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	<title>Comments for ioquake3</title>
	<atom:link href="http://ioquake3.org/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://ioquake3.org</link>
	<description>The Only Quake 3 Distribution You Will Ever Need</description>
	<pubDate>Sat, 17 May 2008 03:58:17 +0000</pubDate>
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		<title>Comment on Raytracing ioquake3 by Owen</title>
		<link>http://ioquake3.org/2008/03/04/raytracing-ioquake3/#comment-87</link>
		<dc:creator>Owen</dc:creator>
		<pubDate>Tue, 13 May 2008 13:56:19 +0000</pubDate>
		<guid isPermaLink="false">http://ioquake3.org/2008/03/04/raytracing-ioquake3/#comment-87</guid>
		<description>Hey, LLVM dev here.

Just a note about optimization: There's no reason to use both GVN and GCSE. GVN is both faster and generally better. For pass ordering, I'd suggest mirroring what is done in the opt tool for -std-compile-opts.</description>
		<content:encoded><![CDATA[<p>Hey, LLVM dev here.</p>
<p>Just a note about optimization: There&#8217;s no reason to use both GVN and GCSE. GVN is both faster and generally better. For pass ordering, I&#8217;d suggest mirroring what is done in the opt tool for -std-compile-opts.</p>
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		<title>Comment on ioquake3 now IPv6 capable by zachary</title>
		<link>http://ioquake3.org/2008/04/21/ioquake3-now-ipv6-capable/#comment-75</link>
		<dc:creator>zachary</dc:creator>
		<pubDate>Sun, 04 May 2008 18:54:03 +0000</pubDate>
		<guid isPermaLink="false">http://ioquake3.org/?p=59#comment-75</guid>
		<description>http://ioquake3.org/files/angst/</description>
		<content:encoded><![CDATA[<p><a href="http://ioquake3.org/files/angst/" rel="nofollow">http://ioquake3.org/files/angst/</a></p>
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		<title>Comment on ioquake3 now IPv6 capable by Y</title>
		<link>http://ioquake3.org/2008/04/21/ioquake3-now-ipv6-capable/#comment-74</link>
		<dc:creator>Y</dc:creator>
		<pubDate>Tue, 29 Apr 2008 23:04:52 +0000</pubDate>
		<guid isPermaLink="false">http://ioquake3.org/?p=59#comment-74</guid>
		<description>nice work!

btw: would it be possible to offer any current binaries? your builds [http://ioquake3.org/get-it/] are like from stone age. especially a win32-binary would be nice, since the fewest have a compiler on their windows systems.</description>
		<content:encoded><![CDATA[<p>nice work!</p>
<p>btw: would it be possible to offer any current binaries? your builds [http://ioquake3.org/get-it/] are like from stone age. especially a win32-binary would be nice, since the fewest have a compiler on their windows systems.</p>
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		<title>Comment on Raytracing ioquake3 by Odin</title>
		<link>http://ioquake3.org/2008/03/04/raytracing-ioquake3/#comment-72</link>
		<dc:creator>Odin</dc:creator>
		<pubDate>Tue, 15 Apr 2008 16:48:33 +0000</pubDate>
		<guid isPermaLink="false">http://ioquake3.org/2008/03/04/raytracing-ioquake3/#comment-72</guid>
		<description>Would it be possible to port this to Tremulous? Namely a recent revision such as 1064?</description>
		<content:encoded><![CDATA[<p>Would it be possible to port this to Tremulous? Namely a recent revision such as 1064?</p>
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		<title>Comment on Urban Terror 4.1 by woekele</title>
		<link>http://ioquake3.org/2007/12/23/urban-terror-41/#comment-69</link>
		<dc:creator>woekele</dc:creator>
		<pubDate>Sun, 13 Apr 2008 12:05:55 +0000</pubDate>
		<guid isPermaLink="false">http://ioquake3.org/2007/12/23/urban-terror-41/#comment-69</guid>
		<description>Urban Terror IS officially a Q3A-mod (SDK license). It IS created "for operation only with the full version of the software game QUAKE III ARENA”". It just happens to also run on ioUrbanTerror. ioUrbanTerror is GPL and is a SEPARATE product. They just distribute these 2 separate products (GPL engine and SDK mod) together in one package, which is not disallowed. Apparently, they even checked with IDsoftware themselves to be sure that they complied to the SDK. IDsoftware gave the okay.

Their 'Public Relation' guy (Oswald) is just incompetent/stubborn/stupid and keeps advertising Urban Terror as a full stand-alone game, which it is NOT (he does this even against the clear wishes of the actual Urban Terror developers). Urban Terror can be played without needing Q3A, but is still a Q3A mod.

PS: Unlike someone wrote at happypenguin, Urban Terror does not use sounds from Quake 3 Arena. They have been very carefull to replace all used assets. If something was missed, let them know (talk to BladeKiller).

And by the way, on a personal note: I think the Urban Terror mod code should go GPL, cause the coder for Urban Terror barely has time to work on it anyway. Also it would avoid all this legal hassle. It would be a great form of respect towards IDsoftware and ioquake3 coders, who also made their work (the base of Urban Terror's success) available. And of course to be a REAL stand-alone game. The assets/copyright/whatever could still stay with the Urban Terror team. So yeah, enough reasons to GPL the mod code. However, legally not required.</description>
		<content:encoded><![CDATA[<p>Urban Terror IS officially a Q3A-mod (SDK license). It IS created &#8220;for operation only with the full version of the software game QUAKE III ARENA”&#8221;. It just happens to also run on ioUrbanTerror. ioUrbanTerror is GPL and is a SEPARATE product. They just distribute these 2 separate products (GPL engine and SDK mod) together in one package, which is not disallowed. Apparently, they even checked with IDsoftware themselves to be sure that they complied to the SDK. IDsoftware gave the okay.</p>
<p>Their &#8216;Public Relation&#8217; guy (Oswald) is just incompetent/stubborn/stupid and keeps advertising Urban Terror as a full stand-alone game, which it is NOT (he does this even against the clear wishes of the actual Urban Terror developers). Urban Terror can be played without needing Q3A, but is still a Q3A mod.</p>
<p>PS: Unlike someone wrote at happypenguin, Urban Terror does not use sounds from Quake 3 Arena. They have been very carefull to replace all used assets. If something was missed, let them know (talk to BladeKiller).</p>
<p>And by the way, on a personal note: I think the Urban Terror mod code should go GPL, cause the coder for Urban Terror barely has time to work on it anyway. Also it would avoid all this legal hassle. It would be a great form of respect towards IDsoftware and ioquake3 coders, who also made their work (the base of Urban Terror&#8217;s success) available. And of course to be a REAL stand-alone game. The assets/copyright/whatever could still stay with the Urban Terror team. So yeah, enough reasons to GPL the mod code. However, legally not required.</p>
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		<title>Comment on Raytracing ioquake3 by rhY</title>
		<link>http://ioquake3.org/2008/03/04/raytracing-ioquake3/#comment-68</link>
		<dc:creator>rhY</dc:creator>
		<pubDate>Sat, 12 Apr 2008 19:38:58 +0000</pubDate>
		<guid isPermaLink="false">http://ioquake3.org/2008/03/04/raytracing-ioquake3/#comment-68</guid>
		<description>I'm not sure what to do with a .diff.  I assume that is some high level programming knowledge or something.  Any chance I can just get a win32 binary?  I'll be on my best behavior!!!</description>
		<content:encoded><![CDATA[<p>I&#8217;m not sure what to do with a .diff.  I assume that is some high level programming knowledge or something.  Any chance I can just get a win32 binary?  I&#8217;ll be on my best behavior!!!</p>
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		<title>Comment on Raytracing ioquake3 by kris</title>
		<link>http://ioquake3.org/2008/03/04/raytracing-ioquake3/#comment-67</link>
		<dc:creator>kris</dc:creator>
		<pubDate>Fri, 11 Apr 2008 12:11:51 +0000</pubDate>
		<guid isPermaLink="false">http://ioquake3.org/2008/03/04/raytracing-ioquake3/#comment-67</guid>
		<description>Have some Problems to compile it -.-
Can you upload an compiled Version of it in the best way on Windows but Linux is ok too thank you very much ;)</description>
		<content:encoded><![CDATA[<p>Have some Problems to compile it -.-<br />
Can you upload an compiled Version of it in the best way on Windows but Linux is ok too thank you very much <img src='http://ioquake3.org/wp/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /></p>
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		<title>Comment on Raytracing ioquake3 by Stephan Reiter</title>
		<link>http://ioquake3.org/2008/03/04/raytracing-ioquake3/#comment-65</link>
		<dc:creator>Stephan Reiter</dc:creator>
		<pubDate>Tue, 08 Apr 2008 18:18:33 +0000</pubDate>
		<guid isPermaLink="false">http://ioquake3.org/2008/03/04/raytracing-ioquake3/#comment-65</guid>
		<description>http://ioquake3.org/files/rtpatch1270.zip</description>
		<content:encoded><![CDATA[<p><a href="http://ioquake3.org/files/rtpatch1270.zip" rel="nofollow">http://ioquake3.org/files/rtpatch1270.zip</a></p>
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		<title>Comment on Raytracing ioquake3 by Nexu</title>
		<link>http://ioquake3.org/2008/03/04/raytracing-ioquake3/#comment-64</link>
		<dc:creator>Nexu</dc:creator>
		<pubDate>Tue, 08 Apr 2008 16:01:49 +0000</pubDate>
		<guid isPermaLink="false">http://ioquake3.org/2008/03/04/raytracing-ioquake3/#comment-64</guid>
		<description>When will you release this code? I can't wait to watch it in action on our own hardware and play around with it our selfs!</description>
		<content:encoded><![CDATA[<p>When will you release this code? I can&#8217;t wait to watch it in action on our own hardware and play around with it our selfs!</p>
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		<title>Comment on OpenArena 0.7.0 by Devlin</title>
		<link>http://ioquake3.org/2007/07/07/openarena-070/#comment-63</link>
		<dc:creator>Devlin</dc:creator>
		<pubDate>Sat, 05 Apr 2008 18:41:55 +0000</pubDate>
		<guid isPermaLink="false">http://ioquake3.org/wp/?p=12#comment-63</guid>
		<description>OMG! THIS GAME ROX BUT I CANT PLAY BECUZ OF libvorbisfile-3.dll sumone help!</description>
		<content:encoded><![CDATA[<p>OMG! THIS GAME ROX BUT I CANT PLAY BECUZ OF libvorbisfile-3.dll sumone help!</p>
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