ioQuake3 Arena port for the Playstation 3.
AI has been used to assist me in this project due to lack of time. I won't share my CLAUDE.MD, but you can find the details of which AI models I used, and their respective role. I hope this will help and encourage more developers or people trying to approach this field in a much less intimidating way. Be aware that the approach was the same for basically every Quake 3 port I made.
Main features:
Installation
Quake III Arena
Place pak0-8 in /dev_hdd0/data/ioq3/baseq3/ from your own Quake III Arena copy.
Open Arena
Place all the pak files in /dev_hdd0/data/ioq3/baseoa/ from your own Open Arena copy.
Team Arena
Place pak0-3 in /dev_hdd0/data/ioq3/missionpack/ from your own Team Arena copy.
Star Trek Voyager: Elite Force
Place all the pak files in /dev_hdd0/data/ioq3/baseEF/ from your own Star Trek Voyager: Elite Force copy.
Quake 3 Classic
Place pak0-8 in /dev_hdd0/data/ioq3/baseq3/ from your own Quake III Arena copy, as well as dc-mappack.pk3 inside baseq3
Latest release
RELATED PROJECTS:
ioQuake3-Wii
ioQuake3-PS4
ioQuake3-One
ioQuake3-U
AI has been used to assist me in this project due to lack of time. I won't share my CLAUDE.MD, but you can find the details of which AI models I used, and their respective role. I hope this will help and encourage more developers or people trying to approach this field in a much less intimidating way. Be aware that the approach was the same for basically every Quake 3 port I made.
Hardened code's skill module is mandatory. Without it, AI will hallucinate a lot and will either introduce issues or regressions.
Sonnet 4.6 did good chunk of the work code-wise. It would often struggle with more advanced things (ex. renderer). If it struggled or introduced regressions when implementing something, I would instantly swap to Opus to continue
Opus 4.6 does the much more complex stuff, then code review and comment trimming.
Codex although not mandatory does the double check on code.
The Wii port was used as reference. Whereas many features (ex. music playback, mod support and such) were taken from the PS4 port.
Sonnet 4.6 did good chunk of the work code-wise. It would often struggle with more advanced things (ex. renderer). If it struggled or introduced regressions when implementing something, I would instantly swap to Opus to continue
Opus 4.6 does the much more complex stuff, then code review and comment trimming.
Codex although not mandatory does the double check on code.
The Wii port was used as reference. Whereas many features (ex. music playback, mod support and such) were taken from the PS4 port.
Main features:
- Full Quake 3 support. Everything works as intended, both offline and online.
- Can crossplay with other ioQuake3/Quake3 clients. Quake 3 Classic also allows Dreamcast crossplay.
- Call the PS3 keyboard using X after opening the console (Select+Triangle) or the in-game chat (Select+X)
- Rumble support (disable with L3+R3)
- USB Mouse and Keyboard support
- Mods support, standalone Open Arena, Star Trek Voyager: Elite Force and Team Arena support.
- Username is set automatically by the game. On first boot it will name the player based off the PS3's User.
Installation
Quake III Arena
Place pak0-8 in /dev_hdd0/data/ioq3/baseq3/ from your own Quake III Arena copy.
Open Arena
Place all the pak files in /dev_hdd0/data/ioq3/baseoa/ from your own Open Arena copy.
Team Arena
Place pak0-3 in /dev_hdd0/data/ioq3/missionpack/ from your own Team Arena copy.
Star Trek Voyager: Elite Force
Place all the pak files in /dev_hdd0/data/ioq3/baseEF/ from your own Star Trek Voyager: Elite Force copy.
Quake 3 Classic
Place pak0-8 in /dev_hdd0/data/ioq3/baseq3/ from your own Quake III Arena copy, as well as dc-mappack.pk3 inside baseq3
Latest release
RELATED PROJECTS:
ioQuake3-Wii
ioQuake3-PS4
ioQuake3-One
ioQuake3-U
Last edited by Mayo1990,








