*** This version
of OSP supports Quake3 version 1.30
a bit of
background, OSP Tourney DM is designed to facilitate competitive,
yet flexible, match play. Thismod simply makes it easier and
convenient for players and admins
alike to ehance the Quake3 experience. There have absolutely
been *NO* changes to the core gameplay or its dynamics -- its all
Quake3 in this regard.
version of OSP (versions 0.99c and up) now have Challenge Pro Mode
built in! CPM is a careful change to several fundamental
of Q3 that facilitate faster gameplay for both players
and spectators alike. Check it out! Its loads of
fun and adds
a lot of spice to "vanilla" Quake3. (For a complete
list of changes, check out the CPM-changes.txt file found in the Docs/
Download version 1.03a of OSP Tourney for Q3A
Unzip the osp-quake3-.zip in
the root Quake3/ directory, with folders enabled. You should have a
newly created directory named "osp" with all of the files listed in
enclosed the INSTALL.txt file.
To start up a DEDICATED OSP
server, just type:
quake3 +set dedicated 2 +set
com_hunkmegs 16 +set fs_game osp +exec .cfg
quake3 +set dedicated 2 +set
com_hunkmegs 32 +set fs_game osp +exec .cfg
**IF UPGRADING FROM A PREVIOUS
VERSION OF OSP: Delete ALL z-osp-cgameXXX.pk3 files in your server's
osp/ directory. Dedicated servers should only have a single
z-osp-cgameXXX.pk3 file in its osp/ directory to prevent unnecessary
.pk3 downloads and confusion (especially on Linux/BSD-based servers).
**Make SURE to delete the
included z-osp-cgameXXX.pk3 and z-osp-extraXXX.pk3 files, along with
setting server_ospauth 0 and server_promode 0 if you DON'T want clients
to have to use OSP's client-side modifications. However, if you do
this, clients wont be able to respond with OSP's authentication and
stuff like custom hud's, multi-view, etc. won't work. For best
compatibility, leave the cgame and extras.pk3 files in the server's osp
directory and leave server_ospauth set to 1 (along with sv_pure set to
To start up a LISTEN OSP server
(where a client and server run in the same machine), type:
quake3 +set fs_game osp +exec
||I recommend that if you plan on running a listen
server, that you copy the z-osp-gameXXX.pk3 pakfile from the osp/paks/
directory and place it in the main osp/ directory. Also, delete the
osp/vm/ directory. This is to address the current limitation in quake3
in regards to mods and .qvm files. You may also need to set sv_pure 0
for the listen server, if you experience crashes on map reloads (i.e.
at the end of warmup countdown).
LINUX/BSD admins: Replace "quake3" with "q3ded" in the above examples.
Make sure to add:
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.
There have been MANY features
added to the default Quake3 game:
Enhanced match mode play,
utilizing player "ready-up" to force synchronized matches (all modes of
Extra mode of play: "Clan
Arena" that is similar in many respects to the popular RocketArena mod
"Challenge Pro Mode" (CPM) play
settings to allow for faster gameplay. This set of features is
available under all game types.
Highly configurable client-side
modification that allow for HUD manipulation, enhanced client
authentication, auto-demo/screenshot recording, etc.
Multi-view spectating. OSP
allows spectators to view multiple player screens AT THE SAME TIME!
Sounds included =)
Additional spectator mode: The
ViewCam. This mode allows for viewing the game in a more cinematic
manner to get a better feel for the action.
Extensive in-game player and
match statistics that are unique to each mode of play (FFA, 1v1, Team
DM, CTF, and ClanArena).
Server-side definable "decals"
that can be placed throughout the level, on a per-map basis. Up to 16
custom graphics and 32 total decals can be placed on every map.
Many enhancements from the
excellent Q3Comp mod.
Optional "Coach" spectators
that can talk with members on the team, issue commands on their behalf,
and view all team members for a truly coach-style type of match play.
Flexible "filtering" mechanism
to allow admins to deny player access based on name, IP address, or
password. Also allows for player "reservations" (name/address/password)
Highly advanced and
configurable voting system.
Robust dynamic maplist
generation system coupled with map rotation capabilities that takes
into account player counts and allows for changing any server setting
when the new map is loaded.
Player stats window for quick
viewing of a player's performance.
"Config mode" voting, where
players can vote in new server modes that are supported by their own
Remote admin capabilities with
many commands available.
Team captain capabilities to
manage a team and its players.
Color skin support for head,
body and legs. All three can be different! 10 colors available for each
Ability for teams to "lock out"
spectators to prevent giving away strategy and cheating posibilities
with Internet voice communication mechanisms.
Ability to follow only the red
or blue team.
Automatic server public
variables that are updated based on gameplay. Current match information
such as time remaining, team scores (if available), etc. can be seen in
the server information box from utilities such as GameSpy when the
server is "refreshed".
Highly flexible overtime mode
Server "timeouts" for match
play that allow for a pause in the action (called by either team
captians or referees).
Highly configurable (optional)
grappling hook available.
Complete item/powerup banning
capabilies (map independent).
Item replacement capabilities
Additional "skunk" mode setting
for 1v1 matches. This setting allows for a decent remake of RocketArena
In-server fix for q3tourney3
for team-based games.
MOTD support displayed to clients.
graphics to display to clients.
Optional item dropping for
Optional Q2 armor system.
gun setting to give a better "feel" of its use under laggy conditions.
Ability to give weapons/ammo to
players upon each respawn.
Ability to specify starting
weapon for a player.
Additional informative logging.
Many bug fixes to the default
id game (including dropped sounds).
Many extra small tweaks too
numerous to cover.
||Check the Docs/ directory for complete mod update
information (osp-q3-History.txt) and all new server variables
referenced and described in excruciating detail (osp-q3-Variables.txt).
Available commands are found in osp-q3-Commands.txt.
||Example server configurations have been provided to
ease system administration in putting together the "correct" config.
Simply take one of the included configs that more closely matches how
you want your server to run, and modify it as needed.
||For a list of all client commands, type:
||After connecting to an OSP server.
||For a list of all referee (remote admin) commands,
||After obtaining referee status.
||For a list of all "callvote" voting commands
available, simply type:
||By itself to get a listing of all currently
available voting options.
||Further, to find current server/vote settings, vote
usage and command description, type:
\callvote <option> ?
||The server will describe the voting format for this
, a description of what it controls, and its current setting (if
applicable). For example (to see current the server's Quad Damage
powerup setting), type:
\callvote quad ?
Usage: \callvote quad <0|1>
Enables/disables Quad Damage powerup availability
Quad Damage is currently ENABLED
||Simple, eh? =)
Helpful Client Settings
Although OSP Tourney
DM/CA/CTF can be played as an entirely server-side mod, enabling the
client (default) allows for a MUCH wider range of options (see
osp-q3-ClientReadme.txt in the osp/docs directory). However, if running
strictly as server-side only, there ARE several client settings that
can help in enhancing gameplay from the player's perspective.
Clients can set:
set cg_predictItems 0
To avoid some sometimes
arbitrary item actions and pickup sounds that can occur during a match
warmup period (especially in CTF).
Using the hook:
If the server has the hook
bind key_name +button5
By pressing and holding
key_name (e.g. mouse3), your hook will be launched and pull you when it
lands on an object. To release the hook, just release key_name.
If configured (or voted in),
players can drop weapons/ammo in TDM or CTF games. The command to drop
be any of the following:
Players may optionally drop
flags in CTF by the command:
Try setting com_hunkmegs to 56
or 64 in your q3config.cfg (look for its current setting already in the
.cfg file), autoexec.cfg or what- ever client config you exec on client
launch. You can even specify this on the command-line with: +set
Using the ViewCam:
There are several ways to use
the viewcam. To enable:
This mode of operation will
always locate the most action going on in the map. To manually move to
different viewcam locations, type:
**This option toggles either manual or automatic viewcam positioning.
You can optionally track a
single player with this mode through:
To follow a SPECIFIC player,
**Note you can just cycle through to a player using the jump/croutch
keys as well.
The viewcam positions are
defined by configuration files that are map-specific. If a map does not
have a viewcam definition file, the viewcam will be disabled from use
for the current map.
Creating new viewcam definition
files is pretty easy and kinda fun =) All the documentation you will
need (+ additional commands) is given in the included
If you make viewcam definition
files that are not included with the OSP distribution, please send them
to me and I will include them in the next release. Full credits will of
course be given.
Big thanks go out to a|citizen
and a|wiseguy (and the whole abuse clan for that matter) for helping me
get everything "just right". Check em out at:
Huge thanks to Khaile, Hoony,
and the entire CPM crew for providing the source and info to help
integrate CPM functionality in OSP. Check out the official
implementation of CPM (Challenge ProMode) at http://www.promode.org
Thanks to Shawn "Og" Hampton
for cooking up a config editor for OSP-Q3. This thing rocks! Thanks
All muh boys in glove (Rune,
Og, Ares, jab, toku, Thorian, just to name a few) and the whole rail
scene (LPB, VK-Phineas, fyc|ex-con, |cc|BloodLuster, |cc|Busta, etc.)
for trying to get rail into a saner place.
Thanks to these viewcam
avl^gouki - q3ctf3, q3ctf4, q3wctf1-3, japanctf
jab - q3ctf1, q3ctf2
Olzah - ztn3dm1
Rune - q3tourney2
SoloRail - q3dm1-4, q3dm8-12
TrEEcH - q3dm13, q3dm17, q3jdm8a
VK-Hunter - q3dm14-16,19 q3tourney1,3,5, overkill
Also gotta give high-fives to a
lot of other people who helped push OSP in the right direction:
Godsmurf, Talita, FiTH-arcane, TrEEcH, YeTi, fluffster, and Smegma
(ewww). There are just too many! Sorry if I forgot anyone!
Thanks to ]R[Papa (of q3comp
) and Strider for the collaboration on the id event/sound problems.
"THANKS MANG!" goes to arQon of
(soon to be released) CPMA fame. Thanks for all of the help on code
snippets in the twilight years of the 0.99x series of OSP ;-)
More deep bows to Strider (Alan
Kivlin) for the client 125Hz sampling patch and a couple of pointers on
some of the multi-view spectating (like a cool CTF flag view that I
haven't enabled yet).
Indebted to Jim Luther
(QFH|Fiafiaga) and [AVL]Hifi in helping me track down all of OSP's
problems with the beloved Macintosh. Those pesky Macs.... ;-)
And to tubesock/gouki.. guys,
thanks a bunch for testing, debugging and nit-picking features to
perfection. Very much appreciate all the help you both have provided.
Props to Heeler for some of the
spif targa graphics help. Adobe rocks!
Much love to "alias" of team
evolution (http://evolution.clanpages.com) for the spectator config to
sort out some of the new features of the multi-view spectating option
Thanks to the mapmakers of
carnagearena1b and q3arenax. I am waiting to hear back from john at the
domain carnagenet.com for official inclusion of the caranagearena map
in the official 1.0 release. I dont know who made q3arenax, so if
anyone can give me an email address, I will contact him/her directly.
Thanks for playing OSP,