Based on these theories, ioquake3 is adding VOIP support for the next release. This internal support is going to bring along with it support for (entirely optional) Mumble positional VOIP audio. More nerd-speak after the break, the short and quick of it is, however:
We’re going to have VOIP for mods/new games, and baseq3. This is a pretty radical departure from the initial goal of not changing anything in baseq3, and is probably the single largest (obvious) end-user benefit for using ioquake3.
The fact of the matter is that if you want to blame someone for allowing it to be included, you can blame me (Zachary, lead omnipresent overseer of ioquake and related entities). If, however, this makes you happy and you want to praise somebody, give either big ups OR big props to Ryan Gordon (lead intergalactic space nerd) and Ludwig (Herr Angst).
Please, do not spoil them with both ups AND props.
q3osc is my updated version of Julian Oliver’s older q3apd mod which streamed user data from quake3 to the Pure Data (PD) audio processing language. I’ve built a similar project from a clean ioquake3 codebase and included a complete oscpack c++ lib to properly output not only user position data over osc but also individual projectiles, like plasma ball and BFG balls. The short of it is that that output can be used in a music software environment like PD, Max/MSP, Supercollider or ChucK to build interactive musical environments.
What does this mean? Means you can make music by playing the game! Some video demo’s included after the fold.
Check out the CCRMA wiki with complete specs and full information about it.
If any mappers out there would like to build some environments which could be used for musical performance, please let me know. My mapping chops aren’t exactly stellar.
So all you mappers get to work making some awesome maps for a really cool project!
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.
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.