May 6th, 2008
Update 2: The mailing list move is complete, archives are fully available now.
Update 1: The mailing list move is almost complete, archives remain to be moved because Dreamhost support isn’t done yet. But everyone who was subscribed should be resubscribed. Please refer to http://lists.ioquake.org/ for all inquiries regarding the discussion list now. The Discussion list is the only list that is moving for now.
The main discussion list is moving to lists.ioquake.org. Things are going as planned with this move, but are taking a little longer than expected. Expect another update when the move is complete.
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May 4th, 2008
With all the 3D frenzy for home entertainment systems going on, ioquake3 did not want to fall behind, so as of the latest SVN revision ioquake3 officially supports rendering of stereoscopic images. Actually, we’re not quite sure whether this works for quad buffer based rendering methods for shutter glasses as we lack the hardware (can someone give us a heads-up on this? Any SGI fanboys here?), but rendering of anaglyph images definitely does.
You need to have red-cyan glasses to view these images in their full glory. As always, the cvars and switches needed to turn on this new functionality can be found in the changes to the README. I have also written up an extensive information page about the techniques behind stereo rendering on ioquake3’s wiki to get you going on stereoscopic ioquake3.
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April 21st, 2008
Finally, after the merger of the separate codepaths for different operating systems to use SDL, one of the longest outstanding bugs on our bugtracker could be resolved. The latest version in our subversion repository supports the upcoming internet protocol version 6 completely. New features include:
- client-server connections via IPv6
- scanning for IPv6 servers on a local subnet
- client can now query multiple master servers for server list
- server lists from master server may contain IPv6 addresses
- new engine-side functions for banning clients from the server
For a quick overview of the new cvars and commands to use these new features, you can have a look at the changes in the README.
A server can handle ipv6 and ipv4 connections simultaneously, so don’t be surprised if a server shows up twice in the server list. IPv6 servers will be marked as using the “IPX” protocol for now, as support for this protocol has been dropped and the corresponding string needs to be changed to “UDP6″ in the game code, so coders of modifications, please change ui_servers2.c accordingly.
There’s a test server running at ipv6.tjps.eu, which can only be reached via ipv6. Feel free to give it a go and find out how well the new protocol is performing!
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April 8th, 2008
One of my favorite gaming communities has always been the Shacker community. Recently their “Visceral Monkey” started the “ShackQuakeLive” site for playing quake3 and related mods, go check it out and then join their server to kick some shacker asses.
Their server is even set up for http downloading, one of my favorite ioquake3 features.
Enjoy.
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March 4th, 2008
Stephan Reiter wrote into the mailing list with this amazing news (both videos are embedded after the break):
Hi everyone!
I’ve been working on a raytracing library during the last few months. Last week I was able to integrate it into the ioquake3 source code. This allows for switching between traditional rasterization and raytracing using a cvar. There are also some debug modes specific to the raytracing-mode.
I’ve posted two videos at YouTube showing Elite Force Raytraced, which is based on Thilo Schulz’s excellent Elite Force patch for ioquake3.
The 1st video focuses on raytraced reflections and other changes of the look: http://youtube.com/watch?v=jLFrP0c7VWw
The 2nd video is basically a record of a bot deathmatch: http://youtube.com/watch?v=C_6Icf2m_C4
I intend to release this code soon, but I plan to take some more time to polish it some more.
Comments are appreciated.
Keep up the good work, ioquake3-community!
Thanks,
Stephan
Read the rest of this entry »
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January 3rd, 2008
We have done quite a bit of work towards unraveling mysteries presented by the recent Xcode (2.5 and 3.0) and Mac OS X (10.5) releases. Here is the rundown of the current state of things. If you want maximum compatibility in the Universal Binary you create, your build system needs to meet the following criteria:
- Must be running Mac OS X 10.4 (Tiger)
- Must be using XCode 2.3, XCode 2.4(untested), or XCode 2.5
- Must have MacOSX10.2.8.sdk, MacOSX10.3.9.sdk, and MacOSX10.4u.sdk installed. (These come with XCode, but you may have to install them manually)
The make-macosx-ub.sh script should detect all of this for you. The resulting binary should work on all Mac OS X 10.2, 10.3, 10.4, and 10.5 systems.
You can still build a Universal Binary when running Mac OS X 10.5 using XCode 2.5 or 3.0, but the best you can do is compatibility with Mac OS X 10.4 and 10.5 systems.
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January 3rd, 2008
Several ioquake3 based games were compared recently over at Linux-Gamers.net. The article should be useful for non-linux gamers as well, due to the multi-platform nature of all the games mentioned within.
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December 30th, 2007

I just committed a patch to SVN from Hobbes for Slackware SlackBuild support, thank you Hobbes!
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December 23rd, 2007

The Urban Terror team have released version 4.1 of their stand-alone game based on ioquake3!
Go get it!
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December 14th, 2007
With the World of Padman patch, Thilo has also updated ioquake3 SVN to compile on Mac OS X 10.5!
Revision 1238 also adds dedicated server support for OS X.
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December 6th, 2007
The World of Padman team have released version 1.2 of their stand-alone game using the ioquake3 engine. Head over to their site to check it out for Windows and Linux, a Mac version is forthcoming.

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December 3rd, 2007
As blue notes, today is Quake 3’s 8th birthday!
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November 30th, 2007
With the move to wordpress, and dreamhost, we’ve also added a Wiki, check it out!
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August 27th, 2007
If you’re reading this, your DNS is up-to-date and you’re on the new ioquake3.org host.
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July 7th, 2007
Go check it out!

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