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 ahead to the test builds, to get started with playing ioquake3 or running a server today!
If you run into any issues with either this new operating systems or old ones, let us know on our community forums. Thanks to our community of contributors for helping us keep Quake III, mods, and new games going for TEN YEARS now, wow. That is a lot of fragging!
The latest version of OS X, Mountain Lion has been available for a little while and we have now confirmed that ioquake3’s latest SVN (revision 2306) compiles and runs smoothly on it.
If you already have ioquake3 installed on your intel Mac running 10.6 or greater please try a test build:
It should run fine under Mountain Lion, if you have Gatekeeper enabled with the default setting you will have to right click and then select Open on the .app.
Please let us know if it works well for you.
With the World of Padman patch, Thilo has also updated ioquake3 SVN to compile on Mac OS X 10.5!
Revision 1238 also adds dedicated server support for OS X.
We’re pleased to announce that Tony J. White has been kind enough to go the distance in making ioquake3 a Universal Binary, so now you can play safely on your Intel Macs too. When we finally get a release out the door, his work will allow us to make sure we’re Intel Mac compatible at day one.
All of your favorite games based off of ioquake3 will also be able to bring you a Universal Binary easily now as well.
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.
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.