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Releases: glKarin/com.n0n3m4.diii4a

v1.1.0harmattan72-free

23 Mar 01:13

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Only for F-Droid update

Quadrilateral Cowboy/Icarus idTech4 games support

12 Mar 05:58

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1.1.0harmattan72 (2026-03-08)

  • Add Quadrilateral Cowboy(ver 1.0.2602252) support, game standalone directory named qc, game data directory named base. More view in Quadrilateral Cowboy.
  • Add Icarus Starship Command Simulator(ver 1.0.9) support, game standalone directory named icarus, game data directory named base. More view in Icarus Starship Command Simulator.
  • Add new game chooser on launcher.

Screenshots

Quadrilateral Cowboy

Screenshot_quadrilateral_cowboy

Icarus Starship Command Simulator

Screenshot_icarus

Skin Deep/ECWolf/UZDoom support

10 Feb 12:54

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1.1.0harmattan71 (2026-02-10)

  • Add Skin Deep(ver 1.0.4) support, game standalone directory named skindeep, game data directory named base.
  • Support edit on-screen buttons layout in gaming.
  • Add ECWolf(ver 1.4.2) support, game standalone directory named ecwolf.
  • Add game main thread stack size config on Menu > Option > Advance.
  • Enable FTEQW.
  • Add UZDoom(ver 4.14.3) arm64 support, game standalone directory named uzdoom, And GZDoom is removed.
  • Fix some GUIs in Quake 4/Prey(2006).
  • RealRTCW(ver 5.2) is removed.

ScreenShot

Screenshot_skin_deep
Screenshot_wolf3d

v1.1.0harmattan70

10 Feb 08:57

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1.1.0harmattan70 (2025-12-21)

  • Fix font offset in GUIs on Quake 4.
  • Fix a sound distance volume bug on Quake 4.
  • Support smooth joystick on DOOM 3 mod Hardscorps and Quake 4 mod Hardqore.
  • Add Medal of Honor: Allied Assault(ver 0.82.1) support, game standalone directory named openmohaa, game data directory named main. More view in OpenMOHAA.
  • Update RealRTCW version to 5.3, version 5.2 will be removed on next release.
  • Update ioquake3(Quake 3), Darkplace(Quake 1), OpenJK, yquake2(Quake 2), and add 3rd Zigock Bot II mod support on Quake 2.
  • On-screen button keymap and layout configures are standalone in each game.
  • Add Unreal engine psk/psa, iqm, Source engine smd, GLTF/GLB, Autodesk fbx animation/static model support, add md5mesh static model support on DOOM3/Quake 4/Prey.
  • Add float console support on DOOM3/Quake 4/Prey.
  • Warning: FTEQW is removed in this release.

Screenshot_openmohaa

[20260129-093852] Windows/Linux testing (Non-release. Automatic CI builds)

29 Jan 09:38

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win_linux_testing

build

v1.1.0harmattan69-free

30 Sep 12:23

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Only for F-Droid update

Quake 4 BSE effects update(Happy for Quake4 20th Anniversary)/PBR optimization

28 Sep 05:25

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1.1.0harmattan69-lindaiyu (2025-10-01)

  • Fix BSE effects on Quake 4.
  • Optimize PBR shaders with original specular texture on DOOM 3/Quake 4/Prey(2006).
  • Add settings by ImGui on DOOM 3/Quake 4/Prey(2006), command is idTech4AmmSettings, default binding to F10.
  • Add mp3 sound file support on DOOM 3/Quake 4/Prey(2006).
  • Fix GUI, credits after end of game, map static mesh vertex color on Quake 4.
  • Fix low frequency on HeXen-Edge of Chaos(DOOM 3 mod).
  • Add Urban Terror(ver 4.3.4) support, game standalone directory named urt, game data directory named q3ut4. More view in Urban Terror.
  • Update Quake 2(yquake2) version to 8.51, update Vulkan renderer.
  • Update GZDOOM version to 4.14.2.
  • Rename Xash3D game standalone folder to xash.
  • Rename Source Engine game standalone folder to srceng.

[2025-09-27]: 1.1.0harmattan69-2-lindaiyu

  • Add fixed ratio resolution support on launcher Graphics tab.

[2025-09-28]: 1.1.0harmattan69-3-lindaiyu

  • Fix left red beam line effect in level game/network2 on Quake 4.

[2025-10-18]:

Happy for Quake4 20th Anniversary


Quake 4 BSE effects

Screenshot_quake4_bse_effect

New optimized PBR lighting model

Screenshot_pbr

ImGui settings

Screenshot_imgui_settings

Real 640x480

Screenshot_2025-09-27-17-16-19-887_com karin idTech4Amm


About story of Quake 4 porting

3 years ago, around July 2022, I discovered a project on GitHub: Quake4Doom, an open-source Quake 4 project based on the combination of Quake 4SDK and Doom 3 GPL source code In August 2022, I started porting Quake4Doom to the DIII4A project, and the main issue at this time was:

  • Audio playback: noise issue
  • Menu GUI
  • Particle effects: BSE of Quake4Doom and Quake4BSE neither can work, and even cannot correctly parse FX files
  • Collision detection: Triggers not working, such as doors not opening
  • Font: Use Quake 4 font file converted to Doom 3 format

idTech4A++ main changelogs:

  1. On October 1, 2022 in the new version of DIII4A++(version 12) be released, and the program was renamed idTech4A++. At this time, Quake 4 had a large number of bugs, such as game script errors, and collision detection forced the use of the useSimpleTriggerClip logic, which resulted in erroneous collisions (such as the circular elevator in the 'game/process1' level squeezing and killing the player), without any particle effects.
  2. On October 15, 2022 (version 13), most game script errors (due to incomplete 64-bit system porting) were resolved, fix GUI trace for md5 animation models.
  3. On October 29, 2022 (version 16), collision detection was fixed. The reason is that the TraceModel used for collision detection in Doom 3 is shared. On Quake 4, I attempted to create separate TraceModels for each idClipModel, which enabled collision detection to function properly. Although I don't know if Quake 4 used this method, I know it has been working normally now.
  4. On October 29, 2022 (version 17), it supports Quake 4 original font files and no longer uses Doom 3 format font files, but there is still a bug of incorrect offset.
  5. On November 16, 2022 (version 19), the issue of disabling interactive GUI triggers in the game was fixed (these interactive GUI should not be shared).
  6. On November 18, 2022 (version 20), ShowSurface and HideSurface were implemented, which can hide model surfaces that do not require rendering (such as two-stage Makron's leg model).
  7. On March 25, 2023 (version 26), the particle effects system from Doom 3 will be ported to Quake 4. Although the rendering effect is bad, but it is working.
  8. On October 1, 2023 (version 33), jmarshall23's FakeClient bot system was removed from the multiplayer game, and uses SABot-a9 instead (as the SABot of Quake 4 source code is missing, so the latest SABot-a7 of Doom 3 is used), reducing many program crashes caused by exceptions.
  9. On December 31, 2023 (version 36), the EAX reverberation sound effect was fixed.
  10. On April 30, 2024 (version 50), support custom GLSL new stage shader materials.
  11. And some little fixes or updates.

Until July 11, 2025, jmarshall23 released Quake4Decompiled project. He decompiled the debugging program for Quake 4 using Hex Rays, which took him over two years time to do this. jmarshall23 makes Quake4Decompiled's BSE source code has been integrated into Quake4BSE once again.
In late August 2025, I port Quake4BSE's BSE source code into idTech4A++, and making it possible to compile properly. I found that it can correctly parse FX files now, so I think BSE should work. After 2-3 weeks, through the integration of Quake4Decompiled renderer source code and a series of fixes related to particle effects, now the BSE particle effects system of Quake 4 can finally work properly. Although there are still many bugs, the visual effects are well.
I also fixed some bugs by Quake4Decompiled source code.
After 3 years, the Open-Quake4 project is considered basically completed.

v1.1.0harmattan68 update

10 Aug 08:53

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1.1.0harmattan68 (2025-08-09 Lu Yiping)

  • Update Wolfenstein: Enemy Territory(ET: Legacy) version to 2.83.2, fix Omni-bot initialization.
  • Fix game controller, and add game controller configure on launcher CONTROLS tab.
  • Add more alphabet on-screen buttons, and add cs16-client and source-engine on-screen button theme.
  • Add load external game library support on Xash3D.
  • Add built-in soft keyboard support.
  • Update RealRTCW version to 5.2, version 5.1 will be removed on next release.

Serious Sam Classic/Xash3D support

30 Jun 06:54

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1.1.0harmattan67 (2025-05-08)

  • Add Serious Sam Classic The First Encounter(game standalone directory named serioussamtfe) and Serious Sam Classic The Second Encounter(game standalone directory named serioussamtse) support. More view in SeriousSamClassic.
  • Add Xash3D and Counter-Strike 1.6(need extract CS1.6 extras resource on launcher first) support, game standalone directory named xash3d, more view in xash3d and cs16-client.

Screenshot
Screenshot_xash3d_cs16
Screenshot_serious_sam_tfe
Screenshot_serious_sam_tse

D3/Q4/Prey global illumination emulated rendering

03 Jun 03:51

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1.1.0harmattan66 (2025-06-25)

  • Add global illumination rendering for make scene brighter(cvar harm_r_globalIllumination and harm_r_globalIlluminationBrightness) at launcher on DOOM 3/Quake 4/Prey(2006).
  • Add built-in bot assets if external assets missing(so only require external aas files, defs/scripts files not required any longer, also extract aas files patch by launcher), add +set harm_g_botEnableBuiltinAssets 1 to command or setup at launcher for enable on DOOM 3/Quake 4.
  • Add retro postprocess rendering from RBDOOM-3-BFG 1.6.0(cvar r_renderMode) at launcher on DOOM 3/Quake 4/Prey(2006).
  • Fix incorrect shadow rendering on perforated surfaces(cvar r_forceShadowMapsOnAlphaTestedSurfaces) with shadow mapping on DOOM 3.

66

retro postprocess

Screenshot_2025-06-02-18-50-31-662_com karin idTech4Amm
Screenshot_2025-06-02-18-50-41-490_com karin idTech4Amm
Screenshot_2025-06-02-18-50-52-934_com karin idTech4Amm
Screenshot_2025-06-02-18-51-07-752_com karin idTech4Amm