Recently rebooted an old mod of mine from about 15+ years ago,
FnQuake3 (Fappin' Quake 3 - it makes you want to fap)
The goal is to create a source port which enhances the Quake 3 experience in new and unique ways. There's no particular structure - an idea floats about and it might end up as a feature in the project.
Forked from the latest Quake3e, here's a brief overview of new features:
- A flexible display pipeline with renderer selection, fullscreen and windowed mode controls, internal render scaling, HDR, anti-aliasing, and detailed bloom tuning.
- Configurable cel shading for model entities, including map world models, player models, and the first-person weapon, with banded lighting and optional silhouette outlines.
- Optional player highlighting with rimlight and stencil border effects, per-mode team or free colors, and teammate/enemy override colors.
- Flexible 4:3-aware aspect correction for HUDs, menus, UI model widgets, and cinematics, with sensible widescreen options when you want them.
- A much more capable console, including configurable scaling, smoother scrolling, mouse interaction, text selection, drag and drop, and an optional live tab-completion popup.
- An expanded screenshot system with pattern-based naming, optional view metadata sidecars, watermark compositing, and OpenGL cube-map capture.
- CPMA/CNQ3-style rainbow text color escapes, with live preview right in the console input line.
- SDL3 support for video, audio, and input on modern platforms.
- OpenAL is the default audio backend, with device selection, spatial reverb, occlusion, and an easy fallback to the original mixer.
- Compatibility support for Quake III Arena 1.17 .dm3 demo playback alongside standard retail .dm_XX demo formats.
- Compatibility support for older Quake 3 IHV / q3test IBSP v43 maps alongside standard retail Quake III Arena BSP content.
Check out the GitHub repo (
github.com/themuffinator/FnQ3) and the latest release (
github.com/themuff...r/FnQ3/releases).
Feel free to leave some feedback and feature suggestions.