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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High-res Q3 textures Q3 Images Q3 Images
Blog RSS Feed Report abuse Latest News: Alpha 32: shoot 'em up!

About Unvanquished with 2 comments by kharnov on Oct 11th, 2014

In this release, we've at last added the new model for our rifle replacement, the SMG. Compared to its prior incarnation, the weapon has a faster firing rate and more spread, making the default human weapon more useful at shorter ranges. Be sure to try it out and shoot up some aliens with it! You'll have some new targets, as well. The mantis has received animation fixes and a texture update, while the trapper has been completely reanimated, making it much more lively compared to the older, more rigid animations.

We've merged in our latest batch of renderer fixes, optimizations, and improvements. Multiple bugs were fixed this release, as well. IQM structures (such as the reactor, armory, and drill) are no longer culled when you move your view past them. Circle menu colors for both teams have been made more consistent and hopefully less confusing. In addition, right clicking will cancel building now, as intended. Builders on both teams can view resource extraction rates on the lower left portion of the screen.

Unvanquished Alpha 32 Universal

Commits

  • 41eec01 Add missing Tess_MapVBOs calls to DebugUtils
  • dac4069 Use persistent buffer mapping for dynamic buffer objects.
  • a4b42fd Pass a dummy color attribute to the lightmapping shader.
  • 0197b4a Add files from new assets
  • f65302a Only set the HUD on the initial snapshot
  • 9cc6d56 Always cull using the surface's AABB in R_CullSurface
  • aaddd93 Don't needlessly frustum cull in R_CullSurface
  • a5a8e68 Optimize R_SortDrawSurfs
  • efab6a3 Call Tess_MapVBOs when rendering the sky
  • 98166b6 Make the parameters to BoxOnPlaneSide const
  • d0fbe50 Ignore mouse up events without a mouse down event Fixes #447
  • 90131d7 Delete the old UI vm code
  • c2dd000 Allow disabling of buffer object extensions
  • 4362c36 Fix NULL dereference crash
  • c304fb3 Only drop the mouseup without mousedown event if the key is mouse1
  • 546ac76 Remove USE_DEFORM_VERTEXES macro.
  • 145a0b7 Remove USE_EYE_OUTSIDE macro.
  • 5c9eefb Add cvar to disable GL_ARB_sync.
  • f0fd8e3 Fix building on old GLEW.
  • a448a0f Fix inverted if condition.
  • 4a1d6a0 Remove useless extern "C"
  • 1ca7b09 Add a check to avoid sending sync messages while handling async messages
  • 2dfa469 Remove USE_FRUSTUM_CULLING macro.
  • e97391d Remove BRIGHTPASS_FILTER macro.
  • 0eabde2 Remove USE_GBUFFER macro.
  • 31f07cb Refactor vertex deformation code.
  • 1e8e59f Consistent alien buy menu colors.
  • 8e15965 Consistent human buy menu colors.
  • c10d997 Let's do the same to build menus.
  • 9c56e44 Rename 'rifle' to 'SMG' in the UI only.
  • 95f5062 Add mine rate back to builder HUD.
  • 26c91a4 Small changes to make the default UI use American English spelling. Also, small phrasing tweaks.
  • 7d4941c Tweak to the resource rate text.
  • a83eea4 Let's explain spawning choices.
  • ef1ab8d Undo American -> Britsh changes for now.
  • 00364e6 For some reason, this fixes mantis corpse
  • 2dc9c3a Make update-version-number.sh update menu file versions too
  • 2f6f38f Version bump
  • 74602c7 Merge all available bounding boxes for IQM culling.
  • b483514 Work around '#directive in the middle of a shader' error on Mesa
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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...

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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.

0 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.

+1 vote     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

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9.4

59 votes submitted.

You Say

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Ratings closed.

Highest Rated (3 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

T.co OpenGL2: Fix corrupt models.

Oct 23 2014, 7:51pm

@TheSemeraz @RLZIII @ID_AA_Carmack and profiting off death at the expense of public transportation is awesome.

Oct 16 2014, 5:07pm

@TheSemeraz @RLZIII @ID_AA_Carmack I’ve seen plenty of Libertarian compassion. It looks like this: T.co

Oct 16 2014, 4:04pm

@Hellchick I switched to bittorrent sync for docs and Dropbox’s free option for apps like 1password that need sync

Oct 16 2014, 2:49pm

@zatarr0r @RLZIII T.co

Oct 16 2014, 12:40pm

@zatarr0r @RLZIII that you aren’t even following this project and are responding to other replies against Libertarianism speaks volumes.

Oct 16 2014, 12:37pm

@RLZIII Not really interested in arguing. I just wanted to tell @ID_AA_Carmack how I felt after seeing his tweet.

Oct 16 2014, 12:34pm

@zatarr0r @RLZIII @ID_AA_Carmack I’m not going to argue my point.

Oct 16 2014, 12:34pm

@RLZIII @ID_AA_Carmack how can it be for compassion if you don’t want society & government to help take care of others who are in need?

Oct 16 2014, 12:29pm

T.co OpenGL2: Bit of multidraw optimization.

Oct 16 2014, 3:32am

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