Neuer Leveldesigner bei ID

ID hat einen neuen Leveldesigner sein Name ist Malvern Blackwell und wird das ID Team unterstützen.

Folgendes stand auf Stomped

Following up on a reference by „Levelord“ in his .plan file today, Stomped has confirmed via id Software CEO Todd Hollenshead that id has hired Malvern Blackwell as a new level designer. Blackwell´s previous credits include level design work on Kingpin for Xatrix Entertainment (now Gray Matter Interactive). He was hired by id back in December, according to Hollenshead.

Ich hoffe das nu alles richtig ist :-)

An alle die Probs mit Pointrelease 1.27 haben

Raimund hat folgendes zum Q3 PR gefunden:

Hallo habe folgendes gefunden.

Invalid CD Key – This has been a problem since the 1.25 patch, although I believe it was fixed in 1.27. Nevertheless, if you are having it, the fix is to write-protect your CD key. The file is called q3key and is located in your baseq3 directory. First run Quake 3, re-enter the correct value for the CD key, and then exit without doing anything else. Make sure it is right before you take the next step! Then mark the file q3key as „read-only“ in Windows Explorer (File | Properties menu), or use the DOS command „attrib +r q3key“. When you next run Quake 3 you will get error messages in the console about not being able to write your CD key, but everything will still work, and you won´t lose it anymore. (the key, that is If you still get the „Invalid CD Key“ message you probably entered it wrong. You will have to undo the read-only attribute before you can correct it.

Missing Textures – Some people have had a problem with textures being replaced by a grey color with white cross-hatching on it. Normally this would mean a missing texture, but in this case it is a shader error. Shaders are code that tells Quake 3 how to render a texture, and many user made pak files come with custom shaders. Map files, skin and model files, even custom HUDs can all have custom shaders in them. Since shaders are also used in the Quake 3 menus, this error may even be responsible for the problem that some people have had with getting a blank screen when they start up. The problem is due to an incorrect shader file in one or more of your custom pak files. Quake 3 used to allow for some errors in shader code, but for the new patch the shader code was optimized to increase speed, and one of the unfortunate side effects is that now the syntax is stricter. Therefore some shaders that weren´t written correctly used to work fine anyway, but now they don´t. What really sucks is that an incorrect shader apparently messes up the parser in the engine, so that a bad shader in a file that you are not even currently using can still cause problems for every shader that was read after that. Like it or not, the only current fix is to move all of your custom pak files out of the baseq3 directory, and then move them back in one at a time until you find the one (or more) causing the problem. You will then have to get an updated version of that file before you will be able to use it with version 1.27. Check the pak author´s web site for updates. You did save the readme file that came with it didn´t you?

Sound Problems – I have not been able to reproduce this problem so I can´t answer this for sure, but I do know this: A problem with trap calls for looping sounds cropped up in the source that Id released to mod authors. Any mod author that has the code already also has access to Id´s NDA Mod Developer´s forum, where the fix is documented. If your sound problem is also occuring in the base game, we may have to wait for a fix from Id.

Mouse Wheel Problems – To the best of my knowledge this problem has only occured with Logitech mice. Go to the Logitech website, and get the latest mouse drivers AND Mouseware version 9.0 AND the „Mouse Registry File for Gamers“ and install them all in that order. This worked for me.

Mouse Sensitivity Problems – Your mouse sensitivity and acceleration settings are now a product of both the settings in Quake 3 and the settings in the Windows Control Panel. Start by turning off mouse acceleration and turning down mouse sensitivity in both, then adjust from there.

Demos Don´t Play Back – Demos are just a recording of server packets. When the server protocol changes, so does the demo format. Id changed the server protocol for version 1.27 in order to discourage cheating, so none of your old demos are going to work anymore. Also, two of the new demos that come with the patch are looking for Team Arena resources that just aren´t there (faux pas, Id!). You can however run the new deathmatch demo that comes with the patch, which is called „demo127“. This demo was recorded on „The Campgrounds“, which is a large map, so you should expect your frame rates with this demo to be somewhat less than they were with the old „demo001“. This is not due to the patch, it´s just the nature of the demo. If anything, it probably gives a more realistic number than the old one.

S3 Texture Compression – Id decided to change the name of the variable used to control texture compression, and it now defaults to off. If you were using texture compression, you should either turn it back on in the menu, or edit your config file and look for the new variable named „r_ext_compressed_textures“. If you weren´t using texture compression due to the infamous GeForce texture compression bug, you might want to try turning it back on now, because word has it that Id has worked around the bug.

I hope this helps everyone.

cu Raimund

Team Arena ist Gold

Robert Duffy, Programmierer bei id Software, hat seinen .plan mit interessanten News aktualisiert.

„Team Arena ist Gold. :-)
Source code was made available earlier today to MOD authors so they can prepare their mods to be compatible with the 1.27 point release. This will help get everyone up on the same rev of the game at the same time. The point release ( 1.27 ) will be released a day or two before. Team Arena hits shelves.
As soon as Team Arena is on shelves, full tool source code will be released as well as new executables and I beleive Graeme will be releasing the ROQ compiler as well. These are all good things. I am going to get Timothee and the GTKRadiant crew tool source in a day or so, so they can prepare that flavor of the editor and tools for the masses. The official combined game source will be released during the same time period as the tools. This will be the integrated Q3A and TA source base. Thanks to everyone that assisted with testing during the beta cycle and feedback during the demo.“

Robert Duffy .plan

Der .plan von Robert Duffy richtet sich an diejenigen von euch, die sich mit Mod-Entwicklung beschäftigen.

Mod Teams I´ve had a couple of hundred requests for mod team additions to the new mailing list. I´d like to impose a bit on the people that have sent me a request to going ahead and sign up for the NEW and improved mod list :-) Last week after cutting a release candidate for Team Arena, I sat from about 2.30am to about 4.00am and entered all of the names in but our list software apparantly times out if you don´t submit the list every 5 minutes. We are setting up a conferencing system at the moment so the mail list is actually going to be a threaded discussion board. We are going to have one devoted to Licensees and one devoted to mod teams.

This is now up and running and you can apply for an account here:

http://underworld.idsoftware.com/enter.html
Thanks

robert…

Smash Quake 3

Smash Quake 3 ist ein Mod, der auf dem Arcade Game „SmashTV“ aufsetzt. In der ersten public Beta erhaltet ihr 10 Maps und Original Musik. Wenn ihr mehr über diesen Mod erfahren wollt, lest euch doch die Readme durch.

Download : smashq3beta1.zip (15.09 MB)


Anmerkung 2016:
http://eliteforce.gamebub.com/quake3.php

SmashQ3 is a single player Quake3 modification very loosely based on the arcade game „SmashTV.“
Coders: Hal9000