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Ioquake3 1.36
An impressive changelog marks the release of a new ioquake3 version:

- 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 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

ioquake3 is the greatest Quake 3 engine imaginable so http://ioquake3.org/get-it/
In Case Anyone ... 
In case anyone is wondering, this is the engine I use. It is very good and makes things like videos very easy. 
 
I like CTF in Q3, but i dont even have time for my favorit game Quake :\

Guess i will never try this :| 
From A Single Player Point Of View 
what are the benefits? 
Probably More Than For Multiplayer Use 
as ioq3 has no PunkBuster support 
Their Wiki 
Yeah, it's hard to get excited about it, but reading the web page, and how their wiki page was erased and then restored was interesting. Timothee Besset (id software):

<Quote>
ioquake3 is indeed the best updated version of id Software Inc.�s GPL release of the Quake III Arena engine source code. Over the years the project stayed true to it�s objectives to make the original code base easier to work with, available on a wider variety of platforms, and to provide a solid base for several projects that wanted to build upon the technology.

I was the maintainer of Quake III Arena for several years until the company released it as GPL, and I am pretty happy there are people like Zachary who stepped up to the plate afterwards.

It seems very odd to me that content would be removed based on an individual�s personal appreciation of relevance. If the article provides useful information and references, it should at least be valued for the efforts of the contributing individuals.

Timothee Besset,
Software Engineer
id Software, inc.
</Quote> 
Hmm 
It seems very odd to me that content would be removed based on an individual�s personal appreciation of relevance.

Coming from TTimo, the man in charge of GTK 1.5? ;p 
Hmm 
Oh, and it's < q > < /q > for quoting... 
Nonentity 
Coming from TTimo, the man in charge of GTK 1.5?

The same TTimo that broke q3map2 a while ago and left it to other people to fix? 
Hmm 
I thought Ydnar coded that? 
I'm Talking About 
the whole "protocol 47" thing... 
Hmm 
Wasn't that the urban locale in HL2? 
Nope 
Slight mistake in my last post, I meant BSP version 47, which is what QuakeLive uses. 
<q> 
thanks 
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