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.
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!
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.
Update: We’ve met our goal, the drive has ended. Thank you again for all your help!
Donations are required for ioquake3′s hosting to continue every two years. Next month, ioquake3′s hosting bill comes due. Fortunately it is only due once every two years which means that requests for donations will be infrequent.
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.
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.
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.
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.
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: