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.
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.
- …and many other bug fixes and improvement!
You can download Z Turtle Arena for Windows or Linux. Order some pizza while you do so.
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.
You can check it out here.
(This is not an April fools joke)
If you’re interested in the Doom 3 source code release, check out iodoom3.
including the Quake series:
Looking for a graphical update to Quake 3?
Check out this new texture pack from Paul Marshall (aka Kpax).
It replaces the original textures in Quake 3 with high-resolution versions, and it is licensed under the creative commons!
Download now: xcsv_hires.zip (179MB)
Unzip this file to your baseq3 directory, note that pure servers will need to have the file as well.
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.
THIS WAS AN APRIL FOOLS JOKE!
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!
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.
Thank you for your support.
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:
- ioquake3 1.36 Goes Gold (Slashdot)
- New ioquake3 (bluesnews)
- ioquake3 Goes Gold WIth Ogg Decoding, x86_64 (phoronix)
- ioQuake3 v1.36 veröffentlicht (der quaker)
- ioquake3 1.36 Goes Gold (reddit)
- ioquake3 1.36 (happypenguin)
- ioquake3 1.36 (LinuxGames)
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.
ioquake3 was even featured around the 16:30 mark on the MODSonair video podcast:
By far the best reaction was the decision of the Smoking Guns team to start experimenting with ioquake3 as you can see over at their site.
A few people were confused about what Mumble is, for them I would suggest that they check out the comparison article over at TimeDoctor Dot Org.
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.
ioquake3 1.36 is here!
Here is what you can do with ioquake3:
- Play Quake 3: Arena and the expansion, Quake 3: Team Arena
- Make your own game!
- Play standalone games like Urban Terror and Tremulous.
- Play older Quake 3 mods without the Quake 3 security issues but with new features.
Have a look at the list of improvements that have gone into this release:
- Ports to new platforms
- 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.
- Ogg Vorbis audio decoding.
- In-engine VOIP support, with optional Mumble player-location (positional audio) support.
- IPV6 Networking. We’re ready to frag on the net of the future!
- SDL backend for the OpenGL context, window management, and input. This also improves portability.
- Anaglyph stereo rendering (for viewing with 3D glasses)
- Full x86-64 architecture support
- Rewritten PowerPC JIT compiler, with ppc64 support
- New SPARC JIT compiler, with support for both sparc32 and sparc64
- Compilation with MinGW and cross-compilation for Windows from Linux
- Improved console command auto-completion
- Persistent console command history
- Improved QVM (Quake Virtual Machine) tools
- Colored terminal output on POSIX operating systems
- GUID System
- Multiuser support on Windows systems (user-specific game data is stored in their respective Application Data folders)
- PNG format support for textures
- Numerous security fixes
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:
(screen shot after the break)
Click the link, go register now before spaces are filled: