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Archive for April, 2009

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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