As far as i know, there already is a mod that gives quake 3 some singleplayer campaign functions and capability...i think it's the Entity+ mod. Though what i also know, is that E+ requires maps specifically created for it. You cannot play it with VQ3A maps "out of the box" My aim with my mod is a sandbox, horde-mode arena style of game. The joy of just running around, killing lots of targets. And have it so that you can play it on most VQ3A compatible maps(mostly doesn't work with CTF maps though)
@@CatsOverdrive Makes sense, that was the largest amount of players that Quake II could handle. Though, theoretically according to Carmack, Q2 could potentially handle 150 players with the right kind of map design.
Back in the day we got 64 people on a server just to see how high we could stack them. Ended up needing a custom map, and I think we needed a custom server exe to handle all 64 clients too, there was definitely something in the official game ship that couldn't handle the load. There's still a video of it knocking about in a few places, complete with terrible music as was the style at the time. The important thing was I had an onion tied to my belt. th-cam.com/video/DwIJykZZrXI/w-d-xo.html
"-there was definitely something in the official game ship that couldn't handle the load." From what I know, there's two "safety-measures"; First off is the cvars, com_hunkemegs/zonemegs, the game will only use the amount of hunk and zone megs of RAM specified. The second one is coded in the QVM files. How it divvies and allocate a given memory is there, and more importantly, there's a hard set limit written. Meaning, even if you invoke on the cvars to use, like, 512mb of you memory, it will only use a fraction of that. So despite higher ram on modern systems, you will encounter a soft crash due to 'memory limitations'. Now, I did hacked that on my mod, pretty much removing the memory alloc limits. But I think, the problem then is that, since the original quake3 executable was built and used to run on 32bit systems, it cannot actually use alot more RAM that I actually have. So I'd stumble onto malloc errors at best, or get into horrible buffer overflow at worst. Now, the modernised sourceport that I'm using(and HIGHLY recommend) is Quake3e. It's dynamic memory handling and allocation are an absolute godsend for me.
Actually intentionally scripted them to act like so, as they're the most basic enemy archetype you can spawn in the map. There are other enemy types you can spawn, like an aggressive melee-only that always chase after you, or a boss-ish type demon enemy that has alot of health, and moves and fights just like a high tier Q3A bot. And others.
@@TechnoManiac02 here's the mod: www.moddb.com/mods/cz45modbundle/downloads/cz45q3uacm-2023release Then here's the patch: www.moddb.com/mods/cz45modbundle/downloads/cz45q3uacm-2024patch I very much recommend perusing through the included readme and other text files for installation, info, and playing the mod proper.
@@chpsilva as i stated on another similar comment, those bot spawns are specifically scripted to act like so, since they're the most basic enemy types you can spawn in my mod. There are other enemy types available to fight in that mod, and most of them are more proactive in moving closer towards you.
yep, q3e can do this, however, depends of many others aspects, like the map, gametype (tdm, ctf, etc), or mod (three wave, etc). even more complex is the enviroment (map, mod, effects applied to this) q3e eventually crash too if you put on it too many bots. you can try this with q3ta (quake 3 team arena mod) on the map distant screams (mpterra2.bsp) with CTF gametype. if you add 24 bots for each team (red and blue), the game will crash. I've heared that mpterra2.bsp have bugs on his build and it need to fix/improve the performance of some way. well, that's it. great video.
I don't have the Team Arena expansion(nor the interest in getting it), so i can't really test it. But i think. The crash happens, regardless of source ports used, because TA's qvms have hardcoded memory allocs set, as a failsafe measure. I simply copied a line of code i got from some surviving slav quake 3 modding forum, that allowed me to spawn more bots without crashing. But i did once tripped on a buffer overflow which caused player hit detection go absolutely bonkers. I have yet to replicate that glitch though.
This is AWESOME. We''re one step closer to a proper Quake 3 mission-based singleplayer campaign!
As far as i know, there already is a mod that gives quake 3 some singleplayer campaign functions and capability...i think it's the Entity+ mod. Though what i also know, is that E+ requires maps specifically created for it. You cannot play it with VQ3A maps "out of the box"
My aim with my mod is a sandbox, horde-mode arena style of game. The joy of just running around, killing lots of targets. And have it so that you can play it on most VQ3A compatible maps(mostly doesn't work with CTF maps though)
Looks like this is the way the game is meant to be played.
This is AWESOME. We''re one step closer to a proper Quake 3 mission-based singleplayer campaign!
Haha this is epic!
Rookie numbers, now double it!
Tried it, tested by setting 'maxclients' to 128. But discovered that there's a hardcoded max limit of 64 players.
@@CatsOverdrive Makes sense, that was the largest amount of players that Quake II could handle. Though, theoretically according to Carmack, Q2 could potentially handle 150 players with the right kind of map design.
epic
Imagine this with the excessive mod 😮
Quake Sandbox supports 256 bots
Hmmm...will check that out.
@@CatsOverdrivei ported quake sandbox to mobile
Damn, that looks tons of fun
Back in the day we got 64 people on a server just to see how high we could stack them. Ended up needing a custom map, and I think we needed a custom server exe to handle all 64 clients too, there was definitely something in the official game ship that couldn't handle the load.
There's still a video of it knocking about in a few places, complete with terrible music as was the style at the time. The important thing was I had an onion tied to my belt. th-cam.com/video/DwIJykZZrXI/w-d-xo.html
"-there was definitely something in the official game ship that couldn't handle the load."
From what I know, there's two "safety-measures"; First off is the cvars, com_hunkemegs/zonemegs, the game will only use the amount of hunk and zone megs of RAM specified. The second one is coded in the QVM files. How it divvies and allocate a given memory is there, and more importantly, there's a hard set limit written. Meaning, even if you invoke on the cvars to use, like, 512mb of you memory, it will only use a fraction of that. So despite higher ram on modern systems, you will encounter a soft crash due to 'memory limitations'.
Now, I did hacked that on my mod, pretty much removing the memory alloc limits. But I think, the problem then is that, since the original quake3 executable was built and used to run on 32bit systems, it cannot actually use alot more RAM that I actually have. So I'd stumble onto malloc errors at best, or get into horrible buffer overflow at worst.
Now, the modernised sourceport that I'm using(and HIGHLY recommend) is Quake3e. It's dynamic memory handling and allocation are an absolute godsend for me.
Id software si hiciera buenos juegos:
This is AWESOME. We''re one step closer to a proper Quake 3 mission-based singleplayer campaign!
Space ctf forever…….
Well... they stand still, so... kinda it's no working i guess
Actually intentionally scripted them to act like so, as they're the most basic enemy archetype you can spawn in the map. There are other enemy types you can spawn, like an aggressive melee-only that always chase after you, or a boss-ish type demon enemy that has alot of health, and moves and fights just like a high tier Q3A bot. And others.
Where can I download this mod, I already have quake3e installed by the way
@@TechnoManiac02 here's the mod:
www.moddb.com/mods/cz45modbundle/downloads/cz45q3uacm-2023release
Then here's the patch:
www.moddb.com/mods/cz45modbundle/downloads/cz45q3uacm-2024patch
I very much recommend perusing through the included readme and other text files for installation, info, and playing the mod proper.
@@CatsOverdrive thank you so much!!!
@@TechnoManiac02 thank you for having interest in my mod. Stay tuned as i'm developing an update for it. :)
cpu overdrive
Is it me or the bots are just hanging there, awaiting to be obliterated ? Seems like the AI is disabled or something like that.
@@chpsilva as i stated on another similar comment, those bot spawns are specifically scripted to act like so, since they're the most basic enemy types you can spawn in my mod. There are other enemy types available to fight in that mod, and most of them are more proactive in moving closer towards you.
yep, q3e can do this, however, depends of many others aspects, like the map, gametype (tdm, ctf, etc), or mod (three wave, etc). even more complex is the enviroment (map, mod, effects applied to this) q3e eventually crash too if you put on it too many bots. you can try this with q3ta (quake 3 team arena mod) on the map distant screams (mpterra2.bsp) with CTF gametype. if you add 24 bots for each team (red and blue), the game will crash. I've heared that mpterra2.bsp have bugs on his build and it need to fix/improve the performance of some way. well, that's it. great video.
I don't have the Team Arena expansion(nor the interest in getting it), so i can't really test it. But i think. The crash happens, regardless of source ports used, because TA's qvms have hardcoded memory allocs set, as a failsafe measure. I simply copied a line of code i got from some surviving slav quake 3 modding forum, that allowed me to spawn more bots without crashing. But i did once tripped on a buffer overflow which caused player hit detection go absolutely bonkers. I have yet to replicate that glitch though.