ioquake3 1.36

April 23rd, 2009 by Crusader

The indefatigable zakk appeared and declared “Lo, there is a new release of ioquake3″. Disbelieving, as zakk was glowing and cackling, I checked 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
  • 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


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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.


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4 Responses to “ioquake3 1.36”

  1. Marv Says:

    Who in the heck uses the Sparc port?


  2. tjwhaynes Says:

    Where the heck is the AIX port? I have all these 64 core systems at my finger tips …

  3. tjwhaynes Says:

    Oh – and in other news

    ioquake3 +set com_standalone 1 +set fs_game q3ut4

    Go on – you know you want to.

  4. Anonymous Says:

    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.

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