Flexible HUD release 8

ZTM’s Flexible HUD mod for ioquake3 release 8 has a new Git repository, updates to newer ioquake3, and adds a config file for very high quality graphics settings.

New Git Repo

The source code has moved from a flexible_hud branch and tags in zturtleman/ioq3 repository to a new zturtleman/flexible-hud-for-ioq3 repository.

Flexible HUD was treated as a one-off throw away project in 2013. The source code for first two releases was previously missing from the Git repo. They had “git diff” patches in the Flexible HUD pk3 downloads. Now the code is committed and tagged in the Git repo.


I merged in the latest changes from ioquake3 (2019 to 2024). It includes these changes I made in 2019 to 2021 that affect the mod code:

  • Restore bots crushing unseen player on q3tourney6 in non-CTF (restores the original harder difficulty of the final boss)
  • Fix team orders menu not listing clients with lower clientnums (it wasn’t possible to order bots that joined before you on a server using the Q3 menu)
  • Fix duplicate team join center print for bots and g_teamAutoJoin (too many messages could cause an error and kick players off the server)
  • Fix lightning gun handling for corpses and single player podiums (this shouldn’t affect anything)


I added my 2018 config file for applying Spearmint’s “Very High Quality” graphics settings to ioquake3. The Flexible HUD web page says how to apply it.

This was previously a standalone download. I don’t remember where if anywhere it’s linked. It seems relevant to users of Flexible HUD so I included it.

Rounding it out

The Flexible HUD downloads and ztm-ioq3-veryhighquality.cfg are now hosted on GitHub instead of clover.moe/downloads. This was actually the main motivation for all of this. I think about moving to a static website and I don’t want to add a bunch of zip files to the website Git repository.