Ryan “icculus” Gordon has surprised us with a cross-platform auto-updater for ioquake3. Created thanks to contributions to his patreon campaign, here’s how Ryan describes it: I’ve written an autoupdater for ioquake3, with the intention of the game operating much like Google Chrome…it just stays up to date and you don’t really notice. This has been… Continue reading Auto-Update Update
Last month I wrote about an important security update, and we were lucky that the news was spread far and wide but many players still didn’t see it. Even if they read the news, and they updated to the latest build of ioquake3, they wouldn’t have caught the follow-up security commits to the code repository unless they downloaded… Continue reading Help Wanted
Important Security Update: Please Update ioquake3 Immediately
Please immediately update ioquake3 to the latest test build before you connect to any online servers. Despite the name, the test builds are in fact way more stable and secure than any release at this time. In doing so you’ll also receive access to all kinds of other updates and changes that we’ve made since… Continue reading Important Security Update: Please Update ioquake3 Immediately
Discourse Made Our Forums Great Again
The subdomain to access the forums has changed from community.ioquake.org to discourse.ioquake.org. Please update your bookmarks and note that you might see some error messages in your browser during the transition if you visit the old URL. We’re still working out the best method to redirect old traffic to the new site. Here’s why: Back in… Continue reading Discourse Made Our Forums Great Again
The id Master Server is Back Online (Updated)
Update: the id master server is back online, the in-game server browser is working again. We will continue to look for a way to work around it in the event of future extended downtime. Our original post appears below. If you’ve tried to play multiplayer Quake 3 using the original id Quake 3 binaries or… Continue reading The id Master Server is Back Online (Updated)
ioquake3 on OS X El Capitan & Windows 10
Two major updates have come to desktop and laptop computing recently. OS X 10.11 El Capitan and Windows 10. Big news for users of each platform, and we’re excited that ioquake3 continues to work with both platforms for players updated to the latest build. Check out our Players Guide and Sysadmin Guide, or just go… Continue reading ioquake3 on OS X El Capitan & Windows 10
ioquake3… in Docker?!
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… Continue reading ioquake3… in Docker?!
ioquake3 updated to SDL 2
If you’ve been following along via github, twitter, facebook, and our new discourse-powered forums, you might have noticed that we’ve been working on updating ioquake3 to Simple DirectMedia Layer (SDL) version 2. SDL 2 is already in use in lots of games, and we’ve been using it internally for over a year now, which is… Continue reading ioquake3 updated to SDL 2
Test Builds are Back!
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… Continue reading Test Builds are Back!
Continuous Integration with Travis
It’s been a long time since I last wrote about any kind of testing, and one of the most basic forms is making sure your build compiles as a step of continuous integration. This has been added to ioquake3’s github with the Travis service. What this means is that every time one of your friendly… Continue reading Continuous Integration with Travis