ioquake3 1.36
April 23rd, 2009 by CrusaderThe indefatigable zakk appeared and declared “Lo, there is a new release of ioquake3″. Disbelieving, as zakk was glowing and cackling, I checked ioquake3.org and sure enough, version 1.36 is out:
- 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. - 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
- Improved console command auto-completion
- Persistent console command history
- Improved QVM (Quake Virtual Machine) tools
- Colored terminal output on POSIX operating systems
- GUID System
- PNG format support for textures
- Numerous security fixes
Additionally:
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Thanks again to everyone who has made this a spectacular release. What do you want to see in the future of ioquake3? 4-Player Split-Screen? Let us know in the comments.

Download: [ ioquake3.org ]




April 24th, 2009 at 3:09 pm
Who in the heck uses the Sparc port?
MM
April 27th, 2009 at 1:48 pm
Where the heck is the AIX port? I have all these 64 core systems at my finger tips …
April 27th, 2009 at 1:50 pm
Oh – and in other news
ioquake3 +set com_standalone 1 +set fs_game q3ut4
Go on – you know you want to.
May 7th, 2009 at 12:00 am
I have a Sparc on the rackmount! Right next to my Alpha DS20, Power4, SGI R10K, and below all those are turles!
4-way splitscreen support would be quite interesting, Zak; interesting as was Doom Legacy’s 2-way splitscreen support. Perhaps more interesting would be for a SVGAlib rendering path, or rather an adaptation of libGGI? Does everything need to be in OpenGL? Quake2 got along just fine with its multiple-target renderer. There is nothing that compares to ID Software’s initial Quake2 3.20 in that regard of flexibility.