I think the highlights include some of the foliage stuff for maps and the
scripted gameplay/single player elements.  So technically the foliage
stuff I'd think would be more engine-wise and the gameplay stuff I'd think
would be more mod-wise, like I could see someone had recreated most of the
gameplay as a Q3 mod if they so desired.

They allowed for http downloading of maps but that's been added to ioq3 a
while ago.  Maybe a different bot AI?

Optimally all this would be ported to ioq3 in some manner rather than
porting ioq3's fixes all back to RtCW/ET kinda like how Thilo got ioq3 to
run Elite Forces.

Monk.

> On Sat, Aug 14, 2010 at 2:03 PM, Enrico Zschemisch <enr...@vicampus.com>
> wrote:
>> can someone please summarise the differences between Quake 3, RTCW and
>> ET
>> engines? All I can find is only minor differences...
>
> 'Cause that's the reality. They are basically different mods of id
> tech 3. Quake3 arena has the "mod" baseq3, which was the ..base q3
> game.
>
> They may do tiny other differences but not even near in calling it a
> "generation".
>
> I'm afraid there may be fragmentation of the already little work
> available.
>
> If you need "generations" check out id tech 3 expansions to VBO/GLSL
> and other modern OpenGL features
>
> 'bumpy' renderer by TwentySeven:
> http://forums.urbanterror.info/topic/11414-bumpmapping-modifications-enthusiastic-mappers-required/
>
> Xreal: http://xreal-project.net/
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