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Challenge ProMode Arena v1.20 Update

Challenge ProMode was created to help bring Quake 3: Arena...

Challenge ProMode Arena v1.20 Update

Challenge ProMode was created to help bring Quake 3: Arena into the professional players spotlight by making it a more challenging game. Grab

version 1.20

if you don't have MPMA at all.

Challenge ProMode Arena

-----------------------

Date: 25 Dec 02

WWW: http://www.promode.org

IRC: #promode on irc.enterthegame.com and irc.quakenet.org

Installation:

Unzip this archive in the root Quake3/ directory, with folders enabled.

You should have a newly created directory named "cpma" with these files:

readme.txt - this file

changelog.txt - a very terse list of additions, changes, and bugfixes

it is however BY FAR the most important of the docs, so READ IT!

description.txt - the entry for the mods menu

z-cpma-pak

.pk3

docs/Client.txt

docs/Commands.txt

docs/Modes.txt

docs/PlayerFilters.txt

docs/Server.txt

and a few standard configuration dirs (modes, cfg-maps, cfg-ra3, etc)

Note: you should NEVER change any of the files installed by CPMA: they

will almost certainly be overwritten by future releases. If you want

to customise things like modes, use a different name for your versions.

Read the docs. There's a lot of useful information in them. :)

For quick start advice on player configs, see the end of this file.

To start up a DEDICATED CPMA server, just type:

-----------------------------------------------

quake3 +set dedicated 2 +set com_hunkmegs

+set sv_pure 1

+set fs_game cpma +set vm_game 2 +exec

.cfg

----> IF YOU'RE UPGRADING FROM A PREVIOUS VERSION OF CPMA:

Delete ALL old z-cpma-client-XXX.pk3 files in your server's

cpma/ directory. Dedicated servers should only have a single

z-cpma-client-XXX.pk3 file in the cpma/ directory to prevent

unnecessary .pk3 downloads and confusion (especially on

Linux/BSD-based servers).

The value for com_hunkmegs really depends on how many clients you want

to support and the type of maps you're going to run.

For 1v1/FFA/TDM/CTF maps, 24-32 should be fine. For multiarena maps

like MAP-CPMAx and RA3MAPx you'll want to bump it to 48-64.

To start up a LISTEN CPMA server (where a client and server

run in the same machine), type:

-----------------------------------------------------------

quake3 +set fs_game cpma +set vm_game 2

Note: You may also need to set sv_pure 0 for the listen server,

if you experience crashes or Q3 decides to unload the mod

on map changes: these are known bugs in the Q3 engine.

** Linux admins: Replace "quake3" with "q3ded" in the above examples.

** Also make sure to add "+set fs_basepath

" that

** points to your root Quake3 directory to properly

** enable server downloads. Also, add a +set vm_game 2

** to the command-line to ensure full compatibility.

This document was blatantly ripped off from the one Rhea wrote for OSP. :)

-----------------------------

Config Tips - Getting Started

Swelt, 3 Jan 02

-----------------------------

All the info in here is taken from the Client.txt file in the cpma/docs/

directory. This section is just intended to make getting started that little

bit easier. Described below are a number of the most commonly used settings and

commands used by CPMA players. At the end, we'll be putting this into a config

file... more on this later.

Models and skins:

-----------------

To start, you'll want to choose a model for yourself. As in vQ3, the setting is

set model [model]/[skin]. CPMA has a set of special skins. To use these, choose

your skins as "pm" (eg set model doom/pm). If you have chosen to use ProMode skins,

you should now choose your colors. The setting is "color", and has 4 numbers.

These are: [rail core] [head] [shirt] [legs]. So you could set your rail core to be

green (2), head and shirt to be yellow (3) and legs to be red (1) with this:

set color 2331. Note that you can customise your own model setup in the game using

the GUI. Press Escape and choose Player Setup. There you can customise your personal

colors, and see it as they change.

If you are playing team modes and want all your team mates to be the same color as

you, use the setting cg_forcecolors 1. cg_forcemodel 1 will force your team to use

the same model as you.

Now that your own model and team are decided, you can setup how you want the

opposing team to appear. The command is cg_EnemyModel model/skin. To make

the most out of this you should use ProMode skins - fullbright custom colour

enemies rule! Again, select pm as the skin. You can customise the colour with

cg_EnemyColors ####

eg:

cg_enemymodel keel/pm

cg_enemycolors 2222

Bright Green Keel sir? Suits you, sir!

The HUD (Heads Up Display):

---------------------------

The CPMA HUD is highly configurable. Don't be put off if you don't like the look

of it at first. Enter ch_statusbarstyle 0 to make it look exactly like the Vanilla

one, or experiment with different numbers til you find one that owns! You'll also

want to play around with the ch_weaponlist variable. Again, setting to 0 will make

it like vanilla Quake 3, but there are a variety of other options. You can also turn

off the weapon selection popup (ie. when you change weapons) with ch_drawWeaponSelect 0.

Pretty much everything is customizable... so you can also change the size of fonts

with a set of variables starting cf_ (client font). No need to worry too much about

these yet though. But while we are looking at the HUD, we can also change the color

of our crosshair: ch_crosshairColor [number 0-9]. Note that this setting will be

overridden if you use cg_crosshairhealth 1 (which alters the color of the crosshair

as you lose health).

Weapon Stuff:

-------------

There are a few neeto little tweaks to the weapons. Most of these will again be

familiar to those with OSP experience.

cg_truelightning [Value 0 - 1]

Most people find that 0.5 allows them better LG aim on the net. The same code has

now been used by id in Quake3.

cg_smokeradius_rl and cg_smokegrowth_rl

Customise the size of your rocket trails, or simply turn them off. Setting both

to 0 will completely remove the trail. You can do the same for the grenade trail

( _gl rather than _rl).

Misc. Stuff:

------------

Joining the game. After connecting to a server, the next step depends on the game

type. For most gametypes, you will initially spawn as a spectator. To join the

game, either press Escape and select a team or join game. For multi arenas (maps

with several seperate playing areas) hit escape and select Choose Arena. The list of

arenas are marked DA for Duel Arena (1v1) or CA for Clan Arena. If an arena has CPMA

in red after the name, this signifies that they are using ProMode settings. Once

you are in the arena you want to be, hit escape again to select a team, or type

/team r or /team b to join up.

CPMA uses specially tweaked prediction code, to offer the best gameplay online.

There are two settings which were tweaks to vanilla Q3 which can interfere with

this. In your config, you may find it best to set cg_smoothclients 0 and

cl_timenudge 0

Configs:

--------

The easiest way to give Quake3 a bunch of config settings is to write a config

file. This is a simple text file which you can execute within the game to pass

quake3 all the settings it contains. To create a new config file, create a new

blank text file and enter a list of settings. Save this file in either the

baseq3 or cpma directory. This file should end ".cfg". For instance, I would

create a file called swelt.cfg. To apply the settings in the config, type

"/exec config" (eg exec swelt) at the console. No need to type the ".cfg" at

the end. (Note thats swelt.cfg not swelt.cfg.txt - god bless MS)

For more advice on configs check one of these websites:

http://www.planetquake.com/thebind/

http://ucguides.savagehelp.com/Quake3/AquaQuake3Guide.html

http://netsites.barrysworld.net/guides/quake3/

_______________________________________________________________________________

// Sample CPMA starter config:

// note starting a line with 2 slashes means that line is ignored.

set name "YourNameHere"

set model "xaero/pm"

set color "4999"

set cg_enemymodel "keel/pm"

set cg_enemycolors "2222"

set cg_forcecolors "1"

set cg_forcemodel "1"

set ch_drawWeaponSelect "0"

set cg_crosshairHealth "0"

set cg_truelightning "0.5"

set cg_smokeradius_rl "0"

set cg_smokeradius_gl "4"

set cg_smokegrowth_rl "0"

set cg_smokegrowth_gl "1"

set cg_smoothclients "0"

set cl_timenudge "0"

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