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Archive for February, 2009

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:

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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!