news forum discuss wiki

Archive for the ‘ioquake3’ Category

Mac OS X 10.5 Support

Friday, December 14th, 2007

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.

It’s your birthday Quake 3!

Monday, December 3rd, 2007

quake3title.jpgAs blue notes, today is Quake 3′s 8th birthday!

Did you know about? MD4/R Support

Tuesday, December 19th, 2006

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.

ioquake3 in Gentoo Updated

Friday, October 20th, 2006

If you emerge quake3 in Gentoo, you’ll now get ioquake3 1.34 rc2!

Tarball for packagers!

Thursday, October 19th, 2006

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.

Calling all testers! ioquake3 1.34 rc2!

Monday, September 11th, 2006

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.

Updated binaries.

Sunday, June 11th, 2006

The Windows (exe) and Linux (.run) have been updated for the latest security fixes.

Mac OS X (Power PC) Fixes

Sunday, May 28th, 2006

We’ve got a number of fixes in subversion for the JIT VM, thanks to Tony J White and Ryan “Spent Two Solid Hours Weed Whacking” Gordon in
Bug 2519.

This also solves all the major remaining code issues with regard to OS X.
For the final issues check out Bug 2723.

Help Wanted!

Tuesday, May 2nd, 2006

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.

Help Wanted Sign

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.

Quake 3 on icculus.org

Friday, August 26th, 2005

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)