Posted by sasDVP @ 08:27 CST, 14 November 2025 - iMsg
Carmac one of the key figures who helped turn gaming into esports. Before the stages and the cameras, he was part of the Unreal Tournament community a place where passion, rivalry, and raw competition shaped the future. His journey from fragging to founding is one of the most authentic stories in esports history.
Posted by Teen Queen @ 17:28 CST, 13 November 2025 - iMsg
Imagine this - the ability to play your favourite arena shooter game... IN BROWSER, no download needed!
It's not an invite only closed beta from 2008, but apparently a Docker container.
10 years later, quake lite JS
From the author:
This project is a non-commercial fan implementation and is not affiliated with or endorsed by id Software or ZeniMax Media. “Quake III Arena” and related trademarks are the property of their respective owners.
Only the officially released Quake III Arena demo data files are used. No full retail game assets are hosted, included, or required; all gameplay content is limited to files that id Software made publicly available for free.
The engine is based on ioquake3, an open-source project licensed under GPLv2. In accordance with the license, the source code for the modified ioquake3 WebAssembly build and supporting glue code is available upon request.
Posted by Jamerio @ 21:51 CST, 11 November 2025 - iMsg
I put together a prototype for an online multiplayer FPS game which revolves around real world factions and divisions.
Obviously everything would look a lot better with dedicated talent, but the main idea behind it was to have a game where players align to their real world alliances and do battle against their real world enemies.
I don't know if anything will come of it, its just something I wanted to put out there as I worked on it in my spare time.
My main question is, and trolling aside, do you like the idea of playing a game where your team mates are people you are aligned with in the real world on big world issues and your opposition are people who you dislike?
And of course it would have FFA type things too, but it makes more sense as a team game.
It really daunting looking at the visual quality of games like BF6, but its 400 million dollar game with about 6,000 staff.
I'm personally bored of so many games these days, so I wanted to bypass legacy rulesets for how games are made.
Arbitrary teams and factions etc, that don't really mean much, and bring in low level emotions and then build a game around that.
Does anyone know if the WMO has a JST connector on the PCB for the cable or are the cables soldered in there? I would like to do the paracord mod but if it's not a matter of switching the cable and you have to solder it then I'll have to find someone skilled that knows how to do it. I have heard some models have the cable soldered permanently and others have a JST connector but isn't clear.
feels like cpma with higher rocket splash to me, but no where close to osp. And anyway, as long as lg doesnt have a lag added and its old dmg back it will never feel like osp :<
It feels nothing like OSP due to the netcode being so much different and the physics.
It feels nothing like CPMA either though because it just feels so unsmooth.
Gotta love busting up fully loaded heavy APC parties with the shrike though :D Dodging mortars and the tailgunners rockets while pew-pewing lasers $ :D
Edited by voodoochopstiks at 02:25 CDT, 19 September 2008
QL SUCKS BIG TIME in terms of smoothness, feature wise and other stuff (small models, no cg_nomip, no cg_altlightning, no real brightskins, bad netcode) but the gameplay feels quite nice. However I've tried and tried and still I can't reach 125 fps so I don't play it anymore anyways.
So my vote goes for CPMA VQ3, tho recently I'm really having much fun with CPM.
Edited by MEFajpE^ at 18:25 CDT, 17 September 2008
It's so funny. QL looks literally a bit better than Q3 (skins, lightning [tho I still prefer Q3 graphics]) but for fuck sake I can play in Q3 CTF with 5v5 and FPS never drops, and in QL I can't even reach steady 125 FPS in... DUEL. LOL.
So, do you (or anyone else) think a Radeon 9700 is fast enough of a video card for a solid 125fps? Let's say on ultra-lowest settings at 640x480, and assume that the CPU is fast enough (not an issue).
Well the Radeon 9700 is a card introduced in 2002 (more than 5 years old), so it's definitely considered "shitty" by today's standards...
But it can run Q3 at 1024x768 with quite high settings (lightmap on, picmip 0) on solid 125fps, so I assume it can run Quake Live at 640x480 at the lowest settings on solid 125fps, at least that's what I hope.
its just that you seem to be the most decent american i'v ever seen and it freaks me out.
it seems like you're not this dumbed down patriotic idiot, and it doesn't seem like you're this religious brain washed twat either.
scary.
Not surprising... CPMA/cpm ain't a game, its a development tool.
I'm definately not against technical changes but gameplay ones.
Recent changes includes reduced ammo count, utterly ridiculous squarish splashradius, reduced tele-exit speed and so on. Hopefully, the pseudo random rail-damage given lenght did not make it...
We're players, not Guinea pigs, we'd like to organise tournaments on a well established game that doesn't change its rules every now and then :/
so you think being completely anonymous hiding behind a company name say "electronic arts" and no chance of players affecting the changes made is the way to go? at least in cpm people that actively participates in testing and helping out will be heard. Anyways, i see where this is heading..
I disagree to be honest, while CPM does change every so often, that's a good thing, it's not perfect and probably never will be because times change. The changes are usually quite small any way (the ammo is an exception to that obviously though, although when they put sg and rl back it's fine to be honest, rail needed a bit of a nerf anyway :)) so it doesn't massively affect the game. I think of CPM as more of a general idea than a specific set of rules, it's adjusted frequently to try and keep the idea in line.
I agree, perfection is unreachable in a multiplayer game, you'd be alone playing bots otherwise. Even though I've seen more version changes than new cpm enthusiasts during the past two years...
The idea like you say isn't beta anymore, its 1.46 already !
So why can't we stick with a given version of the game until some players spots an awfull exploit that, for once, really need to be fixed ?
Talking about the reduced ammo, it literally killed the latest and biggest cpm online tourney... At that time, they prolly thought something along the lines of "hey, big tournament over here, let's not miss that opportunity, let's change some settings to see how our lab rats will do".
If you're going to whine at least make a vague attempt to get details right, when you get so much wrong it's easier to ignore your views.
"utterly ridiculous squarish splash radius"
No, it's a sphere, that's never changed.
"reduced tele-exit speed"
The overall effect of that change was to make them potentially faster, but you were probably in too much of a raged huff to listen.
"reduced ammo"
So which is it that is such a problem for you? GL, RG or LG? Most players seem to have come around to those changes after the RL and SG were returned to their former values.
I know you don't like the stairs splash, it's not ideal but nor is the alternative. We may have a fix that gives the best of both worlds. You're welcome to stick to an older version of CPMA if you don't like changes, it's not like they cease to exist. The German CA players who want fast rail have done so. The reason you're just dismissed out of hand now is that you went from disagreeing with a change which is fair enough and I took the time to explain it to you to personal insults at which point I don't give a shit and you can pay for a mod you like or go away.
I know the splash radius is spheric, but it has a "rectangular behaviour" on stairs and ledges hence the "squarish splash". Its a small change, but I couldn't believe you made it without even thinking of the drawbacks nor asking the community before.
About the tele-exit speed, I've noticed a slowdown and no advantages at all with double jumps no matter how I used to perform my circle-jumps.
I can deal with the reduced ammo but its not like I had troubles with ammo quantity in previous versions, except GL. Anyway, keeping "unlimited" ammos weren't as dumb as enforcing such a gameplay change during a tourney. Spam is annoying, running out of ammo too often is even more annoying.
Talking about CA, don't you think there is a communication problem between you and the community about the changes you do if some players decide to stick with any previous version than the current one ?
Now I think you consider gameplay changes a more interesting activity than playing the damn game... So, have fun trying to reach perfection but you better not blame players nor mappers for having left promode.
I little far fetched, but WoW has not been in beta for like 4 years or something, and still we see MAJOR gameplay changes which don't just influence a single scenario but the gameplay across the board.
What communitcation problem ?
Example: There are endless ways to play poker. Different people have difference preferences and thus play according to different rulesets, separately. (Yes, it would be nice to get everyone under one roof...)
I haven't actually played CPM (CPMA?) but to be honest, reduced ammo would just make the game more entertaining.. and I am not gonna bother explaining why.
Yes, the QL won't be able to take the place of the Q3 OSP in hearts of many players. And they just... They'll continue to play the game they really LOVE. That’s all folks!=)