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 24 – download at your peril (probably)

About Unvanquished with 0 comments by justanotherdsalt on Feb 2nd, 2014

New map!

Or, rather, an old map. Pevel has updated Perseus for Unvanquished, taking the opportunity to improve the layout and the lighting and (of course) make use of the much better texturing possibilities.

New telenode!

Shiny new telenode model from Warvinc. The beam effect's still there; but, like the medical station's healing aura, it's normally not visible.

Perseus

New filesystem code

This got a complete overhaul. It's now cleaner and it handles files much more strictly. See ”Big changes to the filesystem” (on our website) for more info. Basically, the files have been re-arranged somewhat and are stored in a different directory; profiles are no more; there are new naming schemes for .pk3 contents; and we have .pk3 dependencies.Things may be a bit broken as a result. All being well, any such breakage will be fixed over the next month or two.

Those changes mean that this is a good time to do a .pk3 clean-up and merge. We're throwing out a lot of old, unused resources. Consequently, plenty to download this month – and there'll be more cleanup once we've got the remaining problems with pre-compressed textures (DXTn and the like, so that we can avoid having to decompress them for sending to the GPU) sorted out.

You're likely to need to copy some files from the old location to the new one – those of you who use the Unvanquished packages for Debian or Ubuntu should find that their identification and key bindings are retained (if not, it just means that the migration script saw something already there) – and, unless you were using the defaults, you'll need to check your settings.

PerseusPerseus

Gameplay changes

If you're using the armoury via the UI, as new players will, you'll see some improvements. Buy an item, and all conflicting items will be sold – so switching weapons is now a lot faster. Also, items which you can't afford and carried items which conflict with what you want to buy are marked in red.

Tyrants
can slash a little faster, but basilisks no longer draw power from humans' power sources. Grangers can build any structure (so long as that type is unlocked), but they still can't wall-walk without being the advanced form. Humans can buy light armour at the start of the game. Buildings, when placed, now have 25% of their total health.

The minimum time for which items, buildables or classes are guaranteed to be unlocked is halved to 30 seconds. You gain less momentum for destroying enemy buildings and a little more for enemy players. Basic income is gone.

Rendering changes

We've added an extra preset, “Dlights, no fx”, to the video quality options menu. This is intended for hardware such as older laptops which can run the GL3 renderer but struggle somewhat – if you get less than 30fps, you probably want this option, which should allow for rendering speeds close to those of the older renderer.

Configuration changes

Configuration settings are no longer saved if they haven't been changed. There's still a work-in-progress element here – we don't yet have reset buttons in the menus, but if you know the name of the console variable used for that setting, you can /reset it.

A few important things to note here regarding variables…

  • /foo bar sets foo to “bar” and marks it as to be saved. (This still requires that foo already exists.)
  • /set foo bar sets foo to “bar”, creating it if needed. Certain variables will be marked as to be saved; most won't.
  • /listcvars has corresponding output changes – if the flag list contains ‘a’, the variable will be saved if its value is changed. If it instead contains ‘A’, the variable is marked as to be saved.
  • /reset will clear the ‘to be saved’ flag of each variable it's told to reset.

Misc changes

There have been a lot of small fixes and improvements. A few more console commands have completion support, and some command output has been tidied up. Mouse pointer movement should be much improved. A lot of potential bugs (mostly harmless, I suspect) have been fixed…

Download today!

Unvanquished Alpha 24 Universal
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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: Don't segfault if r_ext_multitexture is disabled

Sep 29 2014, 3:07am

T.co Remove r_softOverbright from opengl2-readme.txt The cvar was removed and forced enabled.

Sep 29 2014, 3:07am

T.co Add function for clearing global shader instead of duplicating the code

Sep 27 2014, 5:44pm

T.co Add facility to describe cvars

Sep 26 2014, 9:29am

T.co Use correct type for thinktime

Sep 26 2014, 9:29am

Here’s an official announcement about the forum migration: T.co T.co

Sep 25 2014, 7:57pm

The old forum has been read-only for months and months at this address: T.co

Sep 25 2014, 7:44pm

It’d be awesome to shut down the old forum at some point in the future. Please move your old stuff to the new forum: T.co

Sep 25 2014, 7:43pm

@Hellchick good luck!

Sep 22 2014, 3:28pm

T.co Don't add duplicate resolutions to r_availableModes SDL can give the same resolution with different refresh rates...

Sep 20 2014, 8:27pm

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