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Quake3 v1.30 Final Is Out

Posted by timothy on Fri Sep 28, 2001 03:14 AM
from the quake-in-your-boots-if-you'd-like dept.
ipoverscsi writes: "A new Quake3 binary is out for both Linux and Windows. This is supposedly the final release of the game for all time. You can get the new version 1.3 at FilePlanet or your regular pusher. Mirrors would be good as the hour+ wait will only get worse." Ant provides a link to this thread on Blue's News (including a mirror) as well.
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  • last ever patch? (Score:5, Interesting)

    by MyMarty (262639) on Friday September 28 2001, @03:23AM (#2362714)
    I'm wondering whether that statement is accurate, given that one of the changes that they mention in the readme is:

    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.

    Kind of pointless if they don't plan to be releasing any more. Perhaps a better interpretation would be that they're going to halt active development in preference for yet-to-be-released projects (Bring it on, i say)

  • by Malc (1751) on Friday September 28 2001, @03:46AM (#2362750)
    ... that's just bollocks, and they f**k off. I went to ftp.idsoftware.com and found the point release there. They don't have a very beefy server, but I've set ncftp downloading it without any of that fileplanet crap. They only allow 150 logins, but you could try: ftp://ftp.idsoftware.com/idstuff/quake3/win32/q3po intrelease_130.exe [idsoftware.com]
  • SGI IRIX port? (Score:2)

    by green pizza (159161) on Friday September 28 2001, @03:48AM (#2362752) Homepage
    I would imagine we'll be seeing 1.30 for Windows, Linux, MacOS Classic (8.x, 9.x) and MacOS X. But has there been any word on a port to SiliconGraphics IRIX? I recall one being started about a year ago, but I haven't heard anything since. Quake and Quake2, I know, have already been ported. Q3A would be a nice additional diversion on our machines at work. We fire up a Q2 deathmatch on our old Octanes every now and then.
  • Oh no ... (Score:3, Funny)

    by Dr. Ø (74418) on Friday September 28 2001, @03:49AM (#2362754) Homepage
    ... as if the global recession isn't enough! Now all production will end as well! I can already picture several fridays ending in gaming and beers. =D
    • Re:Oh no ... by Listen Up (Score:1) Saturday September 29 2001, @05:02AM
    • Re:Oh no ... by Dr. Ø (Score:1) Friday September 28 2001, @06:54AM
    • 3 replies beneath your current threshold.
  • download mirror (Score:3, Interesting)

    by jhealy (91456) on Friday September 28 2001, @03:57AM (#2362765)
    i'm mirroring the update to test out my dsl line, and because i'm probably stupid... anyways. ftp://download:software@pugetsoundmedia.com/q3poin trelease_130.exe
  • Use this fileplanet login (Score:5, Informative)

    by MyMarty (262639) on Friday September 28 2001, @04:05AM (#2362777)
    If you're paranoid (or lazy) use this to log into fileplanet:

    user: wuuhuu@eudoramail.com
    pass: slashdotted
  • Quite Sad (Score:4, Funny)

    by squaretorus (459130) on Friday September 28 2001, @04:33AM (#2362815) Homepage Journal
    I find it pretty sad (as in dead hamster) that we're all pretty much excited about this. Where are the new games???

    It's like the music industry - you know your getting old when your more interested in a new best of, or an album from a 15 year old band than something fresh.

    Either that, or all the new stuff is just dross. Are we all getting old, and reliving our youths through Quake and the B52s? or are all new games just dross?

    What with my aged fragile maind I cannot decide!
    • Re:Quite Sad (Score:4, Insightful)

      by Eugene O'Neil (140081) on Friday September 28 2001, @08:59AM (#2363329)

      Why do so many people assume that just because something is old, it must be obsolete? Characterizing Quake III arena as "old" epitomizes this attitude almost to the point of self-parody. If you think that is old, you may be shocked to learn that some people still play DOOM. I like to play Fallout 2, which does not even have a first-person-perspective 3D game engine. Some people even play games that date back to the dark ages before computers were invented: games with eldrich names like "Poker" and "baseball". Oh, the horror!

      The point should not be how new a game is, or how technologically advance it is: the point should be how much FUN it is. I feel sorry for anyone who loses track of this basic truth.

      [ Parent ]
    • Re:Quite Sad by F34nor (Score:2) Friday September 28 2001, @10:35AM
    • Re:Quite Sad by PhReaKyDMoNKeY (Score:1) Friday September 28 2001, @10:47AM
    • 2 replies beneath your current threshold.
  • FYI (Score:5, Informative)

    by stevarooski (121971) on Friday September 28 2001, @04:46AM (#2362827) Homepage
    If you want to avoid the mirror snag, use Q3's automatic update feature. Not sure if linux has this too, but the Win version got the game patched pretty quick.
    • Re:FYI by OblongPlatypus (Score:2) Friday September 28 2001, @04:56AM
      • Re:FYI by grammar fascist (Score:2) Friday September 28 2001, @05:54PM
        • Re:FYI by grammar fascist (Score:1) Friday September 28 2001, @06:21PM
  • Mirror Available (Score:4, Informative)

    by TalShiar00 (238873) on Friday September 28 2001, @04:48AM (#2362829) Homepage

    Here is a mirror of the file directly from file planet: http://www.cartsys.com/ted/q3/q3pointrelease_130.e xe [cartsys.com]


  • by DarkEdgeX (212110) on Friday September 28 2001, @05:01AM (#2362847) Journal

    I use an ATI Rage Fury Pro 32MB ViVo AGP card, and while playing Q3A (retail) the textures will ocassionally become corrupted and look "funky" (honestly, for lack of a better term-- I'll explain "funky" at the bottom in more detail), but everything will continue as normal (eg: poly's still moving and I can still make out SHAPES of objects). I actually have this problem with more than just Q3A, but other titles (like Emperor: Battle for Dune) appear to handle it more gracefully or atleast update their textures often enough that this corruption lasts only briefly.

    Has anyone else had this problem, and if so, was there a solution or work-around to keep it from happening?

    (Definition of "Funky" -- Textures will sometimes keep SOME of their original image, but will have dots or hatches in them (lines dotted through the texture), while other times the colors will become corrupted but everything else remains the same. Usually though, it's a combination of both of these, colors AND texture become corrupted and it never reverts back unless I quit (again, this is only in Q3A that I've noticed so far, Emperor: B4D appears to update cached textures (I assume this is the problem) frequently, so if a texture does become corrupted it's usually updated again within a few seconds.).)

    (Other system specs-- Windows 2000 Server, 1.25GB PC133 SDRAM, Tyan Tiger 133 (S1834D) motherboard, Intel Pro/100S Ethernet adapter, Dual Pentium III 800 MHz processors, SB Live! Value (OEM), various (more than 4) hard drives, and a Promise Ultra100 IDE controller (used in conjunction with the onboard Via ATA/66 controller).)

  • linux version (Score:1)

    by Simm0 (236060) on Friday September 28 2001, @05:03AM (#2362849) Homepage
    Are there any links to the linux version of the v1.30 point release?
  • Mirror for Win32 and Linux (Score:3, Informative)

    by TalShiar00 (238873) on Friday September 28 2001, @05:25AM (#2362877) Homepage

    Here is a mirror to the different distributions available: http://www.cartsys.com/ted/q3/ [cartsys.com]

    And if you would like to send us a nice note thanking us for making the mirror available (while it lasts) info@cartsys.com [mailto]

  • by antdude (79039) on Friday September 28 2001, @05:28AM (#2362880) Homepage Journal
    I copied, pasted, and reformatted:

    8-23-2001 (1.30)

    NOTABLE CHANGES IN QUAKE III AND TEAM ARENA - (1.30)

    -IF YOU ARE HAVING MOUSE SENSITIVITY ISSUES WITH THIS, AND THE VERSION 1.29g POINT RELEASES PLEASE READ THIS - This and the last version of the point releases, were compiled with a new version of Direct Input that may have changed your mouse sensitivity. If you have noticed a change, we have a fix for you. The cvar \in_mouse can be used to set the "feel" of the sensitivity back to previous versions of Quake III. At the console type:

    \in_mouse 1 - To get the same "feel" as version 1.27h. This is the default "feel" that was shipped with Team Arena.

    \in_mouse -1 - To get the same "feel" as version 1.17 of Quake III. These are the only 2 "feels" that Quake III and Team Arena have ever had, so one of the settings should get you back on track.

    \in_restart - must be used to initialize both of the above commands.

    -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. (Auto Update is for Win32 systems ONLY.)

    -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 & 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: "notq3a" (i.e.; Not Quake III Arena)

    VALUE: "1" or "0" 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 "vanilla" (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: "notta" (i.e.; Not Quake III: Team Arena)

    VALUE: "1" or "0" 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

    8-23-01 (version1.30)

    -Fixed sound bug (with Graeme hints) -- this crashed some mods

    -Made sure Sys_Printf doesn't get into an endless loop if logfile is on

    -Fixed qconsole.log issues, +set logfile 1 +set fs_debug 1 was crashing (any OS)

    -Fixed logfile 1 / ttycon 1 issue, didn't exit properly (same endless looping)
    Also fixes an issue reported by q3f team

    -Changed rcon commands from Com_DPrintf to Com_Printf so that they show up
    in the console (with IP information)

    -Fixed autodownload toggle in q3 ui

    • Why does Quake have a console? by infiniti99 (Score:3) Friday September 28 2001, @06:56AM
      • Re:Why does Quake have a console? by vrt3 (Score:1) Friday September 28 2001, @07:42AM
      • Re:Why does Quake have a console? (Score:5, Interesting)

        by Jburkholder (28127) on Friday September 28 2001, @07:43AM (#2363099)
        Funny thing was that the quake 1 command line was one of the things really drew me in. It started small: you could set up a config file to do things like set your rendering params, bind special commands to certain keys (really useful things like combinations for rocket jumping and sending common chat phrases and the like).

        I had never experienced this level of control in a game before. Quake 2 came out and a really excellent mod called lithium came out. Lithium was basically a customizable server mod that let the admin change a wide variety of gameplay characteristics (change the weapon damage, gravity, spawn delay, you name it). I decided to try to build a server for the first time and hook it up to my brand-new cable modem and run lithium.

        I was hooked, except the only thing I had around to use for a "server" os was NT4 workstation. Needless to say, I had no end of grief getting the thing to do everything I wanted. I started to lurk on the lithium server op mailing list to pick up any tips, and the conversations were dominated not by how to set up a server using nt, but which linux distro was easiest to use to get quake going and the like.

        Guess what? I went out and got a RedHat 5.2 boxed cd from compusa and dove in with both feet. By the time q3test came out I had learned quite a bit, had networked my whole house, set up a masq box to do the connection sharing instead of the quake server and I had moved to debian.

        Command line in Quake is fairly unique in games overall. I think having command line interpreter in the game was a strong contributing factor in the game's popularity with the budding online gaming community. It gave a fine-grained control to the user that was willing to tweak a custom .cfg file and no doubt led to a certain feeling of 133t-ness among those who followed the mod community.
        [ Parent ]
      • Re:Why does Quake have a console? by tshak (Score:2) Friday September 28 2001, @09:32AM
      • Re:Why does Quake have a console? by grammar fascist (Score:2) Friday September 28 2001, @06:02PM
    • Re:Q3A v1.30 Readme [Text File] from Windows Patch by Peyna (Score:2) Friday September 28 2001, @07:47AM
    • 1 reply beneath your current threshold.
  • by antdude (79039) on Friday September 28 2001, @05:34AM (#2362888) Homepage Journal
    I was able to play Urban Terror [urbanterror.net] mod in Quake 3 Arena v1.30 without problems. I didn't find out if the servers were using v1.30 when I played tonight.

  • by Anonymous Coward on Friday September 28 2001, @05:49AM (#2362909)
    AKA "The turd is finally polished!"
    Counterstrike has completely quad rocketed quake3 into submission. Don't believe me? Check gamespy.com's stats. I'll even save you the trouble....

    Top 5 Games By Players

    Half Life
    25155

    Quake 3: Arena
    2353

    If this isn't "Ma Mmma Ma Monster Kill" I'll buy you a copy of Unreal Touranment. How did an old creaky 3 year old engine (21 October 1998 release) have an order of magnitude of difference in popularity. Didn't Carmack get the curved surface alpha blended Wow-a-tron 9000 SIMD enhanced shaders right? Unfortunately he did at the cost of his core audience.

    The CPL (Cyberathelete Professional League) [thecpl.com] has dropped Q3 support. Other major tourneys are considering following suit and there seems to be a lot of frustration with the limitations of VQ3 (Vanilla Quake 3) turning into an eleborate game of pong. He with the best aim wins 40K!

    This is obviously an overstatement but isn't far from the truth. Read some of the pro tourney demo reviews (zero4, fatality, lakerman) and commentary on challenge-world.com (and affiliates). Search for the word "aim". All of the pro players recognize that big league Q3 is all about the crosshair. Obviously you need to hit your target but is that all deathmatch is about?

    Q3 seems to be bunny hopping right into the "wrong place", errr... Actually it isn't, and thats some of the problem. You can't bunny hop, acceleration jump, double jump, do complex air manauvers, and perform weapon switch combos (rocket to shaft -> pin to wall) because these were obviously bugs and Carmack fixed them. Its a near wonder that rocket jumping isn't "fixed". Maybe it is in Wolfenstin MP Test, I'm not sure. Q3 is bad deathmatch. Why? Let me count the ways:

    You can't control a map with 5 second item respawns, Depleting armor makes it armor heavy, you can't enhance your velocity, way too much weapon balence, the Grenade Launcher is timed poorly and is about as precise as throwing a dead tuna, the rockets are still too slow, etc, etc...

    Wait a minute you're saying... If these are legitimate problems that hardcore quakers tend to agree on, and the Q3 source is open, and easily moddable- why don't I shut up and start coding?

    Simple. Its already being done for and by hardcore quakers. Its called CPM Challenge Pro Mode [promode.org] it essentially rebreaks what Carmack has "fixed", and it makes a much more enjoyable (rewards dedication >> depth) deathmatch experience. It isn't nearly as fringe as you might think. If I was a betting man I'd give it 2to1 to overtake VQ3 in 2 years when all of the "I do it for the pretty colors" first person shooter llamas have moved on to the NBT.

    Look at the featureset, here [promode.org]
    See what hardcore quakers have said about it here [promode.org] and here [gamepig.com]

    Vanilla Quake3 is finally "gold"? Great. I could care less.
    • by ewhac (5844) on Friday September 28 2001, @06:29AM (#2362960) Homepage Journal

      Your Half-Life numbers are a bit disingenuous, as the crushing majority of "Half-Life" servers are actually serving TeamFortress Classic and CounterStrike. There are comparatively few HL servers running straight HL deathmatch (not to be confused with DeathMatch Classic, which attempts to recreate original Quake deathmatch, but with brand new art).

      As for the rest: Though the technique has been shown to me, I have yet to develop any bunny-hopping skill. Frankly, I have enough trouble shooting straight without having to worry about whether I'm turning the right amount in the middle of a jump. Don't get me wrong; I've spec'ed rather skilled bunny-hoppers, and it's very impressive when it's done well, but at my current skill level, it's a hopeless distraction.

      You can't control a map with 5 second item respawns, [ ... ]

      Whenever I can, I play deathmatch mode 3 (weaponstay). I detest deathmatch mode 1, since it basically turns the whole thing into a game of keep-away (which is about as fun for me as it originally was in the schoolyard). It's especially bad on DM3 (The Abandoned Base) in Quake{World}. "Kwitcher whinin'," I hear you say, "and go develop your 5k1llz." Well, thanks. Just how, in practical terms, do I go about doing that without some advice? Doing it on one's own tends not to yield helpful results: *blam* "Well, that didn't work." *blam* "That didn't work, either." *blam* "Fragged me again." *blam* "Nope, he's still not injured." *blam* "So he's got -- what? -- 90 rockets by now?" *ZOT!* "Oh, I guess he got bored with the rocket launcher." *blam* "Sigh..."

      I agree that Q3 rockets are too slow, and that they impact and detonate in a manner most unfamiliar to longtime Quake{World} players.

      Schwab

      [ Parent ]
    • Re:To bad Carmack improved the wrong things. by Lord Kenja (Score:1) Friday September 28 2001, @06:44AM
    • Re:To bad Carmack improved the wrong things. by onion2k (Score:2) Friday September 28 2001, @06:53AM
    • Re:To bad Carmack improved the wrong things. by Edmund (Score:2) Friday September 28 2001, @07:17AM
    • 2 replies beneath your current threshold.
  • My Mirror (Score:3, Informative)

    by alexburke (119254) <`slashdotmail' `at' `alexburke.ca'> on Friday September 28 2001, @07:04AM (#2363007) Homepage
    Here's my mirror [alexburke.ca] (Windows only, unfortunately).

    Don't hit this mirror before 8:15AM EDT since the file is currently being uploaded to the webserver.
  • Very fast EU (.de) mirror (Score:3, Informative)

    by Adnans (2862) on Friday September 28 2001, @07:08AM (#2363018) Homepage Journal
    Courtesy: www.q3cft.de

    http://q3ctf.net-soldiers.org/download/patches/lin uxq3apoint-1.30.x86.run [net-soldiers.org]

    -adnans

    • 1 reply beneath your current threshold.
  • by Tomun (144651) on Friday September 28 2001, @07:21AM (#2363046)
    ...failed.

    The one thing I wanted in the next linux version and its not there. Oh well.
  • Mirror List (Score:3, Informative)

    by onco_p53 (231322) on Friday September 28 2001, @07:54AM (#2363135) Homepage Journal
    Hit these... q3pointrelease_130.exe [clanbase.com]
    q3pointrelease_130.exe [pugetsoundmedia.com]
    q3pointrelease_130.exe [jetstreamgames.co.nz]
    q3pointrelease_130.exe [paradise.net.nz]

    Actually I had over 30 mirrors but the Lameness filter decided it would be in your best intrest if you did'nt see them Head over here [filemirrors.com] for more
    • 1 reply beneath your current threshold.
  • by bconway (63464) on Friday September 28 2001, @09:14AM (#2363387) Homepage
    If you've been experiencing segfaults when the sound system starts in Quake 3 under recent Linux kernels, it still isn't fixed, FYI. I've mailed the main Linux guy for Quake3 over at id multiple times, but he's basically said "the kernel's broken." All my Loki games work perfectly under 2.4.10, and I'm not sure if it's affecting all sound cards or only the two I've tried, but oh well, I figured I'd pass the word along.
  • What About Mac? (Score:1)

    by eAndroid (71215) on Friday September 28 2001, @10:06AM (#2363650) Homepage
    I use both Mac OS 9.1 and OS X and I'm wondering - worriedly - if there will be a Mac version. Has Id quietly dropped support for PPC?

  • Large mirror list (Score:1)

    by almightyjustin (518967) <dopefishjustin@NOSpaM.gmail.com> on Friday September 28 2001, @10:38AM (#2363879) Homepage
    FileMirrors.com has 26 mirrors [filemirrors.com] listed at last count.
  • MIRROR! (OC-3) (Score:2, Informative)

    by Prolixium (458542) on Friday September 28 2001, @10:40AM (#2363894) Homepage
    Fast mirror [prolixium.com] here thanks to my OC-3 EDU connection...
  • MD5 Sum (Score:2)

    by Dwonis (52652) on Friday September 28 2001, @11:08AM (#2364149)
    I got my copy from http://www.bsd-security.org/linuxq3apoint-1.30.x86 .run [bsd-security.org].

    The MD5 is:
    3ca9f611a036243a24e582b24bf127a8 linuxq3apoint-1.30.x86.run

    Anyone want to check if this is the same as the official one?

    • Re:MD5 Sum by tuffy (Score:1) Friday September 28 2001, @12:12PM
  • OT: FPS for toddlers? (Score:3, Interesting)

    by hoggoth (414195) on Friday September 28 2001, @12:10PM (#2364472) Journal
    I'm serious.

    My toddler likes to pick up the gamepad and push the buttons while watching my screen saver swirl around (gee, does this mean daddy is on the computer too much?). I'd like to put on some 3D First-Person game so he can get feedback and enjoy making it walk around and jump up and down. Can anyone recommend a FPS and a level or mod that would look interesting to a toddler with NO VIOLENCE and NO MONSTERS in it.

    BTW, before you even mention it, Blowing Barney's head off with a shotgun, while satisfying for me, is definitely a no-no for a toddler.

    I will try Half-Life in the "reception area" at the beginning of the game. There are a few guards and scientists, interesting walls, and no monsters. But I'd like something more interesting for him.

  • A patch? For WHAT? (Score:1)

    by icoloma (322750) on Friday September 28 2001, @12:28PM (#2364568)
    I mean, I use Quake III Arena to check if my Win2K machine is properly installed.

    When Q3 crashes, half my DLL's must be broken :)

  • by Blitter (15795) on Friday September 28 2001, @03:15PM (#2365547)
    "finger zaphod@idsoftware.com" reports "The Quake 3 1.30 Mac Classic installer is on the id ftp site." Hopefully the MacOS X one will come as well.

  • by Mr. Buckaroo (75837) on Friday September 28 2001, @05:02AM (#2362848)
    Note the 1998 date.

    This was well published at the time, and if I recall correctly, promptly fixed.

    I realize it is good measure to always be concerned about security. Keeping in mind past exploits is always a good way to foster security awareness, but I think in this case your point is without merrit.

    Id's team takes quality of work fairly seriously. Also, consider how many people attempt to break protection on Quake and how many folks are involved in its dev scene.

    I would personally be surprised if they ever screw up like that again.
    [ Parent ]
  • by SnapperHead (178050) on Friday September 28 2001, @08:38AM (#2363261) Homepage Journal

    Why buy the Windows version if you running Linux ? I bought the Linux version to support Linux games. I regularly buy Linux games to support what Loki games is doing, porting games to Linux. I am happy that there getting smart by making games so you can't do that anymore.

    [ Parent ]
  • by wardomon (213812) on Friday September 28 2001, @08:48AM (#2363299)
    I never thought that I'd say this but you are correct. UT rocks!!! Unreal mods and mutators are far easier to intall and use than the Q3A equivalent. The bots are "smarter" as well. Though Q3A has an undefinable "solid" feel to it's world, UT is more playable.
    [ Parent ]
  • by fault0 (514452) on Friday September 28 2001, @05:47PM (#2366190) Homepage Journal
    Because Halflife sucks compared to quake3
    And Counterstrike sucks compared to Urban Terror (http://www.urbanterror.net/)
    [ Parent ]
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