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slide 2 slide 1 gaius gaius QuakeIII Arena or Quake3 QuakeIII Arena or Quake3

when a player’shealth points reach zero, the avatar of wasreleased on December 2nd, 1999 that player is fragged; soon after the player can then respawn and continue playing with health points differs from the previous games in the Quakeseries restored, but without anyweapons or power-ups in that it excludes the normal single-player element, previously gathered instead focusing upon multiplayer action the game ends when a player or team reaches a the solo experience in Q3 is arena combat versus AI specified score, or when the time limit has been opponents (further reading 〈http:// reached en.wikipedia.org/wiki/ Quake_III_Arena〉) the single player mode of the game consists of the same thing against computer controlled bots the aim of Q3A is to move throughout the arena fragging (killing) enemy players and scoring points

slide 3 slide 4 gaius gaius Quake3:the game modes Weapon in QuakeIII

are: the weapons are designed such that there is no longer acompletely dominant weapon team deathmatch capture the flag weapon balance was achievedbyexamining earlier tournament (1 on 1) games in the series Quakeand QuakeII in which players test their skills against each other in eg the rocket launcher in Quakeissoeffective one-on-one battles, and an elimination ladder that it dominates entire whereas in QuakeIIthe rocket launcher was toned down so much that it was passed overfor other weapons (railgun)

the rocket launcher in QuakeIII is effective touse but it not overpowered allowing it to be countered in manysituations slide 5 slide 6 gaius gaius QuakeIII weapons Technology: Graphics

Gauntlet unlikemost other games released at the time, circular sawblade 3requires an OpenGL-compliant graphics accelerator and does not include a software renderer Machine Gun, Shotgun, Grenade Launcher,Rocket Launcher,Lightning Gun, Rail Gun, Plasma Gun, the graphical technology of the game is based tightly BFG10K around a "shader" system where the appearances of manysurfaces can be defined in one of manytext shader scripts further references, login into GNU/, open up a files referred to as terminal and type q3 and play for an hour or five shaders are described and rendered as several layers, each containing one texture, one blend mode which determines howtosuperimpose it overthe last one, and texture orientation modes such as environment mapping, scrolling, and rotating

slide 7 slide 8 gaius gaius Technology: Graphics Technology: Graphics

these features can be readily seen within the game Quake3introduced spline-based curved surfaces in manybright and active surfaces in every map, addition to planar volumes and evenonthe character models result in manyofthe smooth surfaces present awater volume is defined as such by applying a within the game water shader to its surfaces cathedral arch effects slide 9 slide 10 gaius gaius Quake3models: md3 Quake3video: RoQ

original version of Quake3provided support for the in-game videos all use a proprietary format called models animated using vertexanimation with RoQ attachment tags, allowing models to maintain it was successfully reverse-engineered in 2001 separate torso and leganimations and hold weapons the actual RoQ decoder is present in the Quake3 release Quake3:Team Arena, support for skeletal models wasalso added RoQ has seen little use outside of games based on the Quake3isone of the first games where the third- Quake3orDoom 3 engines, but is supported by person model is able to look up and down as well several video players (such as MPlayer) as around (due to the head, torso and legs being separate) Quake3includes visual features such as volumetric fog, mirrors, portals, decals, and wav e-likevertex distortion

slide 11 slide 12 gaius gaius Networking Networking

Quake3uses a snapshot system to relay information Quake3also integrated a relatively elaborate cheat- about game frames to the client overUDP protection system called pureserver the server updates object interaction at a fixed rate anyclient connecting to a pure server automatically independent of the rate clients update the server with has pure mode enabled their actions, and then attempts to send the state of all and while pure mode is enabled, only files within objects at that point in time (the current frame) to data packs can be accessed each client clients are also disconnected if their data packs fail the server attempts to omit as much information as one of several integrity checks possible about each frame, relaying only differences from the last frame the client confirmed as received almost all data packets are compressed using Huffman coding using static pre-calculated frequency data, to reduce bandwidth evenfurther slide 13 slide 14 gaius gaius Free Software

on August 19, 2005, released the these projects are in continual development and since complete source code for QuakeIII Arena under the this module started there has been tworeleases of GNU General Public License, as theyhav e done for engines and maps most of their earlier engines ioquake runs on Windows, MacOS, Solaris, howeverthis does not makethe entire game GPL GNU/Linux operating systems as the textures and other data were not released it compiles and runs beautifully under GNU/Linux - aproject called OpenArena addresses this problem, both on 32 bit and x64 bit systems creates open content and bundles it with the engine as astand-alone Quake3clone the ioquake 〈http://ioquake3.org〉 project version of the Quake3engine is installed in our labs together with the content from OpenArena 〈http://openarena.ws〉 project

slide 15 slide 16 gaius gaius ioquakefeatures ioquakefeatures

OpenAL is nowused for sound. Surround sound colors converted to ANSI escape codes in terminal supported output

AV Ivideo capture of demos. improvedauto-completion on the console.

Ogg Vorbis support persistent console history

SDL being used for input, OpenGL context much improvedQVM tools management, and sound though not on Windows yet MinGW compilation support on Windows and cross- compilation on Linux

MDR support (similar to md4) slide 17 slide 18 gaius gaius XreaL XreaL

XreaL is currently in development screenshots 〈http:// it will be a non-commercial multiplayer only first xreal.sourceforge.net/xrealwiki/ person shooter ScreenShots〉 based on a heavily modified Quake3Arena engine note that it will import doom3 maps its aim is to push the rendering technology until it can be compared with current commercial titles and then supports to produce a playable Total Conversion omni-directional variance shadowmapping avivideo and audio recording Quake3Arena’sgameplay will be only slightly ogg Vorbis audio file format support modified the simpleness of the original game will stay but the game media will be replaced completely with high quality assets that match the newengine’s technology

slide 19 gaius XreaL

uses Lua 5.1 layer for levelentity scripting allowing map designers to control entities as in Doom3 does support the followmap formats Doom3 map file support Version 2 Quake4 map file support Version 3 Doom3 mtr shader support further reading 〈http:// xreal.sourceforge.net/xrealwiki/ Development〉