October 19th, 2006 by zachary
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!
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October 15th, 2006 by zachary
Ogg Vorbis haters can now go to the Patches page, where they will find MP3 support available.
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September 11th, 2006 by zachary
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.
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September 11th, 2006 by zachary
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!
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August 17th, 2006 by zachary
Thilo Schulz just committed a fix for 100% cpu usage on idle servers to the SVN, enjoy!
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August 15th, 2006 by zachary
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!
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August 12th, 2006 by zachary
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.
Enjoy!
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July 12th, 2006 by zachary
Joe Barr, lead author of the mplayer program, posted an article to JoeBarrForge today about Tremulous, which is worth reading if you like reading articles about Tremulous.
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June 11th, 2006 by zachary
The Windows (exe) and Linux (.run) have been updated for the latest security fixes.
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May 28th, 2006 by zachary
We’ve got a number of fixes in subversion for the JIT VM, thanks to Tony J White and Ryan “Spent Two Solid Hours Weed Whacking” Gordon in
Bug 2519.
This also solves all the major remaining code issues with regard to OS X.
For the final issues check out Bug 2723.
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May 6th, 2006 by zachary
Thilo Schulz fixed a recent security vulnerability in our SVN revision 765. Many thanks to him, the binary packages are being replaced with newer versions as soon as possible.
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May 2nd, 2006 by zachary
We’re really desperate for a Mac coder, especially one with access to Intel mac hardware as well. Right now we have some serious issues in our code path for the Mac, I suspect things will render more correctly on intel mac hardware, but can’t even verify that.

Currently the main deal is that some shaders aren’t animating correctly/at all, and the VM compiler isn’t functioning correctly. Also, while portals and mirrors render close up, mirrors at least are Hall of Mirroring if you’re at a distance (at least on my ibook).
Again, I expect that some of those issues may not even be present in an intel mac binary, which should be fairly easy to produce.
More progress reports here when we get them, I’m sorry to have to report that this delays the release I’ve wanted to do for some time.
If you or a friend can take a look at the code, please do and contact either myself, or more preferably use Bugzilla and the mailing list/irc channel/etc.
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March 31st, 2006 by zachary
Our very own Tim “Timbo” Angus has released the first stand-alone game based upon ioquake3. Tremulous brings you some great action and strategy. From their about page:
Tremulous is a free, open source game that blends a team based FPS with elements of an RTS. Players can choose from 2 unique races, aliens and humans. Players on both teams are able to build working structures in-game like an RTS. These structures provide many functions, the most important being spawning. The designated builders must ensure there are spawn structures or other players will not be able to rejoin the game after death. Other structures provide automated base defense (to some degree), healing functions and much more…
Player advancement is different depending on which team you are on. As a human, players are rewarded with credits for each alien kill. These credits may be used to purchase new weapons and upgrades from the “Armoury”. The alien team advances quite differently. Upon killing a human foe, the alien is able to evolve into a new class. The more kills gained the more powerful the classes available.
The overall objective behind Tremulous is to eliminate the opposing team. This is achieved by not only killing the opposing players but also removing their ability to respawn by destroying their spawn structures.
That sounds great to me, go get it and show the preview video to your friends!
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