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Looking for an experienced id Tech 3 / Quake 3 engine developer to implement a small server-side gameplay feature in the game module (C). **The Feature:** When a player gets a kill, they receive a temporary speed boost: - +25% movement speed for 5 seconds - Effect does not stack but refreshes on a new kill - Fully controlled via CVARs (enable/disable, adjust multiplier and duration) **Technical Requirements:** - Implemented server-side only (game VM / game module) - Changes confined to: `g_client.c`, `g_local.h`, `bg_pmove.c`, `g_main.c` - Speed multiplier injected cleanly into pmove — no breaking existing movement logic - Boost state tracked on `gclient_t`, cleared correctly on death/respawn via `ClientSpawn` - No client-side hacks, no protocol changes, no prediction issues **Nice to Have:** - Optional visual indicator via a server-triggered event or flag **What I'll Provide:** The relevant SDK files you need. No need to source them yourself. **IMPORTANT:** Only bid if you have hands-on experience with the Quake 3 / id Tech 3 SDK. Generic game dev experience is not sufficient — I will know immediately.
Project ID: 40414356
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Active 5 days ago
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25 freelancers are bidding on average $145 USD for this job

Hello, I understand you need a precise server-side gameplay modification for the id Tech 3 / Quake 3 game module, adding a kill-based temporary speed boost system while preserving original movement integrity. I will implement the feature directly in the game VM (C game module), ensuring clean integration into g_client.c, g_local.h, bg_pmove.c, and g_main.c without altering core movement logic or introducing prediction issues. The system will apply a +25% speed multiplier for 5 seconds on kill, refresh correctly on subsequent kills without stacking, and be fully controlled via CVARs for enable/disable, multiplier, and duration. The boost state will be stored in gclient_t, properly managed across spawn, death, and respawn cycles using ClientSpawn, ensuring no residual state bugs. All logic will remain server-authoritative with no client-side dependency or protocol changes. If needed, I can also add an optional server-triggered event flag for visual feedback. The implementation will be clean, minimal, and aligned with id Tech 3 architecture standards, ensuring stability and compatibility with existing gameplay systems. Thanks, Asif
$250 USD in 3 days
6.6
6.6

Hi, I have strong experience working directly with id Tech 3 / Quake 3 game modules in C, including modifying `g_client.c`, `bg_pmove.c`, and core movement logic, with hands-on work around pmove integration, client state handling, and server-side gameplay features without breaking prediction. For this project, I can implement a clean server-side speed boost system controlled via CVARs, injecting the multiplier safely into pmove, tracking state in `gclient_t`, handling refresh logic, and ensuring proper reset on death/respawn, all without affecting existing movement behavior or introducing sync issues. Best regards, Juan
$140 USD in 1 day
5.6
5.6

Hello, I hope you are doing well. I’ve worked extensively with the Quake 3 / id Tech 3 engine at server level and I’m confident I can implement your tiny but impactful feature without touching client or protocol. My focus is clean integration into the game module, with CVAR-driven control and careful placement in g_client.c, g_local.h, bg_pmove.c, and g_main.c, preserving existing movement logic and avoiding prediction issues. In past projects I’ve added server-side state and timing logic that interplays with pmove without breaking existing systems, and I’ve ensured proper lifecycle handling via ClientSpawn so boosts clear on death or respawn. This feature will grant +25% movement speed for 5 seconds on a kill, refresh on a new kill, and be fully toggleable and adjustable through CVARs. I can deliver a compact, well-documented patch and, if needed, a simple server-side visual cue via a triggered event. I can start as soon as I receive the SDK files and deliver a tested implementation within 5-7 days, depending on current build integration. Please share any specifics you’d like me to follow, and I’m happy to align. Best regards, Billy Bryan
$250 USD in 3 days
4.5
4.5

As an experienced full-stack developer with a speciality in C, I want to emphasize that I have hands-on experience with the id Tech 3 / Quake 3 engine. I understand the importance of finding someone who's not only skilled in generic game development, but also one who has specific, practical knowledge using this particular engine -which I am proud to say, I do! Over my 12+ year career, I have brought complete and viable solutions to over 100 clients while always keeping performance and scalability at the forefront of my designs - a quality vital for your project. In addition, since you mentioned that you provide relevant SDK files required for this job as well as my familiarity with back-end systems and databases like PostgreSQL and Redis (which have been used in connection server designs of similar games), I am confident that I can effectively utilize your provided SDKs to implement this feature without any depletion of huge amounts of your project time or resources. Looking forward to the possibility of working together!
$140 USD in 7 days
4.8
4.8

Respectively Sir/Ma'am, Have a Pleasant Day Ahead ! I carefully had read your requirements in your job post on freelancer.com I am glad to inform you that I have same extensive experience that you are looking for. I have done similar work earlier in my past and I will share during project discussion. Please share your exact project requirements, So, I can understand your requirements & I will come to know that what do you exactly needs to develop and I will be feeling happy to work with you. Cost and timeline depends on your project or task requirements Price is negotiable and I will work in your budget. No upfront payment will be charged. Always work in milestones. Looking forward for your positive response. Kind Regards, Sneha Kanwar
$140 USD in 7 days
2.8
2.8

Hi, I can implement this Quake 3 gameplay feature directly inside the game module in C, with the boost logic kept clean and fully controlled through CVARs. I understand the important part is preserving id Tech 3 movement behavior, not hacking speed in a way that causes prediction or protocol issues. I’ll track the boost state on `gclient_t`, refresh the timer on each new kill without stacking, clear it on death and respawn through `ClientSpawn`, and inject the multiplier into pmove in a controlled way. I can keep the changes limited to `g_client.c`, `g_local.h`, `bg_pmove.c`, and `g_main.c` as requested, with enable, duration, and multiplier CVARs. If useful, I can also add a simple server triggered visual indicator without touching client prediction. I have experience working with C based game logic and legacy engine style code, so I’ll keep the patch small, readable, and easy for you to review against the SDK files. Best regards Ankit
$50 USD in 1 day
2.4
2.4

Hi, I'm Cindy Viorina, and I specialize in game development with a strong focus on the id Tech 3 engine, specifically Quake 3. I'm excited about the opportunity to implement the server-side gameplay feature you described. I understand that you want a mechanism for players to receive a temporary speed boost upon getting a kill, which is manageable within the constraints you’ve set. By modifying the relevant C files, I will ensure the speed boost is cleanly injected without disrupting existing movement logic. I’ll utilize CVARs to control the effect and ensure the state is properly managed in `gclient_t`, adhering to the specified constraints for death and respawn. With my hands-on experience in the Quake 3 SDK, I can assure you that I will deliver a robust solution within a short timeframe. I’m available for real-time communication based on your time zone and can provide a simple demo within 12 hours of commencement. Q1: Are there any specific CVARs you would prefer for controlling the speed boost? Q2: Would you like real-time feedback on the implementation process? Q3: How do you envision the optional visual indicator functioning in-game? Looking forward to your response and eager to get started! What are your specific expectations regarding the implementation timeline? Best regards, Cindy Viorina
$30 USD in 1 day
2.1
2.1

Having over a decade of experience in full stack development including C and C# programming, I can confidently say that I'm a great fit for your project. Although my expertise primarily lies in web and mobile application development, I bring the same level of dedication and precision to any project I undertake. I've worked with various CMS platforms and API integrations, which aligns perfectly with your project's requirements for efficient implementation of gameplay features on the server-side. Moreover, my extensive experience in database design, management, and optimization will ensure that the speed boost feature is seamlessly injected into 'pmove' without disrupting existing movement logic. I understand the importance of your unique id Tech / Quake 3 SDK requirement and assure you that I can deliver on it. My past clients praise me for my deep understanding of their requirements from the get-go, efficient project handling from start to finish, and reliable communication. Let's collaborate to bring your gameplay feature vision to life efficiently and successfully!
$140 USD in 7 days
1.7
1.7

⭐ I handled a similar project ⭐, Happy to show you what works before you commit. A server-side gameplay feature was developed for Quake 3 that enhanced player speed temporarily after kills. This work perfectly fits your need for a clean, non-intrusive speed boost in the game module. Key elements like CVAR control and boost tracking were central to delivering the expected functionality. Specializing in id Tech 3 modifications, I prioritize maintaining existing logic, securing the code, and ensuring a smooth user experience. Let's chat for a free consultation. Worst case, you walk away with a free consultation and a clearer understanding of your project. Kind regards, Curtley
$200 USD in 14 days
0.5
0.5

I am a perfect fit for your project. I understand you need a clean, server-side implementation of a temporary speed boost on player kills within the Quake 3 engine, controlled entirely via CVARs without affecting existing movement logic or introducing client-side changes. My focus will be on seamless functionality and efficient state tracking in the specified source files. While I am new to Freelancer, I have strong experience with the id Tech 3 SDK and have delivered similar gameplay feature enhancements outside this platform. I offer a free consultation to clarify your requirements and recommend the best technical approach. I would love to chat more about your project! Regards, Sonny Dube
$100 USD in 14 days
0.0
0.0

Hello, I have carefully reviewed your project and previously implemented gameplay mechanics directly in the id Tech 3 game module, including modifying player state, handling server-side events, and safely extending pmove behavior without breaking prediction or core movement logic. Your feature requires a clean server-side speed boost tied to kill events, controlled via CVARs and integrated into pmove. I will track the boost state in gclient_t, apply the multiplier safely within bg_pmove.c, and ensure proper reset on death or respawn through ClientSpawn. The logic will be non-stacking with refresh behavior, fully configurable, and isolated to the specified files without impacting existing systems. I am available to begin immediately and committed to delivering a stable, well-integrated implementation within a short timeframe. Best regards, Pedro
$90 USD in 7 days
0.0
0.0

I have hands-on experience with the Quake 3 SDK and can implement the temporary speed boost feature as required. Plan: I will modify the server-side only logic in the specified files, injecting the speed multiplier cleanly into pmove. I’ll track the boost state on gclient_t and ensure it's cleared on death/respawn via ClientSpawn. The feature will be fully CVAR-controlled for the multiplier, duration, and enabling/disabling. Optionally, I can add a visual indicator for the active boost state via a server-triggered event. I’ll ensure no client-side hacks, no protocol issues, and will conduct thorough testing to confirm smooth gameplay functionality. Looking forward to working on this feature! Thank you, Srdjan Njegovan
$120 USD in 5 days
0.0
0.0

This project aligns very well with my expertise in id Tech 3 engine development and C programming. Implementing the server-side speed boost controlled by CVARs fits perfectly with my experience modifying `g_client.c` and related files to create clean, seamless gameplay enhancements without disrupting core movement logic. While I am new to Freelancer, I have tons of experience and have done other projects off site involving precise game module changes and event-driven effects in Quake 3 mods. I can deliver a clean, professional implementation quickly and offer an initial draft for your review. I would love to chat more about your project! Regards, Bester Devenier.
$250 USD in 14 days
0.0
0.0

Greetings, I understand the need for an expert in the Quake 3 / id Tech 3 engine to implement a server-side gameplay feature that grants players a temporary speed boost upon each kill. This enhancement aims to add a dynamic element to gameplay, improving player engagement and providing a competitive edge within the gaming environment. With a strong background in developing within the id Tech 3 engine, I have hands-on experience implementing server-side functionalities and enhancing gameplay features. By working directly with the specified files such as `g_client.c`, `g_local.h`, and `bg_pmove.c`, I ensure clean integration of the speed boost mechanic without disrupting existing movement logic, emphasizing a seamless and efficient implementation process. My approach involves meticulous tracking of the boost state on `gclient_t` and ensuring proper clearing mechanisms during death or respawn to maintain gameplay integrity. By prioritizing clean coding practices and adherence to technical requirements, I guarantee a robust and stable feature addition that aligns with your vision for the game module. Best regards, Manthan
$100 USD in 14 days
0.0
0.0

I am a perfect fit for your project because I have hands-on experience with the Quake 3 / id Tech 3 SDK and understand your need for a clean, professional, and user-friendly server-side gameplay feature. I will ensure the speed boost is seamlessly integrated, fully controlled via CVARs, and injected without breaking existing movement logic. While I am new to freelancer, I have tons of experience and have done other projects off site involving precise, automated game module modifications. I would love to chat more about your project! Best Regards, Ty Ax
$200 USD in 14 days
0.0
0.0

Dear Client, How are you? I hope this proposal finds you well. I'M A CERTIFIED TECH & EXPERIENCED EXPERT This is to inform you that I have KEENLY gone through your project description, CLEARLY understood all the project requirements as instructed in your project proposal and this is to let you know that I will perfectly deliver as desired. Being in possession of all stated required skills as this is my field of professional specialization having completed all certifications and developed adequate experience in the respective field, I hereby humbly request you to consider my bid for professional, quality and affordable services that meet all your requirements. I always guarantee timely delivery and unlimited revisions where necessary hence you are assured of utmost satisfaction when working with me. Please send me a message so that we can discuss more and seal the project. WELCOME.
$250 USD in 1 day
0.0
0.0

Hi, there! Oh, I am an expert in this field! I have a complete solution for implementing your server-side speed boost feature in the id Tech 3 game module. I will add a clean, non-intrusive speed multiplier into pmove, controlled via CVARs for enable/disable, duration, and scaling, ensuring no impact on existing movement logic or prediction. The boost state will be tracked within gclient_t, refreshed on each kill, and properly cleared on death or respawn through ClientSpawn. All changes will stay strictly within the specified files and remain fully server-side with no protocol changes. If needed, I can also include a lightweight visual indicator triggered from the server. If you don't mind, let's discuss in chat. Thank you for carefully reading my bid.
$140 USD in 7 days
0.0
0.0

Hello, As a result of a detailed review of your project requirements, I understand you need a small server-side id Tech 3 / Quake 3 game module feature where a player gets a temporary configurable speed boost after a kill. I have experience handling similar C-based gameplay and server-side movement logic changes, and I’m available to start your project right now. I bring strong expertise in C programming, id Tech-style game modules, movement logic, CVAR-controlled gameplay features, software architecture, and game testing. For this feature, I would track boost state directly on `gclient_t`, trigger/refresh it on confirmed kill, clear it properly on death/respawn through `ClientSpawn`, and inject the multiplier cleanly into `pmove` without changing protocol or client prediction behavior. I’ll keep the changes limited to `g_client.c`, `g_local.h`, `bg_pmove.c`, and `g_main.c`, with CVARs for enable/disable, multiplier, and duration. One key focus is avoiding movement side effects, so I’ll keep the boost non-stacking, refresh-only, and easy to test. I have a couple of quick questions. • Which Quake 3 SDK/mod base are you using? • Do you want the optional visual indicator included in the first patch? Best regards, Carlos
$30 USD in 7 days
0.0
0.0

Hi there. I’ve recently completed a similar project involving server-side gameplay features for the id Tech 3 engine, and I can deliver your speed boost implementation efficiently to the same standard. I understand you need a clean, server-only implementation in C, modifying `g_client.c`, `g_local.h`, `bg_pmove.c`, and `g_main.c`, ensuring the +25% speed boost refreshes on kills without stacking, fully controllable via CVARs. I have hands-on experience with the Quake 3 SDK and precise pmove injection without breaking movement logic. The brief is clear and well-structured. Would you prefer the optional visual indicator as a server event or a flag for easier client handling? Regards, Riyaaz
$120 USD in 10 days
0.0
0.0

IF YOU’RE NOT HAPPY YOU DON’T PAY. I see you need a precise server-side speed boost tied to kills in the Quake 3 engine, carefully integrated into pmove without disrupting existing movement logic. Clean CVAR control and proper state tracking are key for smooth gameplay. I’ll dive into the specified files to implement the boost with efficient state management in gclient_t, ensuring no protocol issues or client-side hacks. While new here, I’ve completed similar id Tech 3 mods off-platform that enhanced player experience reliably. Let’s chat! Worst case, you get a free consultation. Regards Pietie L.
$200 USD in 14 days
0.0
0.0

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