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/ > _______________________________________________ > ioquake3 mailing list > ioquake3@lists.ioquake.org > http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org > By sending this message I agree to love ioquake3 and libsdl. > _______________________________________________ ioquake3 mailing list ioquake3@lists.ioquake.org http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org By sending this message I agree to love ioquake3 and libsdl.