The folks from the open platform for building, shipping, and running distributed applications called Docker demonstrated a containerized version of ioquake3 at Dockercon. Not just the server, but also the client. Docker’s Arnaud “icecrime” Porterie even called ioquake3 “The best game ever” in their dockerfile description. I don’t think I could be more proud. They were already my favorite container project when I started using Docker for our Discourse forum installation.
The SDL upgrade won’t make a huge difference to the experience of playing Quake 3 and the assorted games that have been built with this engine, but if you’ve got a copy of Q3A please try out the new test builds. Your testing will give us a chance to see if everything checks out OK on more systems than the ones we have access to.
Once in-game you can /connect to our new test server at phobos.ioquake.org
If you’ve been waiting to try out the latest features like the new renderer from our github, you don’t have to wait any longer. We’ve got our test builds page back online and updated with the latest builds from our continuous integration systems.
These builds aren’t tested, but you can file bugs against them on our bug tracker and let us know how they work out for you on our forums.
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:
Ryan C. Gordon (he beat me by 3 commits!)
Zachary J. Slater
Tony J. White
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 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.