game at the following shareware compatible servers.
  3. Quake Remake is, as you might guess, a remake of the original Quake game with the Xash3D engine. Basically, it's a first-person action game where you have to make your way through hellish levels to finish off Shub-Niggurath. Quake Remake includes more than twenty levels separated into four episodes.
  4. Remade in the new engine, and fully realized to match the dread, and sheer creeping unease of the original game. Not a straight vision of hell, but a myriad of Norse mythology and HP Lovecraft. Weapons all using projectiles with the exception of the lighting gun.

Spearmint moves a lot of commonly changed code from the engine into the server-side and client-side mod code. Such as a lot of Bot AI code, player input command creation (usercmd_t), and key press handling. Other frequently changed code which can't be directly moved has been generalized such as model surface remapping (.skin files are now loaded in client-side mod code).

Spearmint supports the most of the engine functionality of Tremulous 1.1, World of Padman 1.6, Turtle Arena 0.6, Return to Castle Wolfenstein (SP and MP), and Wolfenstein: Enemy Territory. Is sketchup good. It does have original features such as the ability for Quake Virtual Machine mods to allocate and free memory, with the memory pool size controlled by an engine console variable.

Download

The Spearmint engine with Quake 3 support files is available for download for Windows, Linux, and Mac OS X at the Spearmint website.

Quake 3 Remake

Quake 3 remake wiki

Bang!

Gosh, Quake III. The second most popular game on the Internet at the moment, and a firm favourite amongst the EuroGamer staff. But a console version? That'll never work, right? Wrong, Quake III on the Dreamcast is as close to a perfect console FPS as ever I've seen. It falls into a completely different category from games like Goldeneye and TimeSplitters, bringing us the wondrous splendour of the intense, fast-moving multiplayer shooter to the mainstream. Immediately after receiving the game I slapped it in my Dreamcast, drew the curtains and grasped the nearest controller. After switching my display to 60Hz, I sat back and watched the copyright notices flick by, including one from NexGen, for their TCP/IP technology. This bodes well, I thought. The original intro movie from Quake III is included, with Sarge pounding away with his minigun, cigar locked firmly between his teeth. Nothing too special, but suitable enough. The first thing veterans will notice is the way the menu has been simplified. The options are Single Player, Multi Player and Internet Game, Website, Setup and Load Game with MP game highlighted by default. If you sit and ignore the menu, you get a pre-recorded demo featuring a player racing around 'The Forgotten Place' to the peeling sounds of soft metal music. The map design is very faithful to the original, and I didn't notice any changes in terms of weapon positioning either. The Forgotten Place wasn't one of my favourites though, so I could be wrong. However 'The Longest Yard,' (or Q3DM17 as it's known) was, and so I decided to jump on there with some bots and see how it faired.

Fragfest

The MP options are Free For All, Tournament, Team and CTF. Up to four players can join a multi player game - any combination of you, a friend or two and some bots. Flicking through the maps on offer I spotted many of my old favourites and about six I didn't recongize. I set the Frag Limit to 20 with no Time Limit and dived in. Aaaarrgh! The controls! I don't know what it was exactly, but I just could not deal with Quake III on the gamepad. The analog stick allowed you to look around, but no matter what I did I could not get my fingers to work it correctly. Even spraying splash damage around with the Shotgun and the Rocket Launcher proved too difficult - God knows how I would have done with the Railgun. So I gave up, powered down the machine and stuck a keyboard and mouse on. The combination cost me some £40, which is a little steep, but there really is no better way to play. After configuring my controls in the menus, I jumped back onto 'The Longest Yard,' and went to town. Although the DC mouse isn't quite as sensitive as my Logitech Optical mouse on the PC, I had no trouble putting some of the bots to bed with all manner of weapons, and was given opportunity to assess the layout and style of the game. The first thing that sprung to my attention was the new HUD, or heads-up-display. Panels litter the bottom of the screen, with a completely useless visualization of your character's head, information on how much ammo you have left, your health status and what power ups you have on the go. In order to afford you as much screen space for viewing as possible, the windows that inform you about deaths only appear when something happens. Similarly, when you face up against an opponent, a little ID appears in the top right of the screen momentarily to show you who it is. Death, when it comes, is met by a scoreboard. I was a touch annoyed by the whole look of the system though, it wasn't very like the original at all and was visually unappealing.

Design

Quake 3 Remake

Bang!

Gosh, Quake III. The second most popular game on the Internet at the moment, and a firm favourite amongst the EuroGamer staff. But a console version? That'll never work, right? Wrong, Quake III on the Dreamcast is as close to a perfect console FPS as ever I've seen. It falls into a completely different category from games like Goldeneye and TimeSplitters, bringing us the wondrous splendour of the intense, fast-moving multiplayer shooter to the mainstream. Immediately after receiving the game I slapped it in my Dreamcast, drew the curtains and grasped the nearest controller. After switching my display to 60Hz, I sat back and watched the copyright notices flick by, including one from NexGen, for their TCP/IP technology. This bodes well, I thought. The original intro movie from Quake III is included, with Sarge pounding away with his minigun, cigar locked firmly between his teeth. Nothing too special, but suitable enough. The first thing veterans will notice is the way the menu has been simplified. The options are Single Player, Multi Player and Internet Game, Website, Setup and Load Game with MP game highlighted by default. If you sit and ignore the menu, you get a pre-recorded demo featuring a player racing around 'The Forgotten Place' to the peeling sounds of soft metal music. The map design is very faithful to the original, and I didn't notice any changes in terms of weapon positioning either. The Forgotten Place wasn't one of my favourites though, so I could be wrong. However 'The Longest Yard,' (or Q3DM17 as it's known) was, and so I decided to jump on there with some bots and see how it faired.

Fragfest

The MP options are Free For All, Tournament, Team and CTF. Up to four players can join a multi player game - any combination of you, a friend or two and some bots. Flicking through the maps on offer I spotted many of my old favourites and about six I didn't recongize. I set the Frag Limit to 20 with no Time Limit and dived in. Aaaarrgh! The controls! I don't know what it was exactly, but I just could not deal with Quake III on the gamepad. The analog stick allowed you to look around, but no matter what I did I could not get my fingers to work it correctly. Even spraying splash damage around with the Shotgun and the Rocket Launcher proved too difficult - God knows how I would have done with the Railgun. So I gave up, powered down the machine and stuck a keyboard and mouse on. The combination cost me some £40, which is a little steep, but there really is no better way to play. After configuring my controls in the menus, I jumped back onto 'The Longest Yard,' and went to town. Although the DC mouse isn't quite as sensitive as my Logitech Optical mouse on the PC, I had no trouble putting some of the bots to bed with all manner of weapons, and was given opportunity to assess the layout and style of the game. The first thing that sprung to my attention was the new HUD, or heads-up-display. Panels litter the bottom of the screen, with a completely useless visualization of your character's head, information on how much ammo you have left, your health status and what power ups you have on the go. In order to afford you as much screen space for viewing as possible, the windows that inform you about deaths only appear when something happens. Similarly, when you face up against an opponent, a little ID appears in the top right of the screen momentarily to show you who it is. Death, when it comes, is met by a scoreboard. I was a touch annoyed by the whole look of the system though, it wasn't very like the original at all and was visually unappealing.

Design

The design of the maps has definitely changed, but in very minor, occasionally imperceptible ways. On 'The Longest Yard' for example, where you would fall down before and suffer the indignity of going into minus frags, now you are whisked into a red wormhole type thing™ and respawned without losing a frag. After losing horrifically and cursing wildly, I thought I'd give up and go try out another map, Q3Tourney 4. I discovered however, to my utter dismay, that it has not been included. This is something I simply don't understand - T4 is the single most popular map in the entire game for tournaments. As far as I am concerned, it's Quake III DC's one downside. A new map then, perhaps. After playing through all of the new maps in sequence I came to the conclusion that they have potential. Some of the better ones are truly exemplary, and Dreamcast exclusives at that! I particularly enjoyed romping around 'Evil Playground'. The level design is of course backed up by some brilliant visuals. One of my main concerns when I first heard about the DC port was how the framerate would bear up. It's certainly not 60 frames per second, it's more like 30, which is bearable I think, and on the television you don't really notice the difference. The framerate does chug a little in incredibly complex scenes, but throughout my time with the game I never once banged down my mouse and thought 'this is absurd', something I used to do with alarming frequency on my old PC with Quake III Arena.

Character

Playing through the single player game gives you the chance to soak up each of the conversions one by one. Throughout the campaign, the game moves fast, but it also boasts some great modelling and textures. The models look almost indistinguishable from their PC counterparts, and the textures although occasionally a little fuzzy are nigh-on perfect. As if this were not enough, all of the weapon models are present and correct, from the pea-shooting Machinegun to the powerful Railgun. The single player game won't occupy you for terribly long but then that's not what Arena is about. That leaves us with the Internet. And it's quite a subject. As we're sitting on a 33Kbps connection things are naturally going to be somewhat lagged, or so I thought, however after logging on to Dreamarena and locating a populated server (no mean feat, seeing as at the time of writing it wasn't actually available in this country) I discovered to my amusement that it was perfectly playable! Pings were nowhere near the terrifying levels that I had expected. Games were quite hectic, but it was abundantly clear who was and wasn't using a keyboard and mouse combination. Even on the Dreamcast it really is the single most important variable. Playing with four players locally is also fairly entertaining, especially investigating the various multiplayer modes and the power ups, like the Free For All dominating Quad Damage. As for the game mods; Capture the Flag is a firm favourite on the net but a little impractical locally. Tournament is better, facing friends off one against one, and the team-based challenge is great two versus two, but of course, you can't plug four keyboards and four mice into the Dreamcast, and there is barely room for two setups on the desk in front of my TV. And how many other people have their TVs on a desk? It's a shame, but this is hardly something Raster could have done anything about, to be fair.

Conclusion

So there we have it; a brilliant conversion of a fantastic game. There are a couple of levels absent that I really have missed, but aside from that, it's the best first person shooter in the world at the moment, and it's available on your Dreamcast. Deduct one mark because you really need to have a keyboard and mouse to enjoy it.

Quake 3 Remake Games

Eye Candy

Quake 3 Remake Movie

9 /10





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