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Archive for the ‘ioquake3’ Category

Thursday Night Throwdown with Giant Bomb!

Saturday, July 30th, 2011

 

Giant Bomb‘s weekly thursday night throwdown featured Quake 3: Arena running with ioquake3 this week.

Ryan “icculus” Gordon speaks on Open-Source gaming

Friday, April 8th, 2011

including the Quake series:

High-Resolution Creative Commons Texture Replacement Pack

Tuesday, August 24th, 2010

Looking for a graphical update to Quake 3?

Check out this new texture pack from Paul Marshall (aka Kpax).

It replaces the original textures in Quake 3 with high-resolution versions, and it is licensed under the creative commons!

Download now: xcsv_hires.zip (179MB)

Unzip this file to your baseq3 directory, note that pure servers will need to have the file as well.

Welcome Wolfenstein: Enemy Territory and Return to Castle Wolfenstein!

Thursday, August 12th, 2010

A wonderful thing happened today at QuakeCon. John Carmack announced the release of GPL source code for the Wolfenstein: Enemy Territory and Return to Castle Wolfenstein engines!

Work has already begun on iowolfet and iortcw!

This post will be updated as infrastructure is prepared.

Stop by the irc channels #ioquake3 #iortcw and #iowolfet on irc.freenode.net for more collaboration.

Bugzilla is configured at bugzilla.icculus.org to allow entries for both iowolfet and iortcw.

You can now clone the Mercurial source repositories (Thanks to icculus.org!):

http://hg.ioquake.org/

If you’re new to Mercurial please check out this excellent guide.

Thank you id software!

ioquake3 (kwaak3) on the Droid & G1

Tuesday, May 11th, 2010

Via Thunderbird’s excellent kwaak3 ioquake3 spin-off, I just tried out ioquake3 on a borrowed Verizon Droid (Motorola Milestone). I’ve also tried kwaak3 on a donated T-Mobile G1 (HTC Dream):

it is truly amazing that ioquake3 can run well on these platforms, not just for first-person-shooters or doom clones, but for new kinds of games to have a stable engine for many, many platforms.

Relnav’s Quake 3 Announcement

Wednesday, March 31st, 2010

THIS WAS AN APRIL FOOLS JOKE!

San Francisco, CA – After over four and a half years of serving the Quake 3 community, the developers have behind ioquake3 have decided to make some changes. Citing the need to keep with the future and keep up with the community’s demands, the ioquake3 team has teamed up with Relnav of the Relnav’s Quake 2 project. With this, several changes will be made:

  • ioquake3 will be renamed to Relnav’s Quake 3
  • The principal development platform will be Windows 7 and Direct3D 11
  • Legacy suport for Mac OS X and Linux will be provided by the WINE emulation software project.
  • The multiplayer subsystem has been rewritten and a new, written-from-scratch, anti-cheat system has been created.

The first release of Relnav’s Quake 3 will be made available in the next few days. Due to the anti-cheat system, source-code releases have been suspended for the forseeable future.

We’ve already provided a few mod teams with a prerelease version of Relnav’s Quake 3, and we’re excited to see what people can do with it.
One particularly promising mod team has created a mod in the Goldeneye: 007 style but using the CSI: Miami universe! It is really quite amazing.

The Relnav’s Quake 3 team thanks you for your continued support and looks forward to the next five years!

ioquake3 on the Nokia n900

Sunday, January 17th, 2010

One of the more interesting platforms for ioquake3 is the Nokia n900. The n900 is a smartphone running the Maemo version of Linux and a few months ago a project started to bring ioquake3 to it.

Oliver McFadden maintains this version and demonstrated it in this video captured at Maemo Summit 2009 after the break. Here’s a link to the packages for the n900.

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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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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!

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!

Final Burst of VoIP Stuff from Ryan “Icculus” Gordon

Wednesday, June 25th, 2008

In a recent message to the IOQuake 3 Mailing List, Ryan C. Gordon (a.ka. Icculus, famous for helping port many popular games to Linux/Alternative OSes) mentioned that he submitted his final patches towards VOiP on IOQuake3. He was the one to first submit the patches for VOiP suport on IOQuake3. Maintaining compatibility with the vanilla distributions of Quake 3 was the developers’ goal, and it’s been fulfilled.

Voice over IP is now available in IOQuake3 and there are no conflicts with the vanilla Quake 3 engine. The support for it is there at the core, but it hasn’t been polished out completely due to concerns of compatibility, as stated above. For this reason, it is difficult to create a User Interface for the settings, but this could be left to individiual mod or game developers.

There are still things worth doing: adding a real UI (including
controls, config menus, VoIP field in the server browser, a real
recording meter, and displays of who is saying what), blacklist support,
recording support outside OpenAL, fix audio streams when saving a demo
to an AVI, figure out where that echo is coming from, positional audio,
"QuakeRadio", etc...I don't think I'll have time to work on any of these
in the near future, but I'm happy to advise any volunteers that want to
take a shot at them.

Of the many things that Icculus included in his final patches include:

documentation in voip-readme.txt (anyone can feel
free to improve or reformat that, if they like), a cheesy VoIP meter to
show how well the game "hears" you when recording (best I could do
without changing the UI or cgame code: +set cl_voipShowMeter 1), and
support for transmitting to just the people in your crosshair or the
last person that attacked you (+set cl_voipSendTarget "crosshair" or
"attacker").

He also included a scrolling credits screen (Product of him trying to familiarize himself with the Q3 UI) which so rightly credits the great developers and maintainers of the engine.