Mac OS X 10.5 Support
Friday, December 14th, 2007With the World of Padman patch, Thilo has also updated ioquake3 SVN to compile on Mac OS X 10.5!
Revision 1238 also adds dedicated server support for OS X.
With the World of Padman patch, Thilo has also updated ioquake3 SVN to compile on Mac OS X 10.5!
Revision 1238 also adds dedicated server support for OS X.
As blue notes, today is Quake 3′s 8th birthday!
When we got Elite Force support from Thilo, we also got support for the MDR format used by EF’s models. MDR is apparently equivalent to MD4. You can make MDR models in Milkshape.
If you emerge quake3 in Gentoo, you’ll now get ioquake3 1.34 rc2!
If you want to go ahead and package rc2 for your operating system, unofficially (as in, not blessed by us), go ahead! tarbz2ball zip file. Note that the latest changes are still in the trunk of the project, not in this rc2 branch. So game developers should continue to use the trunk as they like.
Installers are getting updated for the second release candidate version. There is also a tag in SVN for developers. Check out the mailing list for more information. Subscribe to it via the above discussion link.
All installer/binary/whatever downloads should be rc2 if they aren’t already. Please test them, and report back to bugzilla if you find problems.
The Windows (exe) and Linux (.run) have been updated for the latest security fixes.
We’re really desperate for a Mac coder, especially one with access to Intel mac hardware as well. Right now we have some serious issues in our code path for the Mac, I suspect things will render more correctly on intel mac hardware, but can’t even verify that.

Currently the main deal is that some shaders aren’t animating correctly/at all, and the VM compiler isn’t functioning correctly. Also, while portals and mirrors render close up, mirrors at least are Hall of Mirroring if you’re at a distance (at least on my ibook).
Again, I expect that some of those issues may not even be present in an intel mac binary, which should be fairly easy to produce.
More progress reports here when we get them, I’m sorry to have to report that this delays the release I’ve wanted to do for some time.
If you or a friend can take a look at the code, please do and contact either myself, or more preferably use Bugzilla and the mailing list/irc channel/etc.
Following id software‘s Quake 3 full source release, icculus.org is now hosting a Quake 3 project. This project is following the same goals as icculus.org Quake 2. We will accept changes as long as the gameplay stays the same, mod compatability is maintained by default, etc. Portability to new platforms and maintaining a stable codebase are our primary concerns, not adding cool new rendering features and such.
(this is a backup mirror of this icculus.org news post so as to preserve the historical first day of ioquake3)
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