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
This also solves all the major remaining code issues with regard to OS X.
For the final issues check out Bug 2723.
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.
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 issue 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.
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!
Following id software‘s Quake 3 full source release, icculus.org is now hosting a Quake 3 project. This project is following the same goals as icculus.org Quake 2. We will accept changes as long as the gameplay stays the same, mod compatability is maintained by default, etc. Portability to new platforms and maintaining a stable codebase are our primary concerns, not adding cool new rendering features and such.
(this is a backup mirror of this icculus.org news post so as to preserve the historical first day of ioquake3)