Home | File Download

Main Page

Features
Summary
The Weapons
The Runes
The Bind Keys
Server CVARS
Screen Shots

Installation
Howto Client
Howto Server
Sample Server.cfg
Sample Map Rotation

Development started on Quake III Arena Requiem (ReQ3A) around 1:30am on 01-15-2000.
The first public release was at 4:00am on 01-16-2000. Just over 24 hours after the source code was released.


Current version: 1.00

What's changed:

  • [BUG] When you lose/drop a rune, your boots and holo get shut off now.
  • [BUG] You can't execute 'droprune' while spectator now. It was causing duplicate runes :-)
  • [BUG] Can't suicide while fairstart is still on
  • [MISC] full 1.27 source integration
  • [PLAY] Holder of magic rune makes no sounds from walking, landing, swimming, or sitting in lava/slime.
  • [PLAY] Players can now have more than one hologram running at a time, up to a maximum (default of 4) specified by the server admin.
  • [PLAY] Server-side option to enable experience-based mode. Your score is based on getting a percentage (serverside-settable) of points from your victim's score. Dying also makes you lose a percentage of your score.
  • [PLAY] RSG updated again (gameplay tuning)
  • [PLAY] Explosive suicide updated again (gameplay tuning)
  • [CONF] Requiem vote flags updated to accommodate new voting abilities in 1.27 (clientkick, timelimit, fraglimit)
  • [CONF] Added maximum # of holos to the config. Setting to 0 disables holos.
  • [CONF] Ability to specify maximum number of freezebombs per client (up to 15)
  • [CONF] Now that ID has provided a variable, g_weaponTeamRespawn, Requiem now spawns weapons in team mode using that config variable, and NOT g_weaponRespawn
  • [CONF] Added experience-based mode scoring option, and 3 other related options
  • [CONF] Ability to limit number of suicides a client can execute per map

Previous version: 0.83

What's changed:

  • [BUG] Fixed unknown entity #13 client crash
  • [BUG] Don't play rune sounds 20 times a second
  • [BUG] Fixed other random-crash bugs
  • [BUG] Fixed problem where freezebomb could become ineffective after freezing too many people
  • [MISC] Added classic reflect and magic rune sounds
  • [MISC] Cut down size of download by 15%
  • [MISC] Bot requiem-weapon logic moved outside of game code and into botfiles
  • [PLAY] Bots use RSG, ESD, and RBFG now
  • [PLAY] Both RL and GL are required to obtain the bomber-missile
  • [PLAY] Can't slide as frequently now
  • [PLAY] Major tuning to RBFG and RSG
  • [PLAY] Magic is invulnerable to RSG's 'goo'
  • [PLAY] MAJOR changes to rocket-launcher, akin to quakeworld/requiem feel
  • [PLAY] Default g_knockback moved from 1000 to 800, mostly due to RL changes
  • [PLAY] ESD doesn't incurr as much damage to other clients
  • [PLAY] Pulverisor fires faster and a little more damaging
  • [PLAY] Explosive suicide actually useful now
  • [PLAY] Lots of other small, miscellaneous tuning
  • [CONF] Ability to change how long holograms last
  • [CONF] Ability to change how long freezebombs last
  • [CONF] Ability to change how long a freezebomb takes to activate
  • [CONF] Allow changing hook throw and pull speeds
  • [CONF] Removed ability to shut off half-self damage
  • [CONF] Ability to disable requiem-specific weapons

Previous version: 0.8

What's changed:

  • Ordering of req_puflags changed
  • Half self-damage (A Q3A default) defaults to OFF (but can be turned on)
  • Explosive suicide
  • Mirror-damage in team mode (hurt teammate means you will hurt yourself)
  • Ability to disable any combination of Q3 weapons
  • Ability to swap any Q3 weapon with any other Q3 weapon
  • Ability to give users any combination of Q3 weapons at spawn-time
  • Put the above together and you can create a rail-only server, or for just a particular map!
  • You can set how often ammo respawns
  • You can set how often server-side ammo/health regen regenerates
  • New bind to allow a SINGLE key to swap between Requiem alternate weapons
  • HUD change - you can quickly see what weapons you have
  • HUD change - Frags AND deaths are both shown on the scoreboard
  • New weapon - RSG (radio active slug gun); spews radioactive 'goo' that infects nearby clients
  • New weapon - Pulverisor (replaces chaingun); 5 high-speed nails per shot!
  • New weapon - RBFG; REALLY BFG ...
  • Nails in the touch grenade are back!
  • The "You're on fire!" message move further up the screen (was blocking view too much)
  • (Internal) weapon switching code re-written - should alleviate the rare bug of being unable to select weapons
  • Tuning to weapon firing rates, strength, etc...
  • Client entering game while downloading shouldn't happen anymore (let me know - I have a hard time reproducing this)
  • Bots weren't switching to another weapon if they had an alternate weapon selected and ran out of ammo.
  • Voting on changing map/nextmap finally works right!
  • LOTS of internal re-writes (to do things better/more efficiently/more clearly)

Previous version: 0.7 (NON-BETA)

What's changed:

  • Many freezebomb changes to balance out the game more
  • Minor balance-changes to flamethrower and touch grenade
  • ESD doesn't knock back people who are still in fairstart mode
  • Disable-runes option was broken. Fixed.

Previous version: 0.7pb3 (public beta #3)

What's Fixed:

  • MUCH smoother 'slide' for hpb'ers
  • Removed nails from touch grenades - causes way too much lag for hpb'ers
  • Minor update to /help runes

Previous version: 0.7pb2 (public beta #2)

What's Fixed:

  • Requiem would sometimes think you'd shot the max # of freezebombs when you hadn't.
  • Weapon pickup sound and autoswitch in weaponstay mode weren't reliably working
  • You used to be able to spawn a hologram of yourself while spectating others
  • The forced-spectator mode and associated joining/spectating others wasn't reliably working.
  • Tournament mode wasn't working at all.
  • 0.7 didn't work AT ALL on a Macintosh (qvm compilation errors). I have a workaround for this in the code, but am working with ID on a real solution.
  • After max freezebombs have been fired, you'll autoswitch weapons as if you were out of ammo.

Previous version: 0.7pb1 (public beta #1)

What's New (since 0.6pb3):

  • Bots use the new Requiem weapons!
  • Holographic self-projection - is that you? Or maybe just a hologram. I can't tell!
  • Jumping boots - jump higher with these on.
  • Freezegun - freeze your opponents!
  • ESD (Electro-Static Discharge) - provides protective electro-static bubble. Prevents players from coming too close to you, and it detonates any oncoming missiles at the outer edge of the bubble.
  • Intro screen after connecting, with *5* configurable "MOTD" messages
  • Changes to the hook: physics, 'tip' model, and the 'chain' never disappears
  • Added nail entities. Thus, the touch grenade now spews nails upon impact
  • All requiem-related controls moved to their own menu (In the setup menus)
  • Rune spawn maintenance totally revamped. No more disappearing runes.
  • Added some code handling to prevent some server-side crashes we experienced during alpha-testing which were present in 0.6pb3.
  • Fairstart color changed (to green) yet again. Blue really did turn out to be too confusing.
  • Chaingun changes: sounds improved, spinup delay reduced, larger spread pattern
  • More ammo tuning (required with the new weapons)
  • Bomber-missile leftover grenades no longer stick in the wall
  • all-weapon powerup code was severely broken (didn't work on all maps). Fixed.
  • Different file-naming convention for pk3 files. Should be easier to deal with
  • Full-fledged installer for win32 available now! Mac version coming soon!

Previous version: 0.6pb3 (public beta #3)

What's New (since 0.6pb1):

  • Completely rewrote flamethrower. Looks much better now! Also, when you're set on fire your vision becomes a bit obscured.
  • Bots now know a little bit about Requiem; they know not to attack someone with fairstart, they specifically try to get runes, and they are aware (but do not yet use) of the new weapons.
  • Rune sounds (Magic or Resist) are not played when getting hurt from the anti-camper
  • Anti-camper routine revamped code-wise. From player's perspective, the anti-camper now damages every two seconds instead of every second, and starts out with a damage of 1 and increases that by 5 points every 2 seconds. In short, a better anti-camper :-)
  • The "can't-fire-while sliding" feature has been disabled.. at least for now ...
  • Some server-side debug printing added to help chase down some rare but annoying server crashes
  • Don't print a million weapon (in weapon-stay mode) or rune pickup messages to the console if you're standing on top it but can't pick it up for whatever reason.
  • Fairstart visuals changed
  • Switched to use more graphics that came with Q3A. The result was dropping the size of all the pk3's from about 730K to about 525K! Auto-downloads will obviously be a good deal faster.

Previous version: 0.6pb1 (public beta #1)

What's New (since 0.5):

  • Flamethrower - set your enemies on fire!
  • Death-missiles - POWERFUL twin missiles that have no splash damage (unless you hit someone).
  • Bomber-missile - slow-moving missile that drops touch grenades in its path. If it hits something before all eight touch grenades are launched, the remaining grenades are dropped as normal grenades, thrown out at a random angle, and each detonating at a random time.
  • Chaingun - a machinegun with more pain and faster firing, but has a spinup delay.
  • Weapon switching code now handles alternate-weapons. If you switch to a weapon that you last had set to an alternate weapon, it will select that last alternate weapon instead of defaulting back to the primary weapon.
  • Minor enhancement to strength/quad sound played while firing
  • Due to the same code that producded the above, the rage rune now plays the classic 'roar' sound!
  • Weapons Stay mode. This is a true and fully-implemented feature. Weapons do not disappear from sight even for a nanosecond when walked over, spawn points with multiple weapons will spawn both weapons (IE the rl/pg combo in q3dm3), weapons with multiple/random spawn points also function properly (IE the pg in q3ctf3). Walking over the weapon gives you the weapon if you don't have it, and any ammo necessary to leave you with at least the weapon's ammo value.
  • Each weapon has it's own maximum ammo, instead of everything maxing out at 200.
  • Slow ammo-regen server-side option
  • Slow health-regen server-side option
  • Runes can be disabled via server-side option
  • The grappling hook has a more Q1/Requiem feel to it.
  • The slide has a more Q1/Requiem feel to it.
  • The anti-camper also feels more like Q1/Requiem's, where it incrementally takes damage away, instead of always inflicting 20 points.
  • Ammo respawns every 20 seconds instead of 40
  • Ammo pickup for ammo items and weapons 'tuned' further ...
  • Fixed bug where runes could be seen through walls with 'simple items' turned on
  • Minor change to console graphics so text can be seen better (still working on this though)
  • Enhanced rune icon appearances

Previous version: 0.5

What's New:

  • Touch Grenade
  • Runes (see runes)
  • Safe Start option (see server CVARS)
  • Grapple Skin option (see bind keys)
  • Call Vote options (see server CVARS)
  • Rune Timer option (see server CVARS)
  • Anticamp option (see server CVARS)
  • Client side help via the console (see bind keys)



Release history

v0.83 released 11-14-2000 @ 9pm EST
v0.8 released 08-06-2000 @ 3pm EDT
v0.7 released ??-??-2000 @ ??:???? EDT
v0.7pb3 released 06-19-2000 @ 12:30am EDT
v0.7pb2 released 06-15-2000 @ 7:00pm EDT
v0.7pb1 released 06-11-2000 @ 11:30am EDT
v0.6pb3 released 05-27-2000 @ 7:00am EDT
v0.6pb2 was out but not announced 05-26-2000 @ 11:00pm EDT
v0.6pb1 released 05-17-2000 @ 6:00pm EDT
v0.5 released 05-07-2000 @ 6:00pm EDT
v0.5 b2 released 04-14-2000 @ 6:00pm EST
v0.3 released 01-21-2000 @ 6:45am EST
v0.2 released 01-16-2000 @ 04:00am EST