Homebrew ioQuake3-One

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Mayo1990

I just play vidya
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Since an Xbox Series port already exists but there was no Xbox One's... it was only a matter of time. Be aware that you need Developer mode to run this. AI has been used to speed up.
Like any other Quake 3 client, It can crossplay with others (either PC or other console ports).
It uses the standard controller bindings for shooters, except you use the arrow down to open the on screen keyboard to type in chat.

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 PS4 port was basically used as a base for this, since they share the same renderer.

Main features:
  • Full Quake 3 support. Everything works as intended, both offline and online.
  • Can crossplay with other ioQuake3/Quake3 clients.
  • Call the Xbox One keyboard using A after opening the console (LB+RB) or the in-game chat (L3+A)
  • Rumble support (disable with L3+R3)
  • Mods support, standalone Open Arena and Star Trek Voyager: Elite Force support.

Installation

You need to install Microsoft.VCLibs.x64.14.00.appx as Dependency.

Boot them once, then:

Quake III Arena

Place pak0-8 in User Folders\LocalAppData\ioq3-uwp_1.0.0.0_x64__t8sjjnx0kvmt8\LocalState\baseq3 from your own Quake III Arena copy.

Open Arena
Place all the pak files in User Folders\LocalAppData\openarena-uwp_t8sjjnx0kvmt8\LocalState\baseoa from your own Open Arena copy.

Star Trek Voyager: Elite Force
Place all the pak files in User Folders\LocalAppData\eliteforce-uwp_t8sjjnx0kvmt8\LocalState\baseEF from your own Star Trek Voyager: Elite Force copy.



I didn't test it on Xbox Series (although I do have an Xbox Series X at my place), but you'd rather want to use Its dedicated port

Latest release

RELATED PROJECTS:
ioQuake3-PS3
ioQuake3-PS4
ioQuake3-Wii
 
Last edited by Mayo1990,
Since an Xbox Series port already exists but there was no Xbox One's... it was only a matter of time. Be aware that you need Developer mode to run this. AI has been used to speed up.
Like any other Quake 3 client, It can crossplay with others (either PC or other console ports).
It uses the standard controller bindings for shooters, except you use the arrow down to open the on screen keyboard to type in chat.

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 PS4 port was basically used as a base for this, since they share the same renderer.

TO GET IT WORKING:
You need to deploy uwp_1.0.0.0_x64.msixbundle and Microsoft.VCLibs.x64.14.00.appx as Dependency. Once installed, to get it working you need to boot it at least once, then go to User Folders \ LocalAppData \ ioq3-uwp_1.0.0.0_x64__t8sjjnx0kvmt8 \ LocalState \ baseq3 and place your PAK files in there. You need your own Quake 3 Arena copy in order to obtain these files.

TODO
  • Implement most of the changes the PS4 received. Standalone mod support won't be done though, since Xbox One apps can't have a shared folder in developer mode. Mod supports through the Q3 menu will be implemented though.

I didn't test it on Xbox Series (although I do have an Xbox Series X at my place), but you'd rather want to use Its dedicated port

Latest release

RELATED PROJECTS:
ioQuake3-PS3
ioQuake3-PS4
ioQuake3-Wii
What is the main point of this? What is it for etc. what does it contain? We need to know this stuff

Next time please include a video of the project
 

New release.

Features:
  • Added rumble feature (Toggle with L3+R3)
  • OSK can now be used in the menus to change name or type a server address (Quake 3 only)
  • Added MP3 format support
  • Added mod support
  • Increased memory allocation
  • Fixed configs not surviving reboots
  • Added Open Arena and Star Trek Voyager: Elite Force builds

Please check the main post or the Installation guide.

Get it here
 

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