Quake 3 Models
April 29th, 2007As a treat for serious Quake 3 fans, we’ve got a dump of all the old polycount Q3 models here. Enjoy.
This project, ioquake3 (or ioq3 for short,) aims to build upon id Software's Quake 3 source code release. The source code was released on August 20, 2005 under the GPL. Since then, we have been cleaning up, fixing bugs, and adding features.
Our permanent goal is to create the open source Quake 3 distribution uponwhich people base their games and projects. We also seek to have the perfect version of the engine for playing Quake 3: Arena, Team Arena, and all popular mods. This distribution of the engine has been ported to many new platforms and has had a slew of new features added, along with massive bug extermination. While we don't have PunkBuster (and never will), we do havemore security for servers and clients from various bugfixes which aren't in id's client. Please also note that the name of this project is ioquake3, as derived from the old name icculus.org/quake3. Our gracious hosting benefactor (Subversion and mailing lists) is icculus.org, which is also home to a number of fine projects besides ioquake3. Check out some screenshots!
As a treat for serious Quake 3 fans, we’ve got a dump of all the old polycount Q3 models here. Enjoy.
Thanks to Jordi Prats Catala & Guillermo Miranda Alamo, ioquake3 now has cel-shading available for authors. Check out the patches page for the details.
Also today, no joke, we’ve got another game using ioquake3 to go standalone, World of Padman.
Urban Terror has gone stand-alone, with ioquake3.
Enjoy
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.
Hey, we love icculus.org, but now you can check us out via ioquake3.org too!
If you emerge quake3 in Gentoo, you’ll now get ioquake3 1.34 rc2!
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.
One of the projects which we’re really proud of is Thilo Schulz’s Elite Force patch set. Thilo’s Elite Force is an amazing accomplishment, reverse engineered support for the game’s multiplayer that is even compatible with the original game!
Ogg Vorbis haters can now go to the Patches page, where they will find MP3 support available.
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.
Tony J. White and company did an excellent piece of work, and now server admins can enable HTTP/FTP download redirection (fast downloads!) in their servers with ioquake3! This won’t be in the first release, early adopters can follow the build-from-source instructions to get it. More information resides in the README. Thanks Tony!
Thilo Schulz just committed a fix for 100% cpu usage on idle servers to the SVN, enjoy!
icculus.org/quake3 is now ioquake3 to prevent confusion. This means if you try to join #icculus.org/quake3 on freenode, you’ll join #ioquake3 instead. If you haven’t joined the IRC Channel yet, hey, now is the time!
We’re pleased to announce that Tony J. White has been kind enough to go the distance in making ioquake3 a Universal Binary, so now you can play safely on your Intel Macs too. When we finally get a release out the door, his work will allow us to make sure we’re Intel Mac compatible at day one.
All of your favorite games based off of ioquake3 will also be able to bring you a Universal Binary easily now as well.