Communication is very important
for teamplay gametypes like Team DM and CTF. Most players don't
have time to read text messages in the heat of the fight. Quake
III Radio adds support for radio messages to Quake III Arena,
messages played through the speakers of any multimedia computer.
These radio messages can be user-defined by configuration files,
so your own personalised messages can be added. The radio messages
are stored as pre-recorded wave files, Quake III Radio is not
a real time communications system (mainly because they use too
The following installation
describtion assumes that your are using MS Windows but these steps
should work well with Linux and MacOS, too.
Installation of Quake III Radio is pretty simple. Download the
newest version of Quake III Radio from http://www.planetquake.com/q3radio/.
Open up WinZip (or any other ZIP tool) and extract Quake III Radio's
ZIP file into your Quake III Arena directory. Make sure that the
"Use folder names"
checkbox is enabled. If you have an old Quake III Radio folder
in your Quake III Arena directory, delete it first and backup
files from this folder if needed (unless the Quake III Radio ZIP
you downloaded is an update version).
You can load the mod
+set fs_game radio" or select it from Quake III's
A sample configuration
file can be found in the Quake III Radio folder, it's sample_config.cfg.
Open this file with Notepad (or any other text editor) to see
what it does. Load it with the console command "\exec
sample_config.cfg". You can, of course, adjust this
file to your needs or create a new one. Be sure to have a working
Quake III Radio configuration file before you enter any game.
Quake III Radio has three radio commands:
player under crosshair
must be a valid radio messages defined in the loaded radio configuration
file. These commands can be bound to to keys, for example
a "radio_team attack"
Three radio voices
are provided with Quake III Radio. You can select them by loading
the correct radio configuration file. The options are:
<configfile>" (for example "cg_radioCfg radio_female.cfg") in console and then, to load
the new voice, "reloadRadioCfg".
Players will hear all radio
messages in the voice they selected. So if you use female voice
and another user male, this user will hear your radio messages
as male and NOT female.
Yes, you can add your
own radio messages. How? Easy: Create a radio config file. I suggest
using one of the standard radio configuration files (radio_male.cfg, radio_female.cfg or radio_neutral.cfg) as a base. Make a copy of
one, rename it (example: radio_john.cfg) and then edit the file with
a text editor. As you can see, a radio config file consists of
three strings per line. The first string is the radio message
name which will be used with the radio commands, the second string
is the directory and name of the wave file which should be played
when transmitting this radio message and the third string is the
alternative radio text message which will be transmitted along
with the radio message. Here's an example:
Be sure not to use
any special characters like "!", "?", "&", "?", "." ... in
the command and filename string for Windows compatability reasons.
C++ style comments like // and /* */ can be used in a radio configuration
The alternative text string has to be put into inverted commas!
string must be larger than 128 characters!
The maximum amount of radio messages per radio configuration file
Note that users which
do not have your radio messages won't hear them, they will only
receive the alternative text message!
The radio menu can
be accessed with the command radioMenu.
If you want to send a radio message to your teammates by using
the menu, type or bind the command "radioMenu
team" which will open up the radio menu for team messages.
While the menu is opened, the commands "weapon 0" to
"weapon 9" can be used to navigate the menu. These commands
are bound to the keys 0-9 by default. The menu command for messages
to all players is "radioMenu
all". Use "radioMenu
tell" when sending a radio message to the crosshair
your team only
the player under crosshairs
the radio menu. <mode> is the radio mode which
can be: "all", "team" and "tell".
To close the menu, just execute the radioMenu command again.
the radio configuration file. Default = radio_male.cfg
current radio configuration file. Use after changing cg_radioCfg!
radio messages for all players. Default = 1 (on)
forced wait time between two radio messages from the same
player, prevents flooding. Default = 1000 = 1 sec
dead players to send and receive radio messages. Default =
Is this a client
only mod? Does it work with any server/mod?
|No. Both, client
and server need to run the mod. You can only use Quake III Radio
on servers running it.
Bots don't respond
on radio messages or use them, why?
This feature was
first planned but can no longer be implemented. How can the
bots know what user-defined radio messages mean?
Is Quake III
Radio similiar to Team Sound or Roger Wilco?
Not really. Team
Sound and Roger Wilco are real time communication tools, that
means you have to use a headset and speak your sentences.
All spoken words are transmitted through the network (in IP
packets). The disadvantages are that these tools use up CPU
resources (while running in the background) and network bandwith
(because the sound stream has to be send through the network).
The advantage is that these tools work with real time communication
and no pre-recorded messages.
The advantages of
Quake III Radio are that it does not need more CPU power than
Quake III Arena does. Quake III Radio does not send voice
streams through the network. The wave files are stored on
each client and just played locally when someone transmit
a radio message.
Quake III Radio has
been created by
this great game
the radio voices
the radio sprite
Reynolds, Eric Smith & Mike Weldon
helping me with C++
FireArms mod team
they rule :-)