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Its happening! (No comments)
Posted by gSTRUCTOR @ 15:01 CDT, 8 March 2026 - iMsg
With Doom IP exhausted, its back to the MP King.
Edited by gSTRUCTOR at 15:02 CDT, 8 March 2026 - 155 Hits
Looking for video of joystick quake guy (1 comment)
Posted by hauer @ 15:05 CST, 6 March 2026 - iMsg
Hello fellas

Can anyone remember the video of a guy playing Quake Live with a joystick and a keyboard?

If I remember correctly it was from an Australian Quake Live LAN event.

The video featured a bald guy with a joystick in one hand and a keyboard under his other hand and he was playing Quake Live.

His arms were stretched so much to either side that it looked he took up a whole lot of room.
189 Hits
Online Quake Live Config Editor app (11 comments)
Posted by bassettr86 @ 13:43 CST, 26 February 2026 - iMsg
I've been working on a online config editor for Quake Live, with the ability to create a custom config entirely in the browser.

https://quakeliveconfigeditor.com

It has the ability to:

Set binds for all binds found in QL ingame interface + more
Create custom weapon aliases for each weapon ingame (+and make multiple binds for each weapon)
Create other custom scripts in a window module (+use my pre-defined scripts included in the app)
Set nearly 300 different Quake Live CVARs / config settings, each one with recommended values for competitive play.
--NOTE: I'm looking for advice for additions/subtractions and corrections for (Descriptions, values) for my list.
Search bar for pin-pointing CVARs and BINDS during editing, live filter
Export and download a .cfg directly from the UI, the exported CFG is populated with comments for each CVAR for editing on desktop (will take corrections on descriptions)
Programmed-in dependencies for certain CVARs, hiding and revealing dependent CVARs when master toggles are enabled/disabled
Member system, register by email or Google/Discord and sync your accounts to multiple auth methods (universal account)
Importing configs to the site allowing you to edit pro configs from your hard drive straight into the system, with an indicator system next to each bind/setting representing where the imported value came from
Cloud save feature, allowing 5 slots for different config saves, if you want to save multiple configs on the site with specific names.
Mobile layout / Portrait layout responsive design, meaning you can edit your configs on-the-go (if you're not at home)
Manual Edit mode in the CFG Preview box allows you to make commits with manual typing rather than using my GUI (please help find bugs with it, describe what's happening if you find a broken aspect)

Note: Pre-populated scripts included in my app:
Weapon aliases
Volume up/down
Enemy Colors (custom Head/Torso/Legs)
Enemy Model toggle
Direct Rocket Jump

This has been an entirely solo project, and I'm seeking some community feedback and possibly some suggestions, especially for:

1) Missing CVARs that currently aren't in my config editor that are used by competitive players / used in Quake Live today and are recommended inclusions.
2) UI/UX improvements, the overall look and feel of the site, small (or big) recommended improvements/adjustments in site design
3) Incorrect cvar descriptions or values, or to suggest including new selections or values
4) Any broken aspects of the site, bugs or problems.

Update 03/01/2026

Thanks to ProT in the forum responses, I've worked very hard on his suggestions.

Update 03/08/2026

Updated the main post so I don't continue posting new changes over and over.
Edited by bassettr86 at 18:24 CDT, 8 March 2026 - 985 Hits
OpenQ4 - Modern, full binary replacement for Quake 4 (1 comment)
Posted by TheMuffinMan @ 04:24 CST, 25 February 2026 - iMsg
As titled, a project in its early days

I have been working on this project for a few weeks which offers an open-source game engine alongside its own game binaries. It picks up on unfinished work from Justin Marshall and drives my own set of improvements and goals.

Aim: to offer an open-source set of binaries. The closed-source BSE (effects system) has been fully reverse engineered and remains closed source to minimize potential legal issues, but the engine plugs into its API.

Features:
* modern and extensive platform/arch/hardware support for Windows, macOS and Linux PCs through SDL3
* nightly builds for all platforms
* full game controller/joystick support
* full screen aspect adjustments. from a coding perspective, it works perfectly, but some additional assets and menu refactoring considerations are needed for enhanced horizontal expansion (WIP).
* EAX audio
* auto-discovery for game installations in Steam or GOG
* multi-monitor and borderless support
* unified game dir for SP and MP binaries
* up-to-date external libs

Goals:
* SP/MP library merging/part-merge
* 5 years of RBDOOM3-BFG updates to port over (ie: shadowmapping)
* UTF-8 and TTF font support
* Expanding project to a unified engine for Quake 4, Doom 3, Doom 3 BFG, Prey and ETQW
* Reworking engine to allow true, higher framerates.
* Enhanced competitive features for MP, essentially porting from WORR/MuffMode.

https://github.com/themuffinator/OpenQ4
672 Hits
250fps league players configs (3 comments)
Posted by messenja @ 10:27 CST, 21 February 2026 - iMsg
Where can i download ql configs used by killsen, rapha, pavel and others? I especially want to take a look at killsen's config
734 Hits
Quake Live - It's Over (No comments)
Posted by Maga-pql @ 04:30 CST, 13 February 2026 - iMsg

0 1 2 3 4 5 6 7 8 9 10
Rating: 7.5 (1 vote)
This will be my final tape, ggs!

542 Hits
alternative to Quake 2 Starter? (1 comment)
Posted by azxx @ 04:40 CST, 11 February 2026 - iMsg
Quake 2 Starter ( http://q2s.tastyspleen.net/ ) was to Q2 what nQuake is to Q1/QW. But I tried it recently and it seems broken? Something in the package to do with the source port it seems? Is there a manual fix or alternative? These kinds of community installers are really good for getting new players up and running, and also good for a quick setup on a temporary computer.
Edited by azxx at 04:40 CST, 11 February 2026 - 444 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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