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Archive for the ‘derivative games’ Category

Turtle Arena 0.6 Released!

Friday, April 13th, 2012

Boasting better than HD graphics, the Turtle Arena team have released version 0.6 of their Turtle-Powered video game.

Here’s what’s new:

  • Four player splitscreen!
  • The turtles now have tails, like in the original TMNT comics.
  • Added cel-shading to many 3D models (code from ZEQ2-lite)
  • Remade many images at higher resolution (most or all UI/HUD graphics are “HD”)
  • TrueType fonts are used by default and are rendered to screen size (always look nice).
  • Redesigned main HUD area.
  • Added joystick select menu.
  • Created new texture for Overload base.
  • Possible to play while hosting an internet server using the game client.
  • Team name is now colorized in team play messages.
  • Now uses dpmaster protocol, instead of quake3 master protocol, keeps the game separate on master server.
  • Automatically choose next map in multiplayer using scripts/arenas.txt (and scripts/*.arena), allows new maps to be automatically be added to map rotation.
  • Lots of fixes from ioquake3 contributers, updated from ioq3 revision 1794 to 2236.
  • …and many other bug fixes and improvement!

You can download Z Turtle Arena for Windows or Linux. Order some pizza while you do so.

Reaction Beta 1

Sunday, April 1st, 2012


The first beta standalone release of Reaction, an ioquake3-based Action Quake 2-styled game is now available.

Previously, Reaction required a full install of Quake 3: Arena to play.

If you’ve never played Action Quake 2, you should know that it was in the style of your favorite realistic action movies. Guns akimbo, headshots, ridiculous trick jumps, and more await you.

You can check it out here.


(This is not an April fools joke)


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:


Interview with Robert Hamilton, Creator of q3osc

Sunday, June 1st, 2008

As a follow up to this article about the excellent q3osc musical environment built using ioquake3 I had a quick sit down with Robert Hamilton and talked about q3osc, ioq3 and everything in between.

If you haven’t heard of q3osc this will make for some great reading, after the break


q3osc: Using ioquake3 as a musical environment

Thursday, May 22nd, 2008

Robert Hamilton of the Stanford University Center for Computer Research in Music and Acoustics has just released a fully usable version of q3osc.

From the Forum post:

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!


Comparison of free software shooters

Thursday, January 3rd, 2008

Several ioquake3 based games were compared recently over at The article should be useful for non-linux gamers as well, due to the multi-platform nature of all the games mentioned within.

Urban Terror 4.1

Sunday, December 23rd, 2007

The Urban Terror team have released version 4.1 of their stand-alone game based on ioquake3!

Go get it!

World of Padman 1.2

Thursday, 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.


OpenArena 0.7.0

Saturday, July 7th, 2007

Go check it out!

World of Padman + ioquake3 released!

Sunday, April 1st, 2007

Also today, no joke, we’ve got another game using ioquake3 to go standalone, World of Padman.

Urban Terror 4, with ioquake3

Sunday, April 1st, 2007

Urban Terror has gone stand-alone, with ioquake3.
Enjoy 🙂

Did you know about Elite Force support?

Thursday, October 19th, 2006

One of the projects which we’re really proud of is Thilo Schulz’s Elite Force patch set. Thilo’s Elite Force is an amazing accomplishment, reverse engineered support for the game’s multiplayer that is even compatible with the original game!

Joe Barr Incites Violence Among Deep Space Miners

Wednesday, July 12th, 2006

Joe Barr, lead author of the mplayer program, posted an article to JoeBarrForge today about Tremulous, which is worth reading if you like reading articles about Tremulous.

Tremulous 1.1.0

Friday, March 31st, 2006

Our very own Tim “Timbo” Angus has released the first stand-alone game based upon ioquake3. Tremulous brings you some great action and strategy. From their about page:

Tremulous is a free, open source game that blends a team based FPS with elements of an RTS. Players can choose from 2 unique races, aliens and humans. Players on both teams are able to build working structures in-game like an RTS. These structures provide many functions, the most important being spawning. The designated builders must ensure there are spawn structures or other players will not be able to rejoin the game after death. Other structures provide automated base defense (to some degree), healing functions and much more…

Player advancement is different depending on which team you are on. As a human, players are rewarded with credits for each alien kill. These credits may be used to purchase new weapons and upgrades from the “Armoury”. The alien team advances quite differently. Upon killing a human foe, the alien is able to evolve into a new class. The more kills gained the more powerful the classes available.

The overall objective behind Tremulous is to eliminate the opposing team. This is achieved by not only killing the opposing players but also removing their ability to respawn by destroying their spawn structures.

That sounds great to me, go get it and show the preview video to your friends!