This is a modern Quake III Arena engine aimed to be fast, secure and compatible with all existing Q3A mods. It is based on last non-SDL source dump of ioquake3 with latest upstream fixes applied.
Go to Releases section to download latest binaries for your platform or follow Build Instructions
This repository does not contain any game content so in order to play you must copy the resulting binaries into your existing Quake III Arena installation
Key features:
- optimized OpenGL renderer
- optimized Vulkan renderer
- raw mouse input support, enabled automatically instead of DirectInput(\in_mouse 1) if available
- unlagged mouse events processing, can be reverted by setting \in_lagged 1
- \in_minimize - hotkey for minimize/restore main window (win32-only, direct replacement for Q3Minimizer)
- \video-pipe - to use external ffmpeg binary as an encoder for better quality and smaller output files
- significally reworked QVM (Quake Virtual Machine)
- improved server-side DoS protection, much reduced memory usage
- raised filesystem limits (up to 20,000 maps can be handled in a single directory)
- reworked Zone memory allocator, no more out-of-memory errors
- non-intrusive support for SDL2 backend (video, audio, input), selectable at compile time
- tons of bug fixes and other improvements
Based on Quake-III-Arena-Kenny-Edition with many additions:
- high-quality per-pixel dynamic lighting
- very fast flares (\r_flares 1)
- anisotropic filtering (\r_ext_texture_filter_anisotropic)
- greatly reduced API overhead (call/dispatch ratio)
- flexible vertex buffer memory management to allow loading huge maps
- multiple command buffers to reduce processing bottlenecks
- reversed depth buffer to eliminate z-fighting on big maps
- merged lightmaps (atlases)
- multitexturing optimizations
- static world surfaces cached in VBO (\r_vbo 1)
- useful debug markers for tools like RenderDoc
- fixed framebuffer corruption on some Intel iGPUs
- offscreen rendering, enabled with \r_fbo 1, all following requires it enabled:
screenMap
texture rendering - to create realistic environment reflections- multisample anti-aliasing (\r_ext_multisample)
- supersample anti-aliasing (\r_ext_supersample)
- per-window gamma-correction which is important for screen-capture tools like OBS
- you can minimize game window any time during \video|\video-pipe recording
- high dynamic range render targets (\r_hdr 1) to avoid color banding
- bloom post-processing effect
- arbitrary resolution rendering
- greyscale mode
In general, not counting offscreen rendering features you might expect from 10% to 200%+ FPS increase comparing to KE's original version
Highly recommended to use on modern systems
Based on classic OpenGL renderers from idq3/ioquake3/cnq3/openarena, features:
- OpenGL 1.1 compatible, uses features from newer versions whenever available
- high-quality per-pixel dynamic lighting, can be triggered by \r_dlightMode cvar
- merged lightmaps (atlases)
- static world surfaces cached in VBO (\r_vbo 1)
- all set of offscreen rendering features mentioned in Vulkan renderer, plus:
- bloom reflection post-processing effect
Performance is usually greater or equal to other opengl1 renderers
Original ioquake3 renderer, performance is very poor on non-nvidia systems, unmaintained
Install Visual Studio Community Edition 2017 or later and compile quake3e
project from solution
code/win32/msvc2017/quake3e.sln
Copy resulting exe from code/win32/msvc2017/output
directory
To compile with Vulkan backend - clean solution, right click on quake3e
project, find Project Dependencies
and select renderervk
instead of renderer
All build dependencies (libraries, headers) are bundled-in
Build with either make ARCH=x86
or make ARCH=x86_64
commands depending on your target system, then copy resulting binaries from created build
directory or use command:
make install DESTDIR=<path_to_game_files>
You may need to run the following commands to install packages (using fresh ubuntu-18.04 installation as example):
- sudo apt install make gcc libcurl4-openssl-dev mesa-common-dev
- sudo apt install libxxf86dga-dev libxrandr-dev libxxf86vm-dev libasound-dev
- sudo apt install libsdl2-dev
Build with: make
Copy the resulting binaries from created build
directory or use command:
make install DESTDIR=<path_to_game_files>
Install the build dependencies:
- apt install libsdl2-dev libxxf86dga-dev libcurl4-openssl-dev
Build with: make
Copy the resulting binaries from created build
directory or use command:
make install DESTDIR=<path_to_game_files>
- install the official SDL2 framework to /Library/Frameworks
brew install molten-vk
or install Vulkan SDK to use MoltenVK library
Build with: make
Copy the resulting binaries from created build
directory
Several make options are available for linux/mingw/macos builds:
BUILD_CLIENT=1
- build unified client/server executable, enabled by default
BUILD_SERVER=1
- build dedicated server executable, enabled by default
USE_SDL=0
- use SDL2 backend for video, audio, input subsystems, disabled by default, enforced for macos
USE_VULKAN=0
- link client with vulkan renderer instead of OpenGL, disabled by default, works only with single renderer builds
USE_RENDERER_DLOPEN=1
- do not link single renderer into client binary, compile all renderers (ignoring USE_VULKAN setting) as dynamic libraries and allow to switch them on the fly via \cl_renderer
cvar, enabled by default
USE_SYSTEM_JPEG=0
- use current system JPEG library, disabled by default
Example:
make BUILD_SERVER=0 USE_RENDERER_DLOPEN=0 USE_VULKAN=1
- which means do not build dedicated binary, build client with single static vulkan renderer
Discord channel: https://discordapp.com/invite/X3Exs4C