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Welcome to Code3Arena!
We are your hosts, SumFuka, Calrathan,
HypoThermia and
WarZone. Welcome to Code3Arena. We aim to build the best q3a coding
resource site in existence. Please feel welcome to help out... if you
can write a tutorial or article yourself - send it in!
If you have any questions or problems, feel free to email us (we're busy, but we'll do our best to answer). Or even better - why not visit the planetquake forums? We have a great quake community here, so take advantage of it!
Mythica: Gladiator's Arena
12-Feb-02
HypoThermia
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For someone interested in getting there "foot in the door",
this might just be the ticket:
I need your assistance in recruiting a programmer. I need someone is willing and able to take on a 12
week project which is planned out and needs to be followed. The position is not paid, but if the code
works out well, future paid positions will be available.
Coder needs to have a full understanding of the q3
engine and game code.
Looking for someone who can show playable results after each milestone.
Milestones are already set for programming. The art will be complete or 90% complete when the coder
begins project so no time will be wasted waiting for other developers to get their work done.
Anyone who wants to know more should contact
Atussa 'SuperGirl' Kamalpour
(Game Designer & Project Lead, Artemis Software)
for more information.
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Linux compilation from Timbo
12-Feb-02
HypoThermia
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Q3 1.31 binaries and an Xmas present from JC
22-Dec-01
HypoThermia
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Just in case you've missed the news, release 1.31 of the Quake 3 binaries has
just happened. Some fixes and a new network protocol version, you can
grab it from FilePlanet (26.1Mb).
Linux download here.
No sign of an updated source code release to go with it.
And on to JC's Xmas present. Anyone remember the last Quake outing? Sure you do! Well you
can now grab the source code and have a look through what makes the executable tick. Anyone still working on
a Q2 mod will want this (and I know you're still out there!). Download
the Q2 source code from FilePlanet,
this one requires a GameSpy Id as well.
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Batch files for compiling 1.29h code with MSVC
14-Dec-01
HypoThermia
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The batch files for compiling Q3 1.29h source code with MSVC have now
been sent in to us by e.n.g.e.l.
You can grab them from FilePlanet here.
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Z-Camera source code available
3-Dec-01
HypoThermia
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Want to give your spectators something worth watching? Fed up of the limitations of cg_thirdperson
for showing all the action?
For those of you who've yet to find it, Zung!
has made the source code to his camera mod available for all to use. Drop in on the
Z-Camera homepage for
a sweet addition to your mod.
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UI Enhanced source code available
28-Nov-01
HypoThermia
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Ok, time for a shameless plug. I've just released the source code for version 1.0
of my own Q3 project: UI Enhanced. Drop in for the
scoop on that and the next upcoming release.
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Tutorial#41: Unlagging your mod
22-Nov-01
HypoThermia
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It's been a while since we've had a new tutorial here at C3A, but I think you'll agree
this is something rather special. Neil "haste" Toronto
has written a tutorial from code in his Unlagged mod -
giving LPB and HPB players a level playingfield for hitscan weapons!
The meat of the tute covers the difficulties introduced by timedelays between the client and server - the
bane of HPB's everywhere. It's well written and very accessible: you'll have a clearer understanding of code and issues
that usually leave big headaches.
Enjoy Unlagging your mod!
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Ninja Hanbatsu needs a coder
22-Nov-01
HypoThermia
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Doob needs a dedicated coder to work on
their mod. No web page at the moment, but the mod looks like it'll include
ninja skills such as stealth and backstabbing. Get in touch if you're interested.
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Tactical Assault Team needs coders...
6-Nov-01
HypoThermia
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The Tactical Assault Team are looking at creating a
prototype of their mod for Quake 3. They could use the help of a coder who can donate some time
to the project.
Originally written for the Tribes 2 engine, this team based strategy is looking for some Q3 action!
Both Crush Depth Platinum
and Project 2501 *are* Q3 projects
(despite what I wrote below). They both have history as Q2 mods... and the web pages
show that. As always, moving a Q2 mod up to Q3 is more than just porting over the code...
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More mods needing coders
3-Nov-01
HypoThermia
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Two mods needing some coding help:
Should be something there for everyone!
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Tigers and Dragons needs coders
17-Oct-01
HypoThermia
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Military Forces mod releases an alpha build
7-Aug-01
HypoThermia
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Those of you that want to see an example of some of the more extreme mods that
people are working on using the Q3 engine should go and check out the
Military Forces alpha.
Fly planes and drive vehicles. Does it need any more plugging than that?
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1.29h Source now available
2-Aug-01
HypoThermia
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Source code for 1.29h has just been released to the ID ftp site. No major changes are
expected before the 1.30 release is made available. Here's the direct link:
ftp://ftp.idsoftware.com/idstuff/quake3/source/Q3A_TA_GameSource_129h.exe
In unrelated news there's also an exploit for 1.29f,g that allows anyone
to crash a public server. There are now three versions of 1.29 out there, so make sure
you're connecting to a server running the same version!
The latest 1.29h beta has been released to fix this, so grab it
from FilePlanet.
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SonicArena needs coders
26-Jul-01
HypoThermia
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SonicArena is in need of some coders
to help get their project off the ground. If you've got some spare time you want
to dedicate to a Q3 project then drop them a line and let 'em know you're interested!
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ModSource code for PureCTF 3.0
19-May-01
HypoThermia
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Fancy a return to the old Quake 2 style of CTF play? We've got the source code to PureCTF 3.0 for you to
download and learn from, courtesy of
Kilderean.
Some of the things that you'll find in the code:
- A fully featured grapple, with new models
- Bot enabled grapple usage
- 4 types of power runes
- Server game options displayed on level load
- BFG mortar weapon
- Rocket Arena overtime
- Forced team models
Just to get things started, there's an
Advanced Grapple Hook
tutorial as well, just for all you grapple monkeys out there!
Drop in on Kilderean's
homepage for Pure CTF and
grab the latest release for all the media and new maps. Did I say new
maps? There are two old favourites in there too (Stronghold Opposition
and McKinley's Vengeance)!
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Crouching Tiger mod looking for coders
19-May-01
HypoThermia
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How many of you really enjoyed Japan DM and CTF maps for their architecture?
Well now theres a chance to work on a project with a strong Feudal
Japan flavour. Drop in on Crouching Tiger,
take a look around, and volunteer yourself as a Samurai coder!
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Q3F releases source code...
7-May-01
HypoThermia
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...but only for their atmospheric weather effects.
What am I saying "only" for?
This is a nice bundle for all you mod coders out there that want those cool effects in your work.
Don't forget that link back to Q3F and a "thank you" in your mod.
They've also got some neat font creation tools and a plugin for GtkRadiant on their
devtools page.
Thanks go to Inolen for the heads up.
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Instagib Mod Team needs a coder too!
1-May-01
HypoThermia
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Mods seem to be on the lookout for coders at the moment! Judging from their web
page there's some bot work to be done, as well as this:
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The Instagib Mod Team would
like a some-what experienced coder to help code a 2vs2 version of InstaGib.
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Contact Stacheldraht, or visit
their website at www.instagibmod.com
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Defcon5 needs a coder
27-Apr-01
HypoThermia
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This in from Smol of the
Defcon5 team, here at the big
fuzzy:
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We're looking for a coder that knows quake3's coding basics, who
would help with special moves implementation, weap's characteristics
implementations and special effects coding.
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If you think you fit the bill then
visit their site and
and let 'em know you came from C3A.
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Site updates
24-Apr-01
HypoThermia
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A few site updates that I've been collecting recently, I hope you'll find them useful.
Microsoft Word versions of all of the tutorials here on C3A. These are much more printer
friendly than the HTML served up to your browser.
Click here
to grab them, or from the downloads page.
Thanks go to Richard Elswick, currently working on the
S.O.U.R. mod.
More information about how to compile the 1.27 source using MSVC, avoiding
complications caused by the MISSIONPACK define
here. Thanks
go to Stefan for this.
Some information from Demon Cat about (not) using the source on an NT box NTFS partition
here.
I've added some comments about the changes in the 1.27 source code to my
Alt Weapon Fire tutorial.
In the pipeline: Kilderean has made the source code for PureCTF available
to Code3Arena ModSource, I'm hoping to release that next. I've been rather busy
recently, so I haven't been able to put up some of this material... sorry for
the delays.
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Two tutorial updates for 1.27g
19-Mar-01
HypoThermia
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Two small updates to the
Lightning Discharge and
Weapon Positioning
tutorials so that they now compile under 1.27g. In each case a function
was used that now takes extra arguments in the new source code.
Thanks go to Thes33k for taking the time and trouble to tell me.
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Tutorial#39: Server side Instagib
3-Mar-01
HypoThermia
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Instagib seems to be the flavour of the month!
Steven Conway has written a tutorial
that makes the entire Instagib game server only, building
on the original tute by CyberKewl.
It just goes to show there's more than one way to tackle the same challenge.
Perhaps the strongest feature is the fixed AI, so bots can navigate on the map without items.
Although this isn't a particularly easy part of the code to look into, the actual changes aren't
difficult once they're pointed out. As an added bonus, Steven has also enabled RailCTF play for
that extra bit of fun!
Don't forget to check out Steven's mod NIQ3,
also hosted here at the big fuzzy.
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Tutorial#38: Accelerating rockets
27-Feb-01
HypoThermia
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Doug Hammond has sent in a great tutorial on how to make
rockets accelerate. This is a working example of how to build your own custom movement types,
extending the range provided by Id.
There's a lot of useful discussion about things you can and can't do, as well as an example
of a "first attempt" that didn't work as expected. Perhaps the biggest difficulty is
in making something like this work with the prediction code in the client, and this tutorial should
help you sort out any problems you might have had in the past.
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Tutorials and 1.27 source
26-Feb-01
HypoThermia
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Almost all of the tutorials were written before the release of 1.27
source code. It's possible that some of them have become "broken"
(though I haven't heard anything yet!)
Quite often you'll find that there are a few lines that aren't quite the
same. So long as they're in the part of the code fragment thats there to help you
*orient* yourself, then it shouldn't be a problem. If you do notice something
that needs attention then please drop me a line, as well as the author of the
tutorial. Thanks!
On another note: I've got 3 tutorials in my in-tray that are nearing completion
and will be posted soon. Stay tuned!
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Tutorial 37: Instagib gameplay
3-Feb-01
HypoThermia
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Malcolm Lim has written a
tutorial that gives Instagib gameplay for
every map. Just you, the railgun, and unlimited ammo - so practice that railing. All items
are left on the map (but in an invisible state) so bots will still roam as mobile targets.
You might want to mix this with the headshot tutorial
to add to the fun. Enjoy!
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Site updates
3-Feb-01
HypoThermia
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Info on the 1.27g source code has
been updated. A recent plan update by Robert Duffy indicates that another patch and
source code release is on the way.
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PQ Interview
26-Jan-01
HypoThermia
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PQ's own Ash recently asked me for an interview about the goings on a C3A, and you can read the result
here.
If you're interested in what goes on behind the scenes when a tutorial is reviewed,
the NDA experience, or in some of my opinions on the next Id title, then take a look.
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ModSource: SmashV2 mod added, and spreadfire tutorial
25-Jan-01
HypoThermia
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Hal9000 has donated the source code for his fun mod
SmashV2 to Code3Arena! It's a great mod that combines coding with
15 new maps for lots of playability. It just goes to show that when you
go about designing your own mod, there's so much more involved that
writing code. Download and enjoy!
There's also a new tutorial taken from SmashV2 that shows you how to add
the spread-fire powerup. Any bolt weapon (plasma, grenade, rocket, bfg) can be
affected.
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Updated article#11: Important bug fix fixed
6-Jan-01
HypoThermia
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I've replaced the original disabled item fix with a new fix that now works properly.
It was possible for non-spawning entities on a map - like the double doors on q3ctf1 -
to be on a team but not have a spawned entity. My previous fix broke this, my new
fix fixes this!
Thanks go to Ark for recognizing the problem. Not being a map maker I didn't realise that
entities could behave in that way... I've learned something new!
There's also some info about using trap_FS_GetFileList(), and it truncating
filenames.
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Article#11: 1.27g code, bugs, and batch files
3-Jan-01
HypoThermia
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I've just added a new article about some of the coding issues in the 1.27g release.
It documents the problems that I know of, and fixes that mod authors can apply. When you
get new source code, sometimes you just want to know if you've caused the problem, or if
it was there for you already!
Hopefully this will become a "one stop" resource for problems found
in the source code. I'll need your help to do that, so drop me a line if you
find anything useful.
Also included are batch files from
Simon Hopwood that
do actually compile the source code to VM using MSVC. As an added bonus they can also do the
Team Arena VM. The missing command line tools in the 1.27g release are also provided.
Only concentrating on bugs and problems might be taken by some as negative.
I'm trying to give a coders eye view of the new release, and necessarily this misses out
the big picture. There's a lot of new things in the 1.27g release that I welcome:
identical movement physics for all players, better bot play, internal PK3 limits lifted, and
so on.
Not to mention a new mission pack to play around with.
Progress isn't always easy. But when you're nit-picking on the small things, the big
important ones are, by definition, getting implicit approval.
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Old news
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Legal Mumbo Jumbo : All trademarks remain the property of their owners.
All code modifications to quake3 must ONLY be distributed electronically for free and
remain the property of id software... go read the license agreement if unsure.
All material on this site © by the authors. All material is provided 'as is'
and neither planetquake, code3arena nor the authors can be held liable for loss
or damage suffered by use of the material. Please be nice to small very animals.
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