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Archive for 2009

ioquake3 hosting fundraiser

Friday, June 26th, 2009

Update: We’ve met our goal, the drive has ended. Thank you again for all your help!

Donations are required for ioquake3′s hosting to continue every two years. Next month, ioquake3′s hosting bill comes due. Fortunately it is only due once every two years which means that requests for donations will be infrequent.

Thank you for your support.

ioquake3 1.36 in the news!

Friday, May 1st, 2009

Since the release of ioquake3 1.36 we’ve had a lot of attention from various sites and I thought it would be nice for people who only read ioquake3 to check out the reaction we’ve gotten in comments on some other places:

Slashdot was by far the leader in both legitimate comments, visits back to ioquake3.org, and trolling. Of course in preparing a Slashdot post at around 1AM I made a huge blunder in attempting to make a joke about Quake Live, which is a great game and I encourage everyone to check out now that the queues have been eliminated.

ioquake3 was even featured around the 16:30 mark on the MODSonair video podcast:

MODSonair Episode 177 on Vimeo.

By far the best reaction was the decision of the Smoking Guns team to start experimenting with ioquake3 as you can see over at their site.

Yee haw!

A few people were confused about what Mumble is, for them I would suggest that they check out the comparison article over at TimeDoctor Dot Org.

The biggest issue ioquake3 faces with public reception is the problem of having content built-in for people to play that does not require the Quake 3 data.

Be assured that we’re working on this though we could really use your help in coming up with content under the creative commons license and game code under the GPL. Please get in touch with us or contact me directly (zachary [at] ioquake.org) if you’re interested.

ioquake3 1.36 Gone Gold

Thursday, April 23rd, 2009

ioquake3 1.36 is here!

Go get it as a package for your system, or a source zip file/tarball. Check out your options for help if you run into a problem. If you find any bugs, please search bugzilla, and then report them!

Here is what you can do with ioquake3:

  • Play Quake 3: Arena and the expansion, Quake 3: Team Arena
  • Make your own game!
  • Play standalone games like Urban Terror and Tremulous.
  • Play older Quake 3 mods without the Quake 3 security issues but with new features.

voipHave a look at the list of improvements that have gone into this release:

  • Ports to new platforms
  • Off-server data downloads (http redirection) via HTTP and FTP with cURL
  • OpenAL sound rendering allowing for surround (5.1 and 7.1) speaker layouts and generally improved sound
    quality. Especially on the Windows Vista Operating System.
  • Ogg Vorbis audio decoding.
  • In-engine VOIP support, with optional Mumble player-location (positional audio) support.
  • IPV6 Networking. We’re ready to frag on the net of the future!
  • SDL backend for the OpenGL context, window management, and input. This also improves portability.
  • Anaglyph stereo rendering (for viewing with 3D glasses)
  • Full x86-64 architecture support
  • Rewritten PowerPC JIT compiler, with ppc64 support
  • New SPARC JIT compiler, with support for both sparc32 and sparc64
  • Compilation with MinGW and cross-compilation for Windows from Linux
  • Improved console command auto-completion
  • Persistent console command history
  • Improved QVM (Quake Virtual Machine) tools
  • Colored terminal output on POSIX operating systems
  • GUID System
  • Multiuser support on Windows systems (user-specific game data is stored in their respective Application Data folders)
  • PNG format support for textures
  • Numerous security fixes

If you’re interested in following more updates with ioquake3, follow our twitter feed , and please do digg/reddit/slashdot this post! Please!

Join us on our forums, mailing lists, irc, etc at the discussion page!

Write just about anything about ioquake3 on the wiki!

Talk with us on our mumble server at mumble.ioquake3.org

Thanks again to everyone who has made this a spectacular release. What do you want to see in the future of ioquake3? 4-Player Split-Screen? Let us know in the comments.

vi-oquake3

Wednesday, April 1st, 2009

Effectively immediately ioquake3 will be dropping the established rendering path of OpenGL and moving directly into the future of gaming, rendering through a text editor. We realize this decision may come as shocking to some, but with increased competition from browser-based games like id software’s Quake Live, we must compete on a whole new level.

So, I have started by creating an SVN branch for the new rendering conduit and all support for OpenGL rendering will be dropped along with LibSDL support. We’re especially happy about dropping LibSDL support since we realize that everyone who has used our LibSDL version of Icculus Quake has hated the mouse responsiveness and the way it inserts DRM into the rendering channel. Eliminating that kind of drama will really set the project free.

Therefor, I present to you, the gaming public, and screaming Icculus Quake 3 fanboys, VI-OQUAKE3:

(screen shot after the break)

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Quake Con 2009 Registration Open!

Friday, March 6th, 2009

Click the link, go register now before spaces are filled:

KLIKKÅ HÅR!

server.ioquake3.org running RQ3

Sunday, March 1st, 2009

server.ioquake3.org (graciously donated by our friends at EscapedTurkey!) is now running my favorite Quake 3 mod, RQ3. You can find a mirror of the files for the mod here.

phoenix

Quake Live Open Beta Nears!

Tuesday, February 24th, 2009

The ioquake3 team would like to congratulate that Noble Frenchman and his league of extraordinary gentlemen behind Quake Live, The Browser-Based Quake 3 distribution on their release of Quake Live into Open Beta!

Quake Live!

Go check it out and when you get bored with Quake Live’s gameplay (pfft, as if!) come back and make your own game, with ioquake3!

ioquake3 at the movies: Urban Terror running on an eee PC

Wednesday, February 11th, 2009

If you want to see your game running on eee PCs, use ioquake3 for your engine. As demonstrated with the hit action shooter, Urban Terror, after the break:

(more…)

Want help compiling ioq3 in Visual Studio Hyperspace Edition .NET 2012?

Wednesday, February 11th, 2009

borrowed from gizmodoCheck out these great threads in the tech support forum written up by none other than that Reaction Quake 3 superstar, Monk! The Tech Support forum is also great for any development or user questions.

ioquake3 1.36 Release Candidate 1!

Saturday, February 7th, 2009

It has been a long road, but ioquake3 1.36 is almost ready!

In order to release ioquake3 1.36 it would be most appreciated if you downloaded a zip file or tarball, compiled it for your system, and tested it! If you find any bugs, please search bugzilla, and then report them!

voipNot only that, but we finally have a list of the improvements that have gone into this release. Those improvements include:

  • Ports to new platforms
  • Off-server data downloads (http redirection) via HTTP and FTP with cURL
  • OpenAL sound rendering allowing for surround (5.1 and 7.1) speaker layouts and generally improved sound
    quality. Especially on the Windows Vista Operating System.
  • Ogg Vorbis audio decoding.
  • In-engine VOIP support, with optional Mumble player-location support.
  • IPV6 Networking. We’re ready to frag on the net of the future!
  • SDL backend for the OpenGL context, window management, and input. This also improves portability.
  • Anaglyph stereo rendering (for viewing with 3D glasses)
  • Full x86-64 architecture support
  • Rewritten PowerPC JIT compiler, with ppc64 support
  • Compilation with MinGW and cross-compilation for Windows for Linux
  • Improved console command auto-completion
  • Persistent console command history
  • Improved QVM (Quake Virtual Machine) tools
  • Colored terminal output on POSIX operating systems
  • GUID System
  • Multiuser support on Windows systems (user-specific game data is stored in their respective Application Data folders)
  • PNG format support for textures
  • Numerous security fixes

This post will be updated as installers become available. Until then, you can hit up the angst builds for the latest (untested) installers from SVN.

If you’re interested in following more updates with ioquake3, follow our twitter feed (yes, we’re that kind of hipster project), and please do digg/reddit/slashdot this post! Please!

Join us on our forums, mailing lists, irc, etc at the discussion page!

Write just about anything about ioquake3 on the wiki!

Thanks again to everyone who has made this a spectacular release, current plans are to move to SDL 1.3 in the near future for SVN builds. What do you want to see in the future of ioquake3? 4-Player Split-Screen? Let us know in the comments!