| General Disclaimer: The information in this FAQ has been shamelessly pirated from solutions offered up on the Planet Quake Forums. If you have a question not answered here, visit the Forums where someone will have a solution. |
I just picked up Quake 3: Team Arena, and like many people have run into some problems during the install. Here are the fixes that worked for me and some others that have been posted on the PlanetQuake Forums
Table of Contents
How do I get and install PR 1.27?
I installed 1.27g and now my mods don't work
Can I play both 1.17 and 1.27?
How did all of my shaders get screwed up?
Why do I lose so much FPS performance when I play Q3:TA?
What are the weapon assignments for the new weapons?
Why do I alway have Sarge's head?
Who is James and why do I get booted from the game after getting a James/Default error?
Why doesn't my normal model show up when I play a team game?
Why don't I have a frag limit anymore when I play single player?
Is it possible to use models outside of the standard ones in Q3:TA?
Can I play regular Q3:A mods on Team Arena maps?
How do I bind keys to voice commands?
How do I get and install PR 1.27?
You can obtain the 1.27g Point Release from two sources. You can visit fileplanet.com and download the patch or buy and install Quake 3:Team Arena. It seems like the popular option indicates that the 1.27g upgrade from Team Arena is more stable than the downloaded version. Don't ask me why, I just report what I hear.
The one reason you might want to still download the 1.27 patch (other than not having the funds to purchase Team Arena) is that the downloaded version comes with a demo. This demo is contained in Pak5.pk3 and can be extracted using Pakscape.
I installed 1.27g and now my mods don't work
There are many which have not been recoded for 1.27. This means that all the mods you used to play and love in 1.17 will not work. I think that you get kicked back into the main menu if you try this. In any case, you should visit the mods author's page (the links page can help you with this) to see if it has been updated for 1.27.
The README suggests doing a fresh install of Quake 3 and then Team Arena to a new folder, then adding custom .PK3 files one at a time, discarding those which cause problems. If you have dozens of downloaded files, this could take a long time. Go to the PHHortess and follow the links to Support where you can find a list of known bad PK3s.
If you have one of these, delete them, and then see if the problem has gone away. If you still have the problem, then the instructions in the 1.27 README are to take out all of you custom pk3s and add them back one at a time.
It seems that PR 1.27h helps you regain some of your FPS while fixing some model problems and loopholes that were being exploited by cheaters.
Here is a comprehensive set of weapon assignments:
If this seems like a lot of weapons to keep track of, check out the scripts page to create groups of weapons bound to one key.
When you play Team Arena, you have to choose a model and skin from one of the clans. However, you can specify which model and head you want to use when you do play team games. Use the following lines in your autoexec.cfg to set your team model and head model:
As for the James/Default error, I am still looking for a good explanation of what causes this or how it can be fixed. Two solutions have been offered
Where x is the fraglimit or timelimit you want.
I have been able to create a pk3 file with the Team Arena maps so that they can be played using regular mods, but several are missing shader files and I have not been able to figure out how to fix the problem. However, I'll describe what I did and provide a summary of the shader problems I encoutered on each map. Maybe someone can help me out. Using PakScape, I extracted the following folders from /Missionpack/Pak0.pk3 and created a new .pk3 file, which was then placed in /baseq3: Alternatively, you can just copy and then rename the Pak0.pk3 from Team Arena into your baseq3 folder. However, this will mess up other things -- nothing that can't be fixed though. Once the new pk3 file is created, you will have to go into the console to activate a map. Alternatively, you can call a map from your map rotation. Here is a summary (work in progress) of TA maps and the missing shader files, some more significant than others:Can I play both 1.17 and 1.27?
You can do this in three ways:
How did all of my shaders get screwed up?
It seems like a lot of people have run into graphics problems when they install Quake 3: Team Arena. I ran into a problem where all of my shaders disappeared and everything showed up as grey boxes. The reason for this is that Team Arena is not as forgiving of bad shaders and if one shows up in one of your .PK3 files, it messes everything else up.
Why do I lose so much FPS performance when I play Q3:TA?
Not really sure here. It seems like most people lost a considerable number of FPS when they upgraded to 1.27g. It could be larger maps, improved bot AI, or anything else. I will try to get a better understanding of this over the next couple of days.
What are the weapon assignments for the new weapons?
Weapon 1 - Gauntlet
Weapon 2 - Machine Gun
Weapon 3 - Shotgun
Weapon 4 - Grenade Launcher
Weapon 5 - Rocket Launcher
Weapon 6 - Lightning Gun
Weapon 7 - Railgun
Weapon 8 - Plasma Gun
Weapon 9 - BFG
Weapon 10 - Grapple (alternatively, use +button5 to assign the grapple)
Weapon 11 - Nailgun
Weapon 12 - Proximity Grenade Launcher
Weapon 13 - Chain Gun
Why do I always have Sarge's head?
Team Arena gives you the ability to specify a head model and a body model. The two lines you need to write into your autoexec.cfg file are:
seta model "spitfire/red"
Make sure you specify the model first, before specifying the headmodel.
seta headmodel "mynx/red"
seta team_model "janet"
seta team_headmodel "*callisto"
Who is James and why do I get booted from the game after getting a James/Default error?
James and Janet are the names of the two team models which come with Team Arena. Each has a red and blue skin for each clan Pagans, Stroggs .... in the game.Why don't I have a frag limit anymore when I play single player?
Add the following line to your autoexec.cfg:seta fraglimit "x" - OR -
seta timelimit "x"Is it possible to use models outside of the standard ones in Q3:TA?
At this point, I do not believe it is. I have seen new head models at Polycount.com but don't know when new body models will be available or how they can be installed into the game
Can I play regular Q3:A mods on Team Arena maps?
Yes and no.

| Map Name | Missing files/textures |
|---|---|
| MPTERRA1 | Water surface |
| MPTERRA2 | None |
| MPTERRA3 | Water surface, Blue bounce pad back |
| MPQ3CTF1 | None |
| MP3CTF2 | None |
| MPQ3CTF3 | None |
| MPQ3TOURNEY6 | None |
| MPTEAM1 | Missing shaders |
| MPTEAM2 | Missing shaders |
| MPTEAM3 | Missing jump pad shader and movie animation |
| MPTEAM4 | Missing baseboard trim and skybox |
| MPTEAM5 | Missing movie animation |
| MPTEAM6 | Missing shaders |
| MPTEAM7 | Missing shaders |
| MPTEAM8 | textures/base_light/ceil1_34_10Ktrans |
| MPTOURNEY1 | None |
| MPTOURNEY2 | textures/skies/tim_tourney2.tga |
| MPTOURNEY3 | textures/skies/tim_tourney1.tga |
| MPTOURNEY4 | textures/skies/xproto_sky_tourney2.tga |
The other problem lies with spawn points. I could only get bots and myself to spawn at one point on the terrain maps. If anyone has a clever fix, please e-mail me.
How do I bind keys to voice commands?
Team Arena allows you to bind keys to voice commands like, "I'm going on offense". To bind these commands to keys, add the following lines to your autoexec.cfg:
where [voice command] is one of the following commands:
This will activate one of a number of voice (.wav) files. If you want to hear all the possible voice combos, use Pakscape to look though pak0.pk3 in the /missionpack folder and look in the voices folder.
Have questions or new links you want to submit? E-mail me at michael@kan.org