Talk:Quake III Arena

message: Let's get the citations sorted out, I've done all the ones I can find evidence for, there are not that many left now. Have a go at finding evidence, otherwise let's choose if a citation is required or if the statements should be removed. Ix-ir (talk) 23:49, 11 August 2008 (UTC)
replies: text: Good job. I'll see what I can find. --Draco 2k (talk) 09:53, 12 August 2008 (UTC)
thread_title: Citations

message: IDsoftware's sire says this game is supported only by 95/98/NT. I play this at home on my XP... so, should this be mentioned? maybe "although not officially supported by developers, the game runs on Windows XP"? 66.239.186.98 (talk) 16:39, 30 January 2008 (UTC)
thread_title:  Support? 

message: I have reverted the massive removal by TTN, and instead just cut the Techniques section from the article - this is the only bit that I feel needs serious cleanup, and it really does need it. It is rife with POV, OR and God knows what else. We can work on it on the talk page and then reintroduce it into the article when it is ready. It is located at Talk:Quake III Arena/Techniques. Thanks. —Vanderdecken∴ ∫ξφ 15:57, 17 April 2007 (UTC)
replies: text: What you want to do is chuck that section and just work on the gameplay section. If you intend to keep it in that list format, it is definite game guide material. Nemu 16:00, 17 April 2007 (UTC)
replies: text: Anyways, with the rest of the junk, do you see any of it on Halo: Combat Evolved? It, like this, is a shooter. It doesn't have anything like what I have removed. Nemu 16:02, 17 April 2007 (UTC)
replies: text: Did I say we had to model this on Halo? This is a completely multiplayer game - multiplayer topics are more important to the article. You have preiously been warned about mass removals without consensus and taking WP:BOLD too far - we need input from others before deciding either was, so for now, leave it as it was. —Vanderdecken∴ ∫ξφ 11:49, 9 May 2007 (UTC)
replies: text: No, we don't need more people. You need to provide an actual rational as to why this should not follow the format of the featured game articles (e.g. Halo, seeing as you didn't get the point of it). It has been half a month, and still, only you care. You are just wikilawyering by saying that it needs to go back because "the discussion isn't over." I have disputes over content often, but only do to stuff like this. Nemu 16:59, 9 May 2007 (UTC)
thread_title:  Cleanup of OR and POV in Techniques section 

message: I disagree with Krator's revision and statement that these mods are not notable. I have divided mods which notability is disputed into two groups:
Those we have an article in Wikipedia and debate of its notability should go to its talk page.
* Urban Terror Note: Article passed AfD Wikipedia:Articles for deletion/Urban Terror
* Orange Smoothie Productions
And those we have no article in Wikipedia and debate of its notability should go here.
* Challenge Pro Mode Arena (formerly Promode):
# Promode physics became a default in several major professional competitions and leagues; there are also promode only professional competitions and leagues.   .
# Since it allows not only promode but also VQ3 physics and ruleset, and sinve it became a successor of OSP , CPMA became a default mod in some major vanilla Quake 3 competitions  .
# Furthermore, the best proof of promode (and also osp, ra3) notability is tons of articles and discussions in Quake 3 related websites. It had also a strong community which can be seen in number of custom created videos and clans.
* Seasons Forever – MOTM ModDB
* True Combat – MOTM ModDB
* Western Quake 3 – MOTM ModDB
Comments:
* Instagib is not a mod, but the mode. This mode can be available by server settings or by _one of_ the Instagib mod. I have deleted Instagib from Modifications section and I suggest to add informations about Instagib in Game modes section. —Visor (talk • contribs) 08:53, 17 May 2007 (UTC)
replies: text: Agreed, then. The current section looks fine. Challenge Pro Mode Arena needs to be written though. --User:Krator (t c) 10:42, 17 May 2007 (UTC)

text: It has been featured as a Mod of the Week on Planetquake , although in my opinion is not enough to be notable. I couldn't find other proofs of this mod's notability so I've deleted it. —Visor (talk • contribs) 20:50, 18 May 2007 (UTC)
replies: text: Thanks. Mod of the week must mean that over a hundred mods have been featured that way - not very notable --User:Krator (t c) 21:11, 18 May 2007 (UTC)
thread_title:  Notability of modifications 

message: About how the bots can chat to you, if you say certain phrases to some of them, they will respond. I'm going to add this to the section and you can edit it if you wish. ☺EfansayT/C☺ 11:19, 6 August 2007 (UTC)
replies: text: List of Bots -  No. --User:Krator (t c) 12:26, 6 August 2007 (UTC)
thread_title:  Bots 

message: Does a seperate article for Quake Zero, where we can add more information as we learn more about it, appeal to anyone?
--69.122.5.180 23:50, 14 August 2007 (UTC)
thread_title:  Quake Zero 

message: The article says that OpenGL is required to play and there's no software renderer.  This isn't true; there is a software mode.  However, the mode is so slow as to be useless, so OpenGL is de facto required.  Should this be mentioned? ASWilson 09:39, 27 October 2007 (UTC)
replies: text: Quake 3 has no software render mode. John Carmack: "The graphics engine is going to be hardware accelerated ONLY. NO SOFTWARE RENDERER, and it won't work very well on a lot of current hardware. We understand fully that this is going to significantly cut into our potential customer base, but everyone was tired of working under the constraints of the software renderer."  From an interview here http://q2faq.planetquake.gamespy.com/q3faq/#II.5 Ix-ir (talk) 02:56, 24 June 2008 (UTC)
replies: text:  Under linux, I believe you are able to run the game under MESA software OpenGL. This isn't a part of the game though, but a function of it's environment. 24.96.44.208 (talk) 05:07, 20 October 2008 (UTC)
replies: text:  Contrary to the Carmack quote I gave I've since found out about this command-line parameter:  r_allowSoftwareGL 1 so ASWilson was correct. Ix-ir (talk) 22:43, 15 January 2009 (UTC)
thread_title:  Software Render? 

message: The Quake 3 engine feature physics that were calculated on a per-frame basis over a discrete space, so things like jump distance depended on your FPS
Here's a source:  VTNC (talk) 20:58, 8 April 2008 (UTC)
replies: text: This is extremely outdated. To the best of my knowledge, it's not present in the latest versions of the game. --Draco 2k (talk) 17:27, 21 June 2008 (UTC)
replies: text: This is still correct but base Quake 3 also has pmove which gives you simulated 125 FPS physics, only the CPMA modification is fully FPS independent. Ix-ir (talk) 19:43, 21 June 2008 (UTC)
thread_title:  Physics 

message: This seems to be a source of conflict. The linked discussion on the topic (http://en.wikipedia.org/wiki/Wikipedia_talk:WikiProject_Video_games/Archive_31#id_tech_.28x.29_names_or_old_names.3F) did not seem to come to any kind of consensus.
I think we should use id Tech 3 because it's more useful information and less confusing when discussing games based on engines. It fits with any new information that id release, any new games will only have their engines referred to by id Tech numbers so using that for all games going forwards from id but 'Quake 1 engine' etc for older games is messy. Ix-ir (talk) 04:49, 22 August 2008 (UTC)
replies: text: The engine page itself is called id Tech 3 so it makes more sense for us to reference that. Discussions about historical names should be information on the id Tech 3 page, the taxonomy has been updated by id so that is what we should use. Ix-ir (talk) 21:06, 23 August 2008 (UTC)
thread_title:  Quake 3 Engine vs id Tech 3 

message: I just added some info about ioquake3, and how openarena uses it. I placed this in where OpenArena is mentioned, hopefully it fits. Revision: http://en.wikipedia.org/w/index.php?title=Quake_III_Arena&oldid=246436370 (someone who knows wiki a bit more than me, can you make that into a nice link?) 24.96.44.208 (talk) 04:52, 20 October 2008 (UTC)
thread_title:  ioquake3 engine 

message: I was looking at id Tech 3 and was considering updating the "features" section since this is clearly missing lots of appropriate content. However, much of that content is actually on this page.
I suggest that the bulk of the sections on "graphics", "sound", "networking", and "Quake Virtual Machine" sections be moved into the id Tech 3 page into a features section (with the current "features" section moved into a sub-section to "Models" or something).
Maybe do this leaving a "stub" summarising id tech 3 engine features, and a link to the main page?  Does anyone disagree? 86.144.231.238 (talk) 19:08, 21 April 2010 (UTC)
replies: text: Agreed.  Definitely leave some content related to the game engine on this page. - Shiftchange (talk) 07:38, 22 April 2010 (UTC)
thread_title:  Move some content to id Tech 3? 

message: Is there any source for a re-porting of iPad-Quake 3 back to iPhone / iPod Touch 4? As far as I know there is only the (older) iPhone port by Seth Kingsley and the newer iPad port (based on Seth' work) by Alexander Pick.
91.64.136.185 (talk) 09:02, 21 February 2011 (UTC)
thread_title:  Unofficial ports 

message: I think there should be a section about the cult following and continued interest in Q3A.  There is a community of people who play the game still, most [of us] everyday, some 12-13 years after its release.  I definitely think that's noteworthy, as well as the fact that the game was ported-to-browser and became Quake Live.  That, I can handle as far as being more than happy to write-up for the article, but the only problem I'm having at this point is finding good references as far as the continued interest in the game that exists today.  I'll start piecing the section together but it will help if someone can supplement it and maybe find some references. G90025 (talk) 16:47, 21 November 2012 (UTC)
thread_title:  Legacy / port-to-browser (Quake Live) 

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thread_title:  External links modified 

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thread_title:  External links modified 

message: ----
=== About Fast inverse square root in Quake 3 ===
I'm writing this message so as to not revert your changes and edit war.
I believe that the Fast inverse square root section is relevant to Quake 3 because the game was its first implementation in a major program. At the time, it was generally computationally expensive to compute the reciprocal of a floating-point number, especially on a large scale, and the fast inverse square root bypassed this step. Common software methods in the early 1990s drew approximations from a lookup table, but this game changed everything, and so it is mentioned in the main Fast inverse square root page. Hextor26 (talk) 22:01, 17 November 2021 (UTC)
replies: text: Moved from my talk page.  This needs to be sourced in order for it to be included.  Not just the usage, but the claim that it "changed everything".  Chaheel Riens (talk) 07:03, 18 November 2021 (UTC)

text: Dedicating an entire section to it is quite disproportionate. It should be included as a sentence under the game engine section instead, with a link to its main article. Otrebus (talk) 10:39, 2 February 2023 (UTC)
thread_title:  Moved from my talk page 

message: I'm writing this message so as to not revert your changes and edit war.
I believe that the Fast inverse square root section is relevant to Quake 3 because the game was its first implementation in a major program. At the time, it was generally computationally expensive to compute the reciprocal of a floating-point number, especially on a large scale, and the fast inverse square root bypassed this step. Common software methods in the early 1990s drew approximations from a lookup table, but this game changed everything, and so it is mentioned in the main Fast inverse square root page. Hextor26 (talk) 22:01, 17 November 2021 (UTC)
replies: text: Moved from my talk page.  This needs to be sourced in order for it to be included.  Not just the usage, but the claim that it "changed everything".  Chaheel Riens (talk) 07:03, 18 November 2021 (UTC)

text: Dedicating an entire section to it is quite disproportionate. It should be included as a sentence under the game engine section instead, with a link to its main article. Otrebus (talk) 10:39, 2 February 2023 (UTC)
thread_title:  About Fast inverse square root in Quake 3 

message: *The Duelist #40https://archive.org/details/the-duelist-40/page/n89/mode/2up
207.229.139.154 (talk) 19:40, 10 May 2023 (UTC)
thread_title:  Reviews 

message: "The single-player mode is played against computer-controlled bots."
So, is there something special in that? Usually all this genre's games do that. Or is the "bot" the difference? Technically, all enemies are "computer-controlled bots", regardless what they look like. I think the difference is mentioned in previous sentence: "excluding story-based single-player mode". 46.132.59.156 (talk) 17:27, 16 March 2024 (UTC)
thread_title:  single-player mode?