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137 Stars 58 Forks GNU General Public License v2.0 626 Commits 10 Opened issues


The officially supported ioquake3 engine by the Frozen Sand Development Team for the game Urban Terror 4.x

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               `---------- --------'

The intent of this project is to provide a baseline Quake 3 which may be used for further development. Some of the major features currently implemented are:

  • SDL backend for unix-like operating systems
  • OpenAL sound API support (multiple speaker support and better sound quality)
  • Full x86_64 support on Linux
  • MinGW compilation support on Windows and cross compilation support on Linux
  • AVI video capture of demos
  • Much improved console autocompletion
  • Persistent console history
  • Colorized terminal output
  • Optional Ogg Vorbis support
  • Much improved QVM tools
  • Support for various esoteric operating systems (see
  • cl_guid support
  • HTTP/FTP download redirection (using cURL)
  • Multiuser support on Windows systems (user specific game data is stored in "%APPDATA%\Quake3")
  • PNG support
  • Fullscreen Alt-Tab support
  • Many, many bug fixes

The map editor and associated compiling tools are not included. We suggest you use a modern copy.

The original id software readme that accompanied the Q3 source release has been renamed to id-readme.txt so as to prevent confusion. Please refer to the web-site for updated status.

--------------------------------------------- Compilation and installation -----

For *nix 1. Change to the directory containing this readme. 2. Run 'make'.

For Windows, using MinGW 1. Download and install MinGW and MSys from 2. Download and untar it into your MinGW directory (usually C:\MinGW). 3. Open an MSys terminal, and follow the instructions for compiling on *nix.

For Windows, using MSVC 1. Run Visual Studio and open the quake3.sln file in the code/win32/msvc directory. 2. Build. 3. Copy the resultant Quake3.exe to your quake 3 directory, make a backup if you want to keep your original. If you wish to use native libraries, copy the resultant dlls to your baseq3 directory.

For Mac OS X, building a Universal Binary 1. Install the MacOSX10.2.8.sdk and MacOSX10.4u.sdk which are included in XCode 2.2 and newer. 2. Change to the directory containing this README file. 3. Run './' 4. Copy the resulting in /build/release-darwin-ub to your /Applications/ioquake3 folder.

Installation, for *nix 1. Set the COPYDIR variable in the shell to be where you installed Quake 3 to. By default it will be /usr/local/games/quake3 if you haven't set it. This is the path as used by the original Linux Q3 installer and subsequent point releases. 2. Run 'make copyfiles'.

It is also possible to cross compile for Windows under *nix using MinGW. A script is available to build a cross compilation environment from The gcc/binutils version numbers that the script downloads may need to be altered. Alternatively, your distribution may have mingw32 packages available. On debian/Ubuntu, these are mingw32, mingw32-runtime and mingw32-binutils. Cross compiling is simply a case of using './' in place of 'make', though you may find you need to change the value of the variables in this script to match your environment.

If the make based build system is being used (i.e. *nix or MinGW), the following variables may be set, either on the command line or in Makefile.local:

OPTIMIZE - use this for custom CFLAGS V - set to show cc command line when building DEFAULTBASEDIR - extra path to search for baseq3 and such DEFAULTLIBDIR - extra path to search for libraries HOMEPATH - alternative home directory BUILDSERVER - build the 'ioq3ded' server binary BUILDCLIENT - build the 'ioquake3' client binary BUILDCLIENTSMP - build the 'ioquake3-smp' client binary BUILDGAMESO - build the game shared libraries BUILDGAMEQVM - build the game qvms USESDL - use the SDL backend where available USEOPENAL - use OpenAL where available USEOPENALDLOPEN - link with OpenAL at runtime USECURL - use libcurl for http/ftp download support USECURLDLOPEN - link with libcurl at runtime USECODECVORBIS - enable Ogg Vorbis support USELOCALHEADERS - use headers local to ioq3 instead of system ones USECCACHE - use ccache compiler caching tool USEAUTH - use the authentication system for Urban Terror 4.2 USEDEMOFORMAT42 - use the demo format used in Urban Terror 4.2 COPYDIR - the target installation directory

The defaults for these variables differ depending on the target platform.

------------------------------------------------------------------ Console -----

New cvars clautoRecordDemo - record a new demo on each map change claviFrameRate - the framerate to use when capturing video claviMotionJpeg - use the mjpeg codec when capturing video clmouseAccelStyle - Set to 1 for QuakeLive mouse acceleration behaviour, 2 for UrbanTerror newest mode or set to 0 for standard q3 mode. cl_mouseAccelOffset - Tuning the acceleration curve, see below

suseOpenAL - use the OpenAL sound backend if available salPrecache - cache OpenAL sounds before use salGain - the value of ALGAIN for each source salSources - the total number of sources (memory) to allocate salDopplerFactor - the value passed to alDopplerFactor salDopplerSpeed - the value passed to alDopplerVelocity salMinDistance - the value of ALREFERENCEDISTANCE for each source salMaxDistance - the maximum distance before sounds start to become inaudible. salRolloff - the value of ALROLLOFFFACTOR for each source salGraceDistance - after having passed MaxDistance, length until sounds are completely inaudible. salDriver - which OpenAL library to use salDevice - which OpenAL device to use salAvailableDevices - list of available OpenAL devices

ssdlBits - SDL bit resolution ssdlSpeed - SDL sample rate ssdlChannels - SDL number of channels ssdlDevSamps - SDL DMA buffer size override s_sdlMixSamps - SDL mix buffer size override

ttyconansicolor - enable use of ANSI escape codes in the tty rGLlibCoolDownMsec - wait for some milliseconds to close GL library comaltivec - enable use of altivec on PowerPC systems sbackend - read only, indicates the current sound backend inshiftedKeys - non-SDL Linux only; enables binding to shifted keys injoystickNo - SDL only; select which joystick to use clconsoleHistory - read only, stores the console history clplatformSensitivity - read only, indicates the mouse input scaling rexttexturefilteranisotropic - anisotropic texture filtering clguidServerUniq - makes clguid unique for each server clcURLLib - filename of cURL library to load svdlURL - the base of the HTTP or FTP site that holds custom pk3 files for your server rminimize - when set to non-0, ioq3 will be minimized then the value will be reset to 0 claltTab - Alt-Tab key combo will minimize when in fullscreen mode winfastModeChange - when set to non-0 a vidrestart will not be forced when switching display resolution (e.g. Alt-Tab). This may cause texture corruption on some drivers.

New commands video [filename] - start video capture (use with demo command) stopvideo - stop video capture

------------------------------------------------------------ Miscellaneous -----

Using shared libraries instead of qvm To force Q3 to use shared libraries instead of qvms run it with the following parameters: +set svpure 0 +set vmcgame 0 +set vmgame 0 +set vmui 0

Using Demo Data Files Copy demoq3/pak0.pk3 from the demo installer to your baseq3 directory. The qvm files in this pak0.pk3 will not work, so you have to use the native shared libraries or qvms from this project. To use the new qvms, they must be put into a pk3 file. A pk3 file is just a zip file, so any compression tool that can create such files will work. The shared libraries should already be in the correct place. Use the instructions above to use them.

Please bear in mind that you will not be able to play online using the demo data, nor is it something that we like to spend much time maintaining or supporting.

QuakeLive mouse acceleration (patch and this text written by TTimo from id) I've been using an experimental mouse acceleration code for a while, and decided to make it available to everyone. Don't be too worried if you don't understand the explanations below, this is mostly intended for advanced players: To enable it, set cl_mouseAccelStyle 1 (0 is the default/legacy behavior)

New style is controlled with 3 cvars:

sensitivity clmouseAccel clmouseAccelOffset

The old code (cl_mouseAccelStyle 0) can be difficult to calibrate because if you have a base sensitivity setup, as soon as you set a non zero acceleration your base sensitivity at low speeds will change as well. The other problem with style 0 is that you are stuck on a square (power of two) acceleration curve.

The new code tries to solve both problems:

Once you setup your sensitivity to feel comfortable and accurate enough for low mouse deltas with no acceleration (clmouseAccel 0), you can start increasing clmouseAccel and tweaking cl_mouseAccelOffset to get the amplification you want for high deltas with little effect on low mouse deltas.

cl_mouseAccel is a power value. Should be >= 1, 2 will be the same power curve as style 0. The higher the value, the faster the amplification grows with the mouse delta.

clmouseAccelOffset sets how much base mouse delta will be doubled by acceleration. The closer to zero you bring it, the more acceleration will happen at low speeds. This is also very useful if you are changing to a new mouse with higher dpi, if you go from 500 to 1000 dpi, you can divide your clmouseAccelOffset by two to keep the same overall 'feel' (you will likely gain in precision when you do that, but that is not related to mouse acceleration).

Mouse acceleration is tricky to configure, and when you do you'll have to re-learn your aiming. But you will find that it's very much forth it in the long run.

If you try the new acceleration code and start using it, I'd be very interested by your feedback.

UrbanTerror newest mouse acceleration mode, enabled by set clmouseAccelStyle 2 It uses the same 3 cvars as QuakeLive mouse acceleration (see above). The difference is that the curve used is a logistic one, and it is applied to change sensitivity by a factor depending on mouse movement rate (speed). For low speeds the factor is almost 1 (i.e., no acceleration), and for highest speeds the factor is (1+clmouseAccel), that is the maximum acceleration.

clmouseAccelOffset fixes the point where the acceleration in the factor applied to sensitivity will be half the maximum: (1+0.5*clmouseAccel).

The result is a controllable smooth transition into mouse acceleration, and that the maximum acceleration is naturally limited (by the logistic curve).

To configure it, try to set sensitivity to a value confortable for fine aim moving the mouse slowly, taking note of how much angle is turned by moving slowly only the hand (wrist) from side to side. Then set clmouseAccel to a value (greater than 0) to expand that range (e.g., value 1 will double it) to obtain the maximum range reachable with a very fast wrist turn. Then, adjust the value of clmouseOffset to feel confortable with transition.

Of course, the operating system mouse acceleration (or in hardware) must be dissabled to obtain controllable results with any in-game acceleration.

64bit mods If you wish to compile external mods as shared libraries on a 64bit platform, and the mod source is derived from the id Q3 SDK, you will need to modify the interface code a little. Open the files ending in syscalls.c and change every instance of int to intptrt in the declaration of the syscall function pointer and the dllEntry function. Also find the vmMain function for each module (usually in cgmain.c gmain.c etc.) and similarly replace the return value in the prototype with intptr_t (arg0, arg1, ...stay int).

Add the following code snippet to q_shared.h:

#ifdef Q3_VM
typedef int intptr_t;

Note if you simply wish to run mods on a 64bit platform you do not need to recompile anything since by default Q3 uses a virtual machine system.

Creating mods compatible with Q3 1.32b If you're using this package to create mods for the last official release of Q3, it is necessary to pass the commandline option '-vq3' to your invocation of q3asm. This is because by default q3asm outputs an updated qvm format that is necessary to fix a bug involving the optimizing pass of the x86 vm JIT compiler. See (if it still exists when you read this) for more details.

clguid Support clguid is a cvar which is part of the client's USERINFO string. Its value is a 32 character string made up of [a-f] and [0-9] characters. This value is pseudo-unique for every player. Id's Quake 3 Arena client also sets cl_guid, but only if Punkbuster is enabled on the client.

If cl_guidServerUniq is non-zero (the default), then this value is also pseudo-unique for each server a client connects to (based on IP:PORT of the server).

The purpose of cl_guid is to add an identifier for each player on a server. This value can be reset by the client at any time so it's not useful for blocking access. However, it can have at least two uses in your mod's game code: 1) improve logging to allow statistical tools to index players by more than just name 2) granting some weak admin rights to players without requiring passwords

Using HTTP/FTP Download Support (Server) You can enable redirected downloads on your server even if it's not an ioquake3 server. You simply need to use the 'sets' command to put the svdlURL cvar into your SERVERINFO string and ensure svallowDownloads is set to 1

svdlURL is the base of the URL that contains your custom .pk3 files the client will append both fsgame and the filename to the end of this value. For example, if you have svdlURL set to "", fsgame is "baseq3", and the client is missing "test.pk3", it will attempt to download from the URL ""

sv_allowDownload's value is now a bitmask made up of the following flags: 1 - ENABLE 2 - do not use HTTP/FTP downloads 4 - do not use UDP downloads 8 - do not ask the client to disconnect when using HTTP/FTP

Server operators who are concerned about potential "leeching" from their HTTP servers from other ioquake3 servers can make use of the HTTPREFERER that ioquake3 sets which is "ioQ3://{SERVERIP}:{SERVERPORT}". For, example, Apache's modrewrite can restrict access based on HTTP_REFERER.

Using HTTP/FTP Download Support (Client) Simply setting clallowDownload to 1 will enable HTTP/FTP downloads assuming ioquake3 was compiled with USECURL=1 (the default). like svallowDownload, clallowDownload also uses a bitmask value supporting the following flags: 1 - ENABLE 2 - do not use HTTP/FTP downloads 4 - do not use UDP downloads

When ioquake3 is built with USECURLDLOPEN=1 (default on some platforms), it will use the value of the cvar cl_cURLLib as the filename of the cURL library to dynamically load.

Multiuser Support on Windows systems On Windows, all user specific files such as autogenerated configuration, demos, videos, screenshots, and autodownloaded pk3s are now saved in a directory specific to the user who is running ioquake3.

On NT-based such as Windows XP, this is usually a directory named: "C:\Documents and Settings\%USERNAME%\Application Data\Quake3\"

Windows 95, Windows 98, and Windows ME will use a directory like: "C:\Windows\Application Data\Quake3" in single-user mode, or: "C:\Windows\Profiles\%USERNAME%\Application Data\Quake3" if multiple logins have been enabled.

In order to access this directory more easily, the installer may create a Shortcut which has its target set to: "%APPDATA%\Quake3\" This Shortcut would work for all users on the system regardless of the locale settings. Unfortunately, this environment variable is only present on Windows NT based systems.

You can revert to the old single-user behaviour by setting the fshomepath cvar to the directory where ioquake3 is installed. For example: ioquake3.exe +set fshomepath "c:\ioquake3" Note that this cvar MUST be set as a command line parameter.

SDL Keyboard Differences ioquake3 clients built againt SDL (e.g. Linux and Mac OS X) have different keyboard behaviour than the original Quake3 clients.

* "Caps Lock" and "Num Lock" can not be used as normal binds since they
  do not send a KEYUP event until the key is pressed again.

  • SDL > 1.2.9 does not support disabling "Dead Key" recognition. In order to send "Dead Key" characters (e.g. ~, ', `, and ^), you must key a Space (or sometimes the same character again) after the character to send it on many international keyboard layouts.

  • The SDL client supports many more keys than the original Quake3 client. For example the keys: "Windows", "SysReq", "ScrollLock", and "Break". For non-US keyboards, all of the so called "World" keys are now supported as well as F13, F14, F15, and the country-specific mode/meta keys.

SDL's "Dead Key" behaviour makes the hard-coded toggleConsole binds ~ and ` annoying to use on many non-US keyboards. In response, an additional toggleConsole bind has been added on the key combination Shift-Esc.

PNG support ioquake3 supports the use of PNG (Portable Network Graphic) images as textures. It should be noted that the use of such images in a map will result in missing placeholder textures where the map is used with the id Quake 3 client or earlier versions of ioquake3.

Recent versions of GtkRadiant and q3map2 support PNG images without modification. However GtkRadiant is not aware that PNG textures are supported by ioquake3. To change this behaviour open the file '' in the 'games' directory of the GtkRadiant base directory with an editor and change the line:

texturetypes="tga jpg"


texturetypes="tga jpg png"

Restart GtkRadiant and PNG textures are now available.

dmaHD sound system by p5yc0runn3r [email protected]

Features: o Advanced 3D-Hybrid-HRTF function with Bauer Delay and Spatialization. o Low/High frequency band pass filtering and extraction for increased effects. o 3 different mixers to chose from all mixing at a maximum of 44.1KHz o Automatic memory management! (No need for CVAR's) o Low CPU usage! o Logarithmic attenuation in different mediums! o Speed-of-sound mapping with Doppler in air and water! o Weapon sounds are more pronounced. o Faithful to original listening distance of default Quake 3 sound. o Increased sound quality with cubic/Hermite 4-point spline interpolation.

For best listening experience use good quality headphones with good bass response.

Following are the CVARS this new build gives: /dmaHD_enable This will enable (1) or disable (0) dmaHD. Default: "1"

  This will set the type of sound re-sampling interpolation used.
  0 = No interpolation
  1 = Linear interpolation
  2 = 4-point Cubic spline interpolation
  3 = 4-point Hermite spline interpolation
  (This option needs a total game restart after change)
  Default: "3"

/dmaHD_mixer This will set the active mixer: 10 = Hybrid-HRTF [3D] 11 = Hybrid-HRTF [2D] 20 = dmaEX2 21 = dmaEX2 [No reverb] 30 = dmaEX (This option changes mixers on the fly) Default: "10"

/in_mouse Set to "2" to enable RAW mouse input. (This option needs a total game restart after change) Default: "1"

The following are some other CVARS that affect dmaHD. Please set them as specified: /com_soundMegs This has no effect anymore. This should be set to default "8" (This option needs a total game restart after change)

  Set to "44" for best sound but lower it to "22" or "11" in case of FPS drops.
  (This option needs a total game restart after change)

/s_mixahead This is for fine-tuning the mixer. It will mix ahead the number of seconds specified. The more you increase the better the sound but it will increase latency which you do not want. (This option needs a total game restart after change) Default: "0.1"

/s_mixPreStep This is for fine-tuning the mixer. It will mix this number of seconds every mixing step. The more you increase the better the sound but it will increase drastically the amount of processing power needed. (This option needs a total game restart after change) Default: "0.05"

------------------------------------------------------------- Contributing -----

Please send all patches to bugzilla (, or join the mailing list ([email protected]) and submit your patch there. The best case scenario is that you submit your patch to bugzilla, and then post the URL to the mailing list. If you're too lazy for either method, then it would be better if you emailed your patches to [email protected] directly than not at all.

The focus for ioquake3 to develop a stable base suitable for further development, and provide players with the same Quake 3 experience they've had for years. As such ioq3 does not have any significant graphical enhancements and none are planned at this time. However, improved graphics and sound patches will be accepted as long as they are entirely optional, do not require new media and are off by default.

--------------------------------------------- Building Official Installers -----

We need help getting automated installers on all the platforms that ioquake3 supports. We don't neccesarily care about all the installers being identical, but we have some general guidelines:

  • Please include the id patch pk3s in your installer, which are available from subject to agreement to the id EULA. Your installer shall also ask the user to agree to this EULA (which is in the /web/include directory for your convenience) and subsequently refuse to continue the installation of the patch pk3s and pak0.pk3 if they do not.

  • Please don't require pak0.pk3, since not everyone using the engine plans on playing Quake 3 Arena on it. It's fine to (optionally) assist the user in copying the file or tell them how.

  • It is fine to just install the binaries without requiring id EULA agreement, providing pak0.pk3 and the patch pk3s are not refered to or included in the installer.

  • Please include at least an SDL so/dylib on every platform but Windows (which doesn't use it yet).

  • Please include an OpenAL so/dylib/dll, since every platform should be using it by now.

  • We'll bump the version to 1.34 as soon as we get enough people who can demonstrate a competent build for Windows and Mac.

  • Please contact the mailing list and/or [email protected] after you've made your installer.

  • Please be prepared to alter your installer on the whim of the maintainers.

  • Your installer will be mirrored to an "official" directory, thus making it a done deal.

------------------------------------------------------------------ Credits -----

Maintainers Aaron Gyes Ludwig Nussel [email protected] Thilo Schulz [email protected] Tim Angus [email protected] Tony J. White [email protected] Zachary J. Slater [email protected]

Significant contributions from Ryan C. Gordon [email protected] Andreas Kohn [email protected] Joerg Dietrich Stuart Dalton [email protected] Vincent S. Cojot optical [email protected]

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