This project, ioquake3 (or ioq3 for short,) aims to build upon id Software’s Quake 3 source code release. The source code was released on August 20, 2005 under the GPLv2. Since then, we have been cleaning up, fixing bugs, and adding features.

Our permanent goal is to create the open source Quake 3 distribution upon which people base their games and projects. We also seek to have the perfect version of the engine for playing Quake 3: Arena, Team Arena, and all popular mods.

Here are some of the great improvements that the ioquake3 engine brings you:

  • 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
  • Compilation with MinGW and cross-compilation for Windows for 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
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Blog RSS Feed Report abuse Latest News: Alpha 14 is here!

About Unvanquished with 4 comments by kharnov on Apr 7th, 2013

Updates

Color grading!

We've added another significant feature to our renderer in the form of color grading, which can be used to alter and enhance color channels, as well as contrast. It's a map-based feature and we're working on having it work per-room, and at the moment, it's available as a public test that affects the map as a whole. Try it out! So far, Parpax has been color graded, and we've included some sample color grades that you can experiment with on any map. To do so, just type /testcgrade gfx/colorgrade, where colorgrade is the name of the file. Some of the colorful examples provided are red, green, and blue. To switch back, use neutral.

Bug fixes!

We've fixed quite a few bugs this month, the most easily noticed of which would be the server lag bug, which is now gone. Hopefully, you should no longer be experiencing the small lag spikes that appeared out of nowhere, as they have no longer shown up in our tests. The numBones error will no longer cause you to disconnect, although it may induce graphical anomalies. The /builder command will work on buildings under construction, and no-build areas on Tremulous maps will now work.

Engine improvements!

Maps should load significantly faster now as we've optimized the calculation of visvis, although this may be more noticeable for those with slower hardware. Occlusion query-based "real" fades on light flares can be enabled via cg_lightFlares 3, and might provide a slight performance increase. For those on our new GL3 renderer, startup and map load time should be improved as the engine no longer needlessly goes through the combined shadertext. In addition, by enabling r_lazyShaders, shaders will be compiled immediately after the game has started, although at the cost of slightly choppy UI interaction until they are finished. The /map command can take a second parameter now, such as the desired layout. We also have variable expansion now; for instance, /say $p_teamname$ will display you as saying "aliens" to other players.

Config files!

As part of our efforts to make the game balance easier to modify and to lay the foundation for the addition of new game modes, we're in the process of moving all of our balance definitions from unvanquished.h into a series of config files. The implications of this include the possibility of easy distribution of balance changes in simple pk3 files by player modders, and the rapid testing of balance due to the removal of the need to recompile. To reiterate, you no longer need to compile if you want to change, for instance, the damage of a weapon or the speed of an alien; rather, you can just edit the appropriate plaintext config file.

Entities improvements!

We've spent quite a while going over the entities code, refactoring and streamlining what we've inherited into something more modern. This is an ongoing project, and with the merge of the entities branch into master for this release, we've laid the groundwork for future changes. Of course, the changes are more readily apparent to mappers, as entities are features of a map that level designers use for things such as doors, elevators, and other things, but over the course of coming months as the entities changes are incorporated into present and future maps, this will allow for more advanced map features than were previously possible.

Graphics fixes!

The specular and normal maps were not showing up on the grenade model, and this has now been fixed. Take a look at all the detail on it, but make sure to run away before it blows up! In addition, the lucifer cannon should no longer be jerking around after firing the primary shot. The muzzle flashes have all been altered as well, to either be less glaring, or in some cases, more detailed. For instance, the rifle and chaingun have new flashes that take up much less space on the screen. The lucifer cannon and mass driver effects have also been altered.

Translation updates!

We now have Argentinean Spanish, which I've been told should be legible to other Spanish speakers, although you're more than welcome to take a look at translating to some other dialects of Spanish by participating in our translation sub-project. Also, we have updates to some of our existing languages, with more translation work done on Polish, German, and French. Lastly, names can be entirely non-ASCII, as long as they contain one letter or ideograph.

Games
B.O.N.D

B.O.N.D B.O.N.D Indie

Updated 2 years ago TBD Single & Multiplayer Fighting

Welcome to the B.O.N.D page! This game will feature 4 fantastic Anime series, and combine them in an all out battle ! The fights will take place with...

Smokin' Guns

Smokin' Guns Smokin' Guns Indie

Updated 4 months ago Released Dec 31, 2008 Single & Multiplayer First Person Shooter

Smokin' Guns is intended to be a recreation of the "Old West's" great atmosphere. It is being developed on IoQ3's implementation of Id Softwares IdTECH3...

Tremulous

Tremulous Tremulous Indie

Updated 7 months ago Released Mar 30, 2006 Multiplayer First Person Shooter

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...

Unvanquished

Unvanquished Unvanquished Indie

Updated 2 months ago Released Feb 29, 2012 Multiplayer Real Time Shooter

Unvanquished is a fast-paced, futuristic FPS with RTS elements, pitting technologically advanced humans against hordes of highly adaptable aliens. The...

Urban Terror

Urban Terror Urban Terror Indie

Updated 3 months ago Released Apr 1, 2007 Multiplayer First Person Shooter

Urban Terror is a free multiplayer first person shooter developed by FrozenSand, that (thanks to the ioquake3-code) does not require Quake III Arena anymore...

Post comment Comments
Indloon
Indloon Jul 24 2012, 10:37am says:

Great engine "fix"/tweak project.
However SDL makes it very difficult/nearly impossible to implement OpenGL 4.2 on ioquake3 rendering code.

+1 vote     reply to comment
Guest
Guest Jan 8 2013, 10:45pm replied:

This comment is currently awaiting admin approval, join now to view.

FiredFox3
FiredFox3 Feb 9 2012, 8:25am says:

Moddb.com

Как включить это?

+1 vote     reply to comment
FiredFox3
FiredFox3 Feb 9 2012, 5:02am says:

+ ioquake3 engine game - OpenArena )

+1 vote     reply to comment
mxtomek
mxtomek Dec 29 2010, 6:26am says:

And where is Urban Terror_

+2 votes     reply to comment
MCvirus
MCvirus Mar 13 2010, 12:40pm says:

but how to download there is no sign of download written

+2 votes     reply to comment
asvigny
asvigny Jul 28 2010, 3:21pm replied:

I think you have to own Quake 3.

-1 votes     reply to comment
fier_
fier_ Nov 6 2010, 1:33pm replied:

The download for the engine is on the website. It is open source, so you do not need to own Quake III.

+2 votes     reply to comment
olvimasta
olvimasta Feb 2 2010, 7:40am says:

I presume this is a modded version of the quake3 engine?

+3 votes     reply to comment
InStars
InStars Mar 3 2010, 3:28pm replied:

Yes, it is :D

+3 votes     reply to comment
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Platforms
Windows, Mac, Linux
Company
ioquake
Contact
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Official Page
Ioquake3.org
Licence
GPL
Release Date
Released Aug 25, 2005
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Community Rating

Average

9.3

51 votes submitted.

You Say

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Ratings closed.

Highest Rated (2 agree) 10/10

Does exactly what it should. Runs much better than the version from ID on linux, plays nicely with compiz and pulse audio and didn't break anything. What else could you ask for?

Oct 18 2011, 4:24am by Pi1grim

Twitter

Latest tweets from @ioquake3

What an incredible change log you’ve discovered: T.co T.co

Apr 12 2013, 2:43pm

want to follow @ioquake3 developers on twitter? We’ve got a list of them right here: T.co

Mar 21 2013, 2:47am

want to watch what we’re working on? Check out the git commits log on the web: T.co

Feb 16 2013, 5:28pm

A visualization of T.co development: T.co

Feb 15 2013, 6:03pm

Chris on our Facebook page wants to know if anyone still plays Quake 3: T.co Let him know how you roll.

Feb 14 2013, 9:06pm

You really launch my rocket! T.co

Feb 14 2013, 2:32pm

Roses are red... T.co

Feb 14 2013, 2:32pm

@icculus @PKG_Fr thank you @icculus!

Jan 21 2013, 8:07pm

@icculus @PKG_Fr it is, had a hardware failure. Please check @icculus’ post history for more information.

Jan 21 2013, 2:34pm

@EquestriaGaming that’s down to me (@TimeDoctor) Sorry about that. dhewm3 is really good, however. T.co

Jan 14 2013, 3:57pm

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