What this means is that every time one of your friendly neighborhood ioquake3 team members makes a commit, travis will pull down a copy of the codebase from github to a fresh virtual machine, read our instructions, and follow them to compile our codebase with a script that we’ve created.
If the build succeeds, great!
If the build fails, then, oh no! Somebody screwed up and let me write code again. A bot is dispatched by travis to our irc chat compound (irc.freenode.net #ioquake3) to let us know and will let everyone know which commit broke the build. The author will then receive the depicted ghost of shame in the mail within 64-128 weeks.
Currently we’re telling Travis to build for mingw (under Linux) and Linux itself with various options and it takes about 14 minutes to complete the operation.
In the future we hope to figure out a way save the builds Travis creates to the ioquake3 website so that we can offer you more expedited builds.
Travis’ website suggests a method that involves Amazon S3 but we are interested in other storage solutions.
This August will be the 7th Anniversary of ioquake3!
Time flies when you’re fragging fools and breaking builds.
We still haven’t had a release since 2009. Don’t worry, we still have another 365 days to go until it has been 5 years since a release!
The real reason for this post is that I wanted to tell you all that we’re moving the project to github.
There is a new organization there, called ioquake.
But most importantly there is a project there that you can clone, fork, and send pull requests.
Bugzilla and other things hosted on icculus.org will keep going, but the SVN repository is now deprecated and I don’t know if it will remain online or not. If possible, we may set up a thing to automatically slurp in changes from the github project.
ioquake3.org itself is not going anywhere
Thank you to everyone who has contributed and played ioquake3 since the project started on August 20th, 2005!
Make sure to join us on server.ioquake3.org for some baseq3 fragging when you get a chance!
Here are your top-ten all-time contributors, by number of commits:
Thilo Schulz
Tim Angus
Ludwig Nussel
Zack Middleton
Ryan C. Gordon (he beat me by 3 commits!)
Zachary J. Slater
Tony J. White
Aaron Gyes
James Canete
Coyote
If you have any questions or suggestions let me know in the comments here, on our freenode irc channel #ioquake3, or on our twitter account and facebook page.
The latest version of OS X, Mountain Lion has been available for a little while and we have now confirmed that ioquake3′s latest SVN (revision 2306) compiles and runs smoothly on it.
If you already have ioquake3 installed on your intel Mac running 10.6 or greater please try this build:
It should run fine under Mountain Lion, if you have Gatekeeper enabled with the default setting you will have to right click and then select Open on the .app.
The virtual machines system and the associated toolchain that altogether account for 30% of the code released. Under this perspective idTech3 is a mini operating system providing system calls to three processes.
The elegant network system based on snapshots and memory introspection.
Work has started on “baseio“, a project to create a small game to include with the ioquake3 engine download with Creative Commons licensed content. Work has already been started on textures, weapon models, and a player model, but there is still much to be done. Animations, mapping, and audio are most needed, but if there’s anything you can contribute, join the discussion. Any content contributed must be under a Creative Commons nonccommercial-by-sharealike license. The ioquake3 code base and any contributed code will remain GPL. We also need some people who have lead mods before since we’ve run out of beer so now we’re too sober to know what to do.
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.
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.
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!):
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.