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!
Thanks again to everyone who has made this a spectacular release, current plans are to move to SDL 1.3 in the near future for SVN builds. What do you want to see in the future of ioquake3? 4-Player Split-Screen? Let us know in the comments!
In a recent message to the IOQuake 3 Mailing List, Ryan C. Gordon (a.ka. Icculus, famous for helping port many popular games to Linux/Alternative OSes) mentioned that he submitted his final patches towards VOiP on IOQuake3. He was the one to first submit the patches for VOiP suport on IOQuake3. Maintaining compatibility with the vanilla distributions of Quake 3 was the developers’ goal, and it’s been fulfilled.
Voice over IP is now available in IOQuake3 and there are no conflicts with the vanilla Quake 3 engine. The support for it is there at the core, but it hasn’t been polished out completely due to concerns of compatibility, as stated above. For this reason, it is difficult to create a User Interface for the settings, but this could be left to individiual mod or game developers.
There are still things worth doing: adding a real UI (including
controls, config menus, VoIP field in the server browser, a real
recording meter, and displays of who is saying what), blacklist support,
recording support outside OpenAL, fix audio streams when saving a demo
to an AVI, figure out where that echo is coming from, positional audio,
"QuakeRadio", etc...I don't think I'll have time to work on any of these
in the near future, but I'm happy to advise any volunteers that want to
take a shot at them.
Of the many things that Icculus included in his final patches include:
documentation in voip-readme.txt (anyone can feel
free to improve or reformat that, if they like), a cheesy VoIP meter to
show how well the game "hears" you when recording (best I could do
without changing the UI or cgame code: +set cl_voipShowMeter 1), and
support for transmitting to just the people in your crosshair or the
last person that attacked you (+set cl_voipSendTarget "crosshair" or
He also included a scrolling credits screen (Product of him trying to familiarize himself with the Q3 UI) which so rightly credits the great developers and maintainers of the engine.
Jay Weisskopf from the Mailing List just showed us some of his latest work. A beautiful set of ioquake3 Icons. We might even use them! He also submitted an icon of this image which we should definitely use as the website favicon. Check them out, nice job Jay!
For a long time now, we haven’t released a new version of ioquake3. You’re probably wondering if we’re dead or not, then you see how we’re talking about VOIP, or IPV6, or stereoscopic rendering or whatever, and you want in on that action.
Based on these theories, ioquake3 is adding VOIP support for the next release. This internal support is going to bring along with it support for (entirely optional) Mumble positional VOIP audio. More nerd-speak after the break, the short and quick of it is, however:
We’re going to have VOIP for mods/new games, and baseq3. This is a pretty radical departure from the initial goal of not changing anything in baseq3, and is probably the single largest (obvious) end-user benefit for using ioquake3.
The fact of the matter is that if you want to blame someone for allowing it to be included, you can blame me (Zachary, lead omnipresent overseer of ioquake and related entities). If, however, this makes you happy and you want to praise somebody, give either big ups OR big props to Ryan Gordon (lead intergalactic space nerd) and Ludwig (Herr Angst).
Please, do not spoil them with both ups AND props.
q3osc is my updated version of Julian Oliver’s older q3apd mod which streamed user data from quake3 to the Pure Data (PD) audio processing language. I’ve built a similar project from a clean ioquake3 codebase and included a complete oscpack c++ lib to properly output not only user position data over osc but also individual projectiles, like plasma ball and BFG balls. The short of it is that that output can be used in a music software environment like PD, Max/MSP, Supercollider or ChucK to build interactive musical environments.
What does this mean? Means you can make music by playing the game! Some video demo’s included after the fold.
Check out the CCRMA wiki with complete specs and full information about it.
If any mappers out there would like to build some environments which could be used for musical performance, please let me know. My mapping chops aren’t exactly stellar.
So all you mappers get to work making some awesome maps for a really cool project!
Update 2: The mailing list move is complete, archives are fully available now.
Update 1: The mailing list move is almost complete, archives remain to be moved because Dreamhost support isn’t done yet. But everyone who was subscribed should be resubscribed. Please refer to http://lists.ioquake.org/ for all inquiries regarding the discussion list now. The Discussion list is the only list that is moving for now.
The main discussion list is moving to lists.ioquake.org. Things are going as planned with this move, but are taking a little longer than expected. Expect another update when the move is complete.
With all the 3D frenzy for home entertainment systems going on, ioquake3 did not want to fall behind, so as of the latest SVN revision ioquake3 officially supports rendering of stereoscopic images. Actually, we’re not quite sure whether this works for quad buffer based rendering methods for shutter glasses as we lack the hardware (can someone give us a heads-up on this? Any SGI fanboys here?), but rendering of anaglyph images definitely does.
You need to have red-cyan glasses to view these images in their full glory. As always, the cvars and switches needed to turn on this new functionality can be found in the changes to the README. I have also written up an extensive information page about the techniques behind stereo rendering on ioquake3’s wiki to get you going on stereoscopic ioquake3.