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WHAT YEAR IS IT (6 comments)
Posted by jstn @ 22:57 CDT, 13 April 2025 - iMsg
I got it in my head to play Quake again and remembered I used to bum around this place constantly back then. Last time I played was circa 2013 probably I think. What'd I miss?

Is like QL still ass but the only place anyone plays anyway? Is Q3 still 12 dudes on IRC? Does that one brain damaged english dude still rant about Q4 and militia every other day? Did cooller get conscripted to fight in Ukraine and, if so, is rapha planning a daring and romantic rescue mission? Someone fill me in here. I heard czm solved math finally.

I did hop on QL and play a few duels and I actually won all of them instead of getting stomped 20-0 so obviously someone went and fucked something up somewhere because that's never been a thing before.
1050 Hits
RECOVER DELETED ACCOUNT (No comments)
Posted by Primal @ 18:01 CDT, 8 April 2025 - iMsg
Is it possible to recover my recently deleted account from qlstats?
172 Hits
250 FPS QL League - Season 2 (1 comment)
Posted by Danmer @ 12:58 CDT, 2 April 2025 - iMsg
250 FPS QL League returns with a second season!

The league will run for two months, starting on April 12, 2025. There will be a lot of interesting matches for the total prize pool 3,500$ by EGB. They also provide an opportunity to place bets on each match. So you can even earn a little money if you know the players well enough.

The league will start with four qualifying tournaments for everyone. First and second places will advance to the main part, where they will play with 8 invited players in a round-robin system. The top four players will compete in the super final for an additional prize.

The fate of the next seasons depends on your support: reposts, views, reactions, comments, and bets. So don't let us down!

Schedule, streams, rules, links, etc: https://250fps.com

250 Hits
Quake Strike v0.82 (1 comment)
Posted by baron Railgun @ 19:34 CDT, 31 March 2025 - iMsg
I made Quake Strike, which is a combination between Quake3 and Counter Strike mechanics, which you can play versus your friends if they are skilled at fps players but not so good at Quake, given increased weapon damage, movement hinder if you wear too much armor, increased gauntlet damage based on the scarcity of player's health (the lesser health you have, the bigger the damage), increased lightning damage versus armored opponents, bc electricity versus iron, weapon and items spawn increased to 30 s and more, like in Quake2, to strategize more, and so on.

Mod based on ioquake3,
link for the code and exes here:

https://github.com/baronRailgun/QuakeStrike-v0.82

Gonna set a server online as well at a later time.


The code have only been tested versus bots, their code have not been modified though, yet. It should work ok with players though.


small gameplay footage here:
https://www.youtube.com/watch?v=TWgmVuYNOCA&t=1s
Edited by baron Railgun at 13:55 CDT, 4 April 2025 - 379 Hits
Magnetic keyboard (No comments)
Posted by BalkanFM @ 17:01 CDT, 29 March 2025 - iMsg
Anyone have any experience with these type of keyboards? Im interested because of the instant activation and deactivation that you can configure.. im thinking about getting one to be able to play defrag and jump with the spacebar like im used to after so many years. I just cant get myself to jump with mouse2 and i think its a bad option for all other quakes as it hinders your aiming.
Please post some suggestions which one to get
456 Hits
Best mouse in 2025 (4 comments)
Posted by BalkanFM @ 16:52 CDT, 29 March 2025 - iMsg
So whats the mouse to get nowadays? 1000hz, no smoothing and no accel or other processing interfering.. no negative/positive accel when doing fast motions and a high malfunctioning speed.. quality switches that are responsive and fast.. thats what im looking for in a mouse if anyone has any suggestions based on those criteria
Edited by BalkanFM at 17:37 CDT, 29 March 2025 - 775 Hits

<< Comment #1 @ 11:16 CST, 16 February 2009 >>
By protoss micke 
It's fine. I guess the railgun damage could be a fixed number < 100
<< Comment #2 @ 11:43 CST, 16 February 2009 >>
By cpma Has3 
no bunny while not being cpm...
but I prefer it over vq3
Edited by Has3 at 11:46 CST, 16 February 2009
<< Comment #3 @ 04:54 CST, 24 February 2009 >>
By Nuke Explosion raithza 
cq3 rocks
<< Comment #4 @ 06:16 CST, 24 February 2009 >>
By clawo ini 
Has to be the variable railgun damage. Just stick the damage as the middle value for near and far.

I'd like to see Double Jumps too.
<< Comment #5 @ 07:31 CST, 24 February 2009 >>
By 2k2_2 Nukm 
how does the PM2 spawn system work?
<< Comment #7 @ 08:40 CST, 24 February 2009 >>
By Unset Aaron  - Reply to #5
random other half of the map?

could be wrong, ix correct me!
<< Comment #8 @ 08:48 CST, 24 February 2009 >>
By United Kingdom ix  - Reply to #7
You are correct.
<< Comment #9 @ 08:50 CST, 24 February 2009 >>
By Poland mefajpE^  - Reply to #7
if so, then it sucks.

there's nothing better than raping your opponent at spawns <3
<< Comment #10 @ 09:12 CST, 24 February 2009 >>
By Unset Aaron  - Reply to #9
both had advantages I think

the PM2 system is far better in the long run, and generally speaking that's what you should aim for.

but in an ideal world where good quality maps are continuously cycled (lulz) then I would probably prefer a VQ3 like system
<< Comment #6 @ 07:55 CST, 24 February 2009 >>
By knirtlotz*deotrip deotrip 
hitsounds!!!!!!!!
<< Comment #25 @ 15:25 CST, 26 February 2009 >>
By Poland Xsi  - Reply to #6
yeah, i really hate it!
<< Comment #11 @ 09:16 CST, 24 February 2009 >>
By Unset Aaron 
probably the rail damage

PM2 spawn system I would say is not too bad but fucking awful on hub. VQ3 might have a predictable spawn system but it has awesome starting spawns with the except of two possibilities (hub and dm6 pillar). The PM2 starting spawns can be crazy unfair especially on ztn.

hit sounds don't matter they might be annoying but they barely effect gameplay.
<< Comment #19 @ 19:03 CST, 24 February 2009 >>
By aggnog_duck spyteman  - Reply to #11
ye wish cq3 had vq3 start spawns and rest pm2 :<
<< Comment #12 @ 12:23 CST, 24 February 2009 >>
By zerg vedic 
why do we have this poll instead of one about walter/kgb?
<< Comment #13 @ 12:49 CST, 24 February 2009 >>
By psychoxou xou  - Reply to #12
Good idea, the news thread is getting quiet :)
<< Comment #14 @ 13:14 CST, 24 February 2009 >>
CQ3 does have minor problems, but since I think it's that much better than VQ3, I won't bother picking a problem with it.

God I hate 100 rail.

I want CQ3 =(
<< Comment #15 @ 13:35 CST, 24 February 2009 >>
By United States of America erok 
Anyone else think this poll should be:
Should ESWC use
1)cq3
2)cq3
3)cq3
4)FUCK VQ3
<< Comment #16 @ 13:51 CST, 24 February 2009 >>
By Finland duumed  - Reply to #15
Anyone else think this poll should be:
Should ESWC use
1)cpm
2)cpm
3)cpm
4)cpm

Fixed
Edited by duumed at 13:52 CST, 24 February 2009
<< Comment #17 @ 14:41 CST, 24 February 2009 >>
By United States of America erok  - Reply to #16
I knew this response was coming, reason I didn't unclude cpm is that it's ESWC...They would never use cpm :(. Also IMO cpm for tdm/ctf is far superior, however for 1v1 I prefer vq3/cq3
<< Comment #18 @ 14:55 CST, 24 February 2009 >>
By Sweden blaze  - Reply to #17
I'd say cpm is superior to all, maybe except from ctf. There has on the other hand been years since the last clan ctf games were played and I guess the game changed quite a bit since then. But as it is today(pickups) it's to much of a rail feast really.
<< Comment #20 @ 19:05 CST, 24 February 2009 >>
By aggnog_duck spyteman  - Reply to #18
well have you seen vq3 ctf? :D
it's the dumbest hitscan fest ever while it's supposed to be about objectives and not cessing
<< Comment #21 @ 02:27 CST, 25 February 2009 >>
By Sweden blaze  - Reply to #20
true taht, I haven't seen / played vq3 ctf for the last 4-5 years...
<< Comment #22 @ 03:05 CST, 25 February 2009 >>
By Turkey Raist  - Reply to #18
vq3 is much worse really. cpm ctf is pretty much the most fun I had playing ctf in the last 3-4 years.

if only you guys stopped playing ntf! :D
<< Comment #23 @ 04:04 CST, 25 February 2009 >>
By Sweden blaze  - Reply to #22
I'd still say that ctf is the worst cpm mode :)
Well, you could always blame the maps also. The defs are usually too stacked and the attackers lacks armor and thus makes them easy to take out.
<< Comment #24 @ 04:15 CST, 25 February 2009 >>
By Turkey Raist  - Reply to #23
oh I don't mean its the best cpm mode. You are probably right about the flaws of it but what I am saying is that it sure beats vq3 ctf regarding fun.
<< Comment #33 @ 10:06 CST, 2 March 2009 >>
By United Kingdom ix  - Reply to #23
So design some new item layouts and they can be tried. CPMA supports item cfgs.
<< Comment #35 @ 14:22 CST, 2 March 2009 >>
By Sweden blaze  - Reply to #33
oh; didn't know that. I'll experiment some.
<< Comment #36 @ 14:44 CST, 2 March 2009 >>
By Sweden blaze  - Reply to #33
may I ask how to do that? Can't find it on the wiki since the search function is broken.
<< Comment #37 @ 19:15 CST, 2 March 2009 >>
By United Kingdom ix  - Reply to #36
Talk to me in IRC and I'll set you up, too tired now to explain.
<< Comment #39 @ 16:22 CST, 4 March 2009 >>
By Greece MaJunior  - Reply to #23
Actually try watching some clan cpmctf games and I don't mean today's pickup clans that only stick around for half a cup, I mean proper CTF clans like late na, cgx, nametaken. It's the best cpmctf ever got.

CPMCTF never got the development or gameplay time 1v1 and TDM got but its biggest problem was that it never had any proper maps as opposed to the other two modes. Still it managed to make a lot of progress since the early days.
<< Comment #40 @ 16:26 CST, 4 March 2009 >>
By Sweden blaze  - Reply to #39
I'll have a look and see if there's any demos on ch-tv. Could be fun to watch!
<< Comment #52 @ 13:41 CDT, 27 March 2009 >>
By United Kingdom ix  - Reply to #39
Actually CTF got a considerable amount of development time but the issues were too closely tied up in fundamental pieces of CPM gameplay so we tried bandaid measures like flag drag. Hopefully PMX will demonstrate some of the changes that fix the CTF while still retaining fast, high movement skill CTF.
<< Comment #53 @ 16:28 CDT, 11 April 2009 >>
By Denmark MassMan  - Reply to #39
Yeah maps are definitely the biggest problem with ctf (both vq3 and cpm).
OSP added ospctf1 and 2, none of them got any playtime since they were pretty crap.
CPM added cpmctf1-5. cpmctf1 was made for ntf and isn't suited for ctf. cpmctf2 has its charm, but it ultimately fails. cpmctf3 is all about mid and you literally don't use 80% of the map. cpmctf4 should never have been included in cpm as it's not mirrored and thus totally useless. cpmctf5 is just a quick remake of a tdm map and it has lots of flaws.

This leaves both osp and cpm ctf'ers playing threewave maps made for CActf. Weapons and items on maps are placed without too much thought.
Ultimately both types of ctf (in a clan environment) became mostly about aim. Even cpmctf with its much faster movement is all mid.
<< Comment #26 @ 22:04 CST, 28 February 2009 >>
By Australia newborn 
I like how this poll is free of any troll-like bias - much like this sentence is completely devoid of bitter sarcasm.
<< Comment #27 @ 08:35 CST, 1 March 2009 >>
"Variable RailGun damage"
what ??
<< Comment #28 @ 08:36 CST, 1 March 2009 >>
By psychoxou xou  - Reply to #27
Useful link: CQ3 settings
<< Comment #29 @ 08:39 CST, 1 March 2009 >>
By QuakeLive.cz baron Railgun  - Reply to #28
arQon is an official troll now, or am I aiming the wrong person ?
<< Comment #30 @ 11:19 CST, 1 March 2009 >>
By psychoxou xou  - Reply to #29
#care
<< Comment #31 @ 08:19 CST, 2 March 2009 >>
By QuakeLive.cz baron Railgun  - Reply to #30
shame on you,
x, o, u.
<< Comment #32 @ 09:55 CST, 2 March 2009 >>
By Russia VoulCaine 
Would you be so kind to put another question to the poll?

"What is the worst feature of the Vanilla Quake 3 gameplay (aka VQ3) making it inferior to CQ3?"

It might become a lot more interesting poll!
<< Comment #34 @ 10:19 CST, 2 March 2009 >>
By 006 extone  - Reply to #32
suggest options
<< Comment #38 @ 15:32 CST, 4 March 2009 >>
By Austria noctis 
changed my mind, the ground acceleration is the most annoying about cq3, makes q3 feel as crap as q4.

the more i play it the more i really think that cq3 is the retarded child of vq3+cpm and isnt like quakelive at all.
Edited by noctis at 15:33 CST, 4 March 2009
<< Comment #41 @ 12:40 CST, 5 March 2009 >>
By 006 extone  - Reply to #38
retarded? do you wanna bigger ground acceleration like in ql or what?
<< Comment #44 @ 04:46 CST, 6 March 2009 >>
By Austria noctis  - Reply to #41
i wouldn't want ground accel getting changed at all from vq3, not faster or slower.
<< Comment #45 @ 08:29 CST, 6 March 2009 >>
By 006 extone  - Reply to #44
do you like ql with bigger ground accel than in cq3 or not?
and why accel 10 is good but 11 bad? mb you want accel 9?
i know that 10 is standart in vq3 like mega spawn is 35 sec. but actually 11 is not random value in cq3. it was carefully adjusted for OSP vq3 maps. in contrast ground accel in ql is really random like all weapon settings, and you think that ql is better than cq3?
<< Comment #48 @ 10:47 CST, 6 March 2009 >>
By Austria noctis  - Reply to #45
i don't know what quakelive did different in terms of speed adjustment (or if they did anything at all, it seems quite like vq3 to me apart from the rocketjumps) but it is definetly better than how it is in cq3.
<< Comment #49 @ 11:17 CST, 6 March 2009 >>
By 006 extone  - Reply to #48
i think "it seems quite like vq3" because you want it to be like vq3. i think its just like placebo effect for you and many other players.
just assume that cq3 movement is trying to be weighted average between vq3 and ql -- (3*vq3+ql)/4 (as i know accel in ql is 14) and from this point of view try to explane whats wrong with cq3 accel. if vq3 is fine for you and ql is just like vq3 so cq3 must be more like vq3 for you than ql
try to perform real comparison for example jump to RG on dm6 with vq3, cq3, ql and say whats wrong with cq3, and whats better in ql than in cq3.
<< Comment #51 @ 12:44 CST, 6 March 2009 >>
By Austria noctis  - Reply to #49
there is definitely a difference between cq3 and ql, its even visible when you see ppl strafing left-right-left-right etc. (and its exactly this situation where i hate cq3, and quake 4 for that matter). The model moves ultra fast, this doesnt happen in ql.

What i am saying is they used different ways to get to a faster movement. And the b2r comparision is ridiculous for various reasons (a minor one being that the gap is smaller in ql).

On another note, im probably not gonna bother any more since cq3 will never get played anyway.
<< Comment #42 @ 12:50 CST, 5 March 2009 >>
By Russia VoulCaine  - Reply to #38
You're funny. :)
QL uses accel closer to CPM. When CQ3 accel is just 1 unit more than VQ3 accel.
As QL devs said, they tried to make gameplay 'golden mean' of all 4 gameplays.
Yeah, CQ3 is not like QL at all!

Stop listening to nerds.
<< Comment #43 @ 04:45 CST, 6 March 2009 >>
By Austria noctis  - Reply to #42
the difference in ground acceleration is so apparent when you see ppl strafe left-right-left-right, and thats also where i hate it the most (same in q4). It works in cpm cause the rest of the game is as fast (weaponswitch, aircontrol etc.)
<< Comment #46 @ 10:29 CST, 6 March 2009 >>
By Russia VoulCaine  - Reply to #43
Well, a strong opinion. But didn't you think that CQ3 was designed to be a bit faster gameplay than VQ3 and that the better aim had to be counterbalanced by a bit more reactive movement for dodging attacks? Nothing CPMish about it.
Edited by VoulCaine at 10:30 CST, 6 March 2009
<< Comment #47 @ 10:46 CST, 6 March 2009 >>
By Austria noctis  - Reply to #46
if i would have made cq3 as an improved version of vq3, the only thing i would have changed would have been rail dmg either 80 or 90, lg dmg 7, mg dmg 5, remove cripple and leave everything else as is. I was told that cq3 was supposed to be a better balanced version of vq3, and not some new faster gameplay or smth like that.
<< Comment #50 @ 11:57 CST, 6 March 2009 >>
By Russia VoulCaine  - Reply to #47
Oh, so they told wrong...

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