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.
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:
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.
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.
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:
The ioquake3 team would like to congratulate that Noble Frenchman and his league of extraordinary gentlemen behind Quake Live, The Browser-Based Quake 3 distribution on their release of Quake Live into Open Beta!
Go check it out and when you get bored with Quake Live’s gameplay (pfft, as if!) come back and make your own game, with ioquake3!