Quake III Arena - WSGF version WIP

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The_cranky_hermit
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Quake III Arena - WSGF version WIP

Post by The_cranky_hermit »

I've put together a widescreen mod for Quake 3, based on source code from ioquake3. I've also modified ioquake3 slightly, mostly so that this mod gets loaded automatically on servers running mods of their own.

The mod works with official Quake 3 too (run it with the parameter +set sv_pure 0), but I don't recommend it - not all of the features are compatible, and the only reason I can think of to use the official Quake 3 version is for playing on servers with Punkbuster, which would kick you for using this mod anyway.

Features:
[list]
[*]Native resolution support[/*:m]
[*]cg_fov value now corresponds to fov_y, making gameplay hor +[/*:m]
[*]cg_fov defaults to 75 instead of 90 (this is the correct value for fov_y)[/*:m]
[*]HUD scales and stays centered[/*:m]
[*]FMVs display properly, scaled and centered[/*:m]
[*]Most UI elements scale and stay centered[/*:m]
[*]Provisional tallscreen support (now in Vert +)[/*:m][/list:u]

Limitations:
[list]
[*]Can not play on Punkbuster servers (this is a limitation of ioquake3 itself)[/*:m]
[*]Can not play on "pure" servers[/*:m]
[*]Team Arena still requires a config file edit (see instructions below)[/*:m]
[*]Tallscreen mode HUD/UI has some quirks (especially in Team Arena) and isn't fully tested[/*:m][/list:u]


Instructions:
Make sure Quake 3 is installed. If you are using the Steam version, find the game directory (should be steamappscommonquake 3 arena) and MOVE/COPY it OUTSIDE of the Steam directory.

Download this: (link removed)

Source code here: (link removed)

Extract the files inside to your non-Steam Quake3 directory, overwriting any existing files. Run "ioquake3.exe" - you will find a new option in the System menu.

If you want to play Team Arena in widescreen, go to this directory:
%appdata%quake3missionpack

Edit the file "q3config.cfg" using a text editor such as Textpad. If the file (or directory) isn't there yet, try launching Team Arena and changing the resolution to anything in the System menu. This should make the file become generated.

Find this line:
seta r_mode "x"
and set it to "-1" .

Find these lines:
seta r_customwidth "xxxx"
seta r_customheight "yyy"
And set them to your desired resolution. Be careful not to get the two mixed up - sometimes they are put in reverse order.

It is not necessary to change your FOV.

Save, and Team Arena should work in widescreen.

Let me know how it goes!
sear
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Re: Quake III Arena - WSGF version WIP

Post by sear »

I receive the following error when I try to run your mod using the Steam version of the game, Windows 7 x64. Doesn't work either with the folder copied to the desktop, or running out of the Steam directory. I have Team Arena installed as well, in case that's relevant.

(Sorry, removed the broken link. Check my post below.)
The_cranky_hermit
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Re: Quake III Arena - WSGF version WIP

Post by The_cranky_hermit »

I can't see your image. I don't know how dropbox works, but your url is https, which means a secure connection. You need to use a public URL link.
sear
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Re: Quake III Arena - WSGF version WIP

Post by sear »

I can't see your image. I don't know how dropbox works, but your url is https, which means a secure connection. You need to use a public URL link.

Dammit, you're right, sorry about that. I just started using Dropbox; it has a photo album feature so I figured that the photos would be public by default. It shows up for me just fine so I assumed all is well. Here it is on TinyPic, that should work:

The_cranky_hermit
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Re: Quake III Arena - WSGF version WIP

Post by The_cranky_hermit »

I looked up the error - all signs point to that you need the MSVC runtime libraries.

I'm not sure which ones you need - I'm guessing you want x86 libraries since this an x86 application. But there's a 2005 package, a 2008 SP1 package, and a 2010 package, and I don't know if they are backwards compatible or not. I'll see if I can figure it out.
sear
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Re: Quake III Arena - WSGF version WIP

Post by sear »

I looked up the error - all signs point to that you need the MSVC runtime libraries.

I'm not sure which ones you need - I'm guessing you want x86 libraries since this an x86 application. But there's a 2005 package, a 2008 SP1 package, and a 2010 package, and I don't know if they are backwards compatible or not. I'll see if I can figure it out.

Yeah, I've got all of those installed, though, maybe some files are corrupt or I need an x86 instead of x64, or something? I'll go and reinstall the ones I have and see if there's any missing.

EDIT: Reinstalled all vcredist_x86 and x64 packages I could find (there are like ten of them including the updates), still no change. Tried running as an admin, as well, and no dice there either. Weird. Sounds like it might be an issue of Steam's DRM getting in the way.
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Re: Quake III Arena - WSGF version WIP

Post by The_cranky_hermit »

Steam's DRM shouldn't matter. It only applies to the original executable, and you're not using the original executable.

What happens if you use the ioquake3 executable, without my mod? Make sure none of my dll files are present in the baseq3 or missionpack directories.
sear
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Re: Quake III Arena - WSGF version WIP

Post by sear »

Steam's DRM shouldn't matter. It only applies to the original executable, and you're not using the original executable.

What happens if you use the ioquake3 executable, without my mod? Make sure none of my dll files are present in the baseq3 or missionpack directories.

Yeah, I tried that out as well and it works just fine.
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Re: Quake III Arena - WSGF version WIP

Post by The_cranky_hermit »

I just made a new version, this one without any debug manifest (and a few other changes). Try redownloading it. Make sure you're getting the new version and not the cached old version - it should be about 1.22MB and not 1.8MB. If it downloads a 1.8MB zip file almost instantly, you may need to clear your cache.
sear
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Re: Quake III Arena - WSGF version WIP

Post by sear »

Works now, but I get some pretty extreme fisheye when playing in 16:10. Is this intentional? I have the field of view set to the default of 90 in both config files but it seems like it's more like 120.

Couple more things. Weapon models do not match their 4:3 orientations. In widescreen, normally the models are cut off, whereas now they show too much which looks a little bit weird in some cases - could be related to the FOV being a bit high. I also noticed that when switching from a widescreen resolution to a 4:3 one, the HUD seems to get cut off on the bottom of the screen.

Thanks for your work on this, I'm glad Quake 3 is finally getting a quality widescreen implementation. The small issues with it always bugged me a little. I guess there's no chance of making a Steam-compatible version like some of the Doom and Quake source ports are?
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Re: Quake III Arena - WSGF version WIP

Post by The_cranky_hermit »

Works now, but I get some pretty extreme fisheye when playing in 16:10. Is this intentional? I have the field of view set to the default of 90 in both config files but it seems like it's more like 120

FOV should be 75, not 90. This is because FOV setting now corresponds to vertical instead of horizontal.

I also noticed that when switching from a widescreen resolution to a 4:3 one, the HUD seems to get cut off on the bottom of the screen.

Fixed, and new version uploaded. Thanks for catching that. For some reason 4:3 resolutions trigger tallscreen mode. That in itself isn't a problem, but I forgot to test tallscreen mode at greater widths than 640. This would affect RTCW too, so I fixed that as well.

I guess there's no chance of making a Steam-compatible version like some of the Doom and Quake source ports are?

What do you mean by "Steam-compatible?" The Doom and Quake source ports don't do anything special with Steam - you just need the data files that you downloaded through Steam, and you put them in a directory where the source ports can access them. Same with this Quake 3 mod.
sear
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Re: Quake III Arena - WSGF version WIP

Post by sear »

Thanks for the update, I'll grab it and test it ASAP. I'll also change the FOV back to 75 in the INI and see if it helps - I forgot you had change the way you handled that stuff.

What do you mean by "Steam-compatible?" The Doom and Quake source ports don't do anything special with Steam - you just need the data files that you downloaded through Steam, and you put them in a directory where the source ports can access them. Same with this Quake 3 mod.

Well, I know that there are patches with Quake 1 and Quake 2 someone put together which not only work when installed in the Steam directory, but actually cause other apps like Steam, Xfire, Raptr etc. to log the game time and show in-game status properly, despite using a different executable. For example, I've got Quake 1 running DarkPlaces on Steam, but it shows up as just Quake, and it displays in my friends list as such; I don't have to copy files around and lose out on various Steam features.

Also, is there any downside to copying over the original Quake 3 files, or will that cause problems when not running your modded IOQuake3?
The_cranky_hermit
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Re: Quake III Arena - WSGF version WIP

Post by The_cranky_hermit »

Well, I know that there are patches with Quake 1 and Quake 2 someone put together which not only work when installed in the Steam directory, but actually cause other apps like Steam, Xfire, Raptr etc. to log the game time and show in-game status properly, despite using a different executable.

You should be able to use those features by configuring those apps to track the executable. For Steam, you would click "Add a game" and browse to ioquake3.exe. And you don't *have* to move it out of the Steam directory. I just recommend you do - that way, Steam will never try to overwrite the modded files.

For example, I've got Quake 1 running DarkPlaces on Steam

How did you that, exactly?

Also, is there any downside to copying over the original Quake 3 files, or will that cause problems when not running your modded IOQuake3?

Actually, my mod is partially compatible with the original Quake 3. The downsides are that if you use my mod, you can't play on pure servers - even with the original Quake 3 exe. Also if your "original" version is the Steam version, Steam might overwrite the modded files.
sear
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Re: Quake III Arena - WSGF version WIP

Post by sear »


You should be able to use those features by configuring those apps to track the executable. For Steam, you would click "Add a game" and browse to ioquake3.exe. And you don't *have* to move it out of the Steam directory. I just recommend you do - that way, Steam will never try to overwrite the modded files.

Yeah, I'm aware of adding shortcuts, that's not quite the same. :p


How did you that, exactly?

See here: http://forums.steampowered.com/forums/showthread.php?t=972530

Also has a patch to restore the original CD music, which is quite nice as well.

I tweaked the FOV but the values seem completely ignored by your mod. It seems like the widescreen FOVs are all too high for me, at least the single-monitor ones (don't have a multi-monitor setup to try the others on). It's not terrible, but I don't think it's quite as intended, especially since 4:3 displays correctly.
The_cranky_hermit
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Re: Quake III Arena - WSGF version WIP

Post by The_cranky_hermit »

See here: http://forums.steampowered.com/forums/s ... p?t=972530

I looked at the patch... there's nothing special about that version of Darkplaces to make it work with Steam. All he did was rename the executable to "winquake.exe" and "glquake.exe."

If you were to rename the executable "quake3.exe" and copy it to the Steam installation, overwriting the old files, that would do the exact same thing.

I tweaked the FOV but the values seem completely ignored by your mod.

Did you edit the correct file? Remember - it's in %appdata%quake3baseq3, not in the game directory. Also, have you tried changing it ingame via console command?
sear
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Re: Quake III Arena - WSGF version WIP

Post by sear »


Did you edit the correct file? Remember - it's in %appdata%quake3baseq3, not in the game directory. Also, have you tried changing it ingame via console command?

Yeah, I edited both the Arena files and Team Arena files. I'll try changing it in-game.

EDIT: That works fine. Thanks!
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Re: Quake III Arena - WSGF version WIP

Post by The_cranky_hermit »

I still think you were editing the wrong files. Literally copy and paste this string into an explorer address bar:
%appdata%quake3baseq3

This will bring you to the directory where ioquake3 stores its settings.
sear
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Re: Quake III Arena - WSGF version WIP

Post by sear »

I still think you were editing the wrong files. Literally copy and paste this string into an explorer address bar:
%appdata%quake3baseq3

This will bring you to the directory where ioquake3 stores its settings.

Oh, no wonder! I was editing the stuff in the Quake 3 directory, not the IOQuake3 directory. Makes sense. :P
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