As I get many questions from many people wondering about what q3reloaded will be like accompanied by many other questions, I have decided to write this article about what we currently have and what we have in mind.
In the current Quake scene, there is a high competition and there are many LAN cups with prize money. Although they generate a huge interest by many players, few players can go to the event venue and participate in those events due to high travel, accommodation and participation costs. If the player is working at a company, it is more than impossible to participate those LAN events which are really great. It is also harder to organize such an event from the event organizersí side because they have to deal with many different variables all at a time. It is always easier for all players to participate an online event rather than a LAN event. However, whatís against such tournaments? Why canít we see the Online Quake tournaments with high prize money so frequently? In my opinion, it is the gift we receive from the cheaters in the game we play. There are always some cheaters to spoil the joy of the real gamers and give hard time to organizers who are nervous about giving such a prize money to someone who doesnít win it by his skill, but by his cheat. Especially when you consider even experienced well known players who donít need cheats to get better were also caught cheating, you lose the sense of trust to anyone and this kills your inner motivation to continue playing this game and participating the online cups as there is always an intolerable possibility that your rival could be cheating. As a result of all these, the regular players are deprived of online cups with high money prizes. Here is where the online gaming gets stuck and it is our starting point. We will try to end this deprivation with the release of q3ReLoaDeD.
There is no cheater detection and banning system on q3r because we follow a pro-active approach against cheating. We focus on removing the possible backdoors that the cheaters could utilize rather than detecting the cheaters and banning them. We think that if we make the current/future cheats useless by using some techniques we develop, there will be no need to detect the cheaters as they wonít already be able to cheat.
Our anticheat solution has 2 phases. The first one is currently implemented on Q3r Alpha version and it is really a solid one against wh. We started with wh because it is the harder to detect and we call it solid because as a result of our pro-active approach against cheaters, the possibility of wallhacking has been disabled through the server. How are we so sure? This module uses such a system that even if the walls are removed or made transparent the enemies behind the walls cannot be seen by the client and still they can only be visible when they are at the doorways or in open areas.
The coder of q3r has successfully integrated this anticheat module to one of the mods of Enemy Territory : Quake Wars and it is currently in use there successfully. When it is integrated to quake 3, it has a drawback though which I think will slightly affect the insta gametype. We will try to get over it though with some techniques the coder has in mind.
The second phase is now being developed. We develop it to be more sure about the blockage of cheating on q3r (and ofc incase if we cannot find a viable solution to the drawback of the current anticheat causes). We are working on a system without dll files in the game folder and a game exe file renewed every 15 days or so. I donít want to give too much details about it as cheaters may be alert these days and I am sure they wonít lose time to try to get over the anticheat systems of q3r. Shortly, our plan is to use these 2 systems together as anticheat companions so that they will function as 2 doors shut to the face of the cheaters. More importantly, the q3r anticheat modules will be updated regularly so that we will have a flexible but at the same time a rough position against cheaters if something unwanted emerges.
The current q3r version has better texture than q3a and I can say that it is close to Quake Live texture quality as q3r is based on ioquake. On ioquake they have improved the texture quality thanks to its coders.
The current gametypes on q3r are CA, TDM, iTDM, ctf, ictf, duel and Domination. The other gametypes will be added in time.
All these sound good right? We have no problem in integrating the anticheat modules to the q3r game, but what we need help about are in game huds, in game statistics, website implementation and integration, new 3D model development, texture improvement, embedded map designs. With only one coder (highly dedicated though without whom all of these would not be possible) in action it is nearly impossible to complete all these in a short time. It will take time. If you think you can help us in these areas (in game huds, in game statistics, website implementation and integration), please fill in the form below and submit so that we can get in touch and discuss the possibilities. With or without help from anyone the q3r game will be released, it may not satify some people graphically, but it will definitely satisfy many with its anticheat module which is our main focus now. If we can get help in those areas, it will satisfy many in all areas.
If you are a coder who is good at C programming language,
If you are a web developer who can code the server/player stats on q3r user accounts on site,
If you are a graphical artist who can develop 3D models for q3r,
If you are a level designer and if you want your level to be used in q3r,
If you are a composer who can compose music for q3r,
and more importantly if you are willing to take part in the project, please feel free to CLICK HERE and contact us. We will get back to you as soon as possible.
Edited by twister_ at 18:05 CDT, 7 April 2013 - 6734 Hits