ioQuake3-PS3

PS3 PORT: ioQuake3-PS3 1.3.1

Mayo

Forum Noob
Like my ioQuake3-PS4 port, this one aims to port Quake 3 Arena on PS3. Compared to the PS4 port, this one has many less features and due to the console's not-so-friendly architecture I had to deal with many more limitations, but It's overall playable.

AI has been used to assist me in this project. 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.

Main features:
  • Full Quake 3 support. Everything works as intended, both offline and online.
  • Can crossplay with other ioQuake3/Quake3 clients.
  • 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)
  • Mods support, standalone Open Arena 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:

Place your pak files inside /dev_hdd0/data/ioq3/baseq3/ for Quake 3, /dev_hdd0/data/missionpack/ for Team Arena, /dev_hdd0/data/ioq3/baseoa/ for Open Arena.

Latest release
 
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I'd like to leave some suggestions:
It would be cool to have an option while on the menu to make the keyboard come up for those places where we have to write text like on the filter on the multiplayer menu or the address to connect to a specific server. (the game on the menus defaults the keyboard for commands)
Also having sensibility adjustment for the camera joystick would be great because the current value is too fast, making the camera dificult to adjust for the shots. (the option on the Controlls menu for the "Joystick Threshold" doesn't work)

Apart from this 2 points, everything is pretty good so far. The game looks great and runs mostly fine (that double buffer vsync still kicks in at times but for that I can go to the cfg :glee:). And that crossplay works flawlessly. Could get 2 friends + my PS3 and PC in the game and it was smooth.
 
I'd like to leave some suggestions:
It would be cool to have an option while on the menu to make the keyboard come up for those places where we have to write text like on the filter on the multiplayer menu or the address to connect to a specific server. (the game on the menus defaults the keyboard for commands)
Also having sensibility adjustment for the camera joystick would be great because the current value is too fast, making the camera dificult to adjust for the shots. (the option on the Controlls menu for the "Joystick Threshold" doesn't work)

Apart from this 2 points, everything is pretty good so far. The game looks great and runs mostly fine (that double buffer vsync still kicks in at times but for that I can go to the cfg :glee:). And that crossplay works flawlessly. Could get 2 friends + my PS3 and PC in the game and it was smooth.
Thank you for your feedback! I'll check out the double buffer vsync issue. Also, for the menu: I think I could port the QVM changes that have been made to the PS4 port (since it has the fixes you mentioned for the menu, like bringing the keyboard in the IP field and so on)
For the sensitivity: You can change it by sliding the MOUSE look. I need to wire it to the joystick look.
 
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Nice work, so we effectively have cross play between PS3/PS4/PS5 (via PS4 compatibility) :) Anyone up for a game? Going to get this going with the PS4 port going on the PS5 tonight, will be some fun (sadly I do not have a PS3).

I will say I ported IOQuake 3 many, many years ago to the old PowerPC Macs, good to see the Big Endian support is still going strong in the project. https://macintoshgarden.org/games/ioquake3-panther

I love these old shooters. I've been playing the very excellent Unreal Tournament 99 Officially endorsed by Epic Linux port by the homebrew community on my PS4 Pro FW 9.0 running Linux (the whole game is free now) https://github.com/OldUnreal/UnrealTournamentPatches.
 
Nice work, so we effectively have cross play between PS3/PS4/PS5 (via PS4 compatibility) :) Anyone up for a game? Going to get this going with the PS4 port going on the PS5 tonight, will be some fun (sadly I do not have a PS3).

I will say I ported IOQuake 3 many, many years ago to the old PowerPC Macs, good to see the Big Endian support is still going strong in the project. https://macintoshgarden.org/games/ioquake3-panther

I love these old shooters. I've been playing the very excellent Unreal Tournament 99 Officially endorsed by Epic Linux port by the homebrew community on my PS4 Pro FW 9.0 running Linux (the whole game is free now) https://github.com/OldUnreal/UnrealTournamentPatches.
Let me know how it runs on PS5! Although the result would be roughly the same.

I also ported ioQuake3 on a PowerPC device: Wii.

I wonder if we'll ever get UT99 ported to modern consoles.
 

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