Domain: ioquake3.org
Stories and comments across the archive that link to ioquake3.org.
Comments · 20
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This is pointless.
http://ioquake3.org/ for all your free software game engine needs.
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Ioquake3 did it first.
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The simple end-all solution:
ioquake3.
No need to pay to license this high quality SDL game engine. Accept no substitutes. -
Re:Just do it
To add to what you have said, a few good starting points are the Wintermute engine, the Torque 3D engine and ioquake3.
Torque 3D might be a bit too much for a child to jump right into, so I recommend learning how to work with ioquake3/id tech 3 first, then go from there. Wintermute is specifically for making point and click adventure games and is probably the easiest to get started with, both for game building and concept.
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Re:*sigh*, if only...
Here you go. Ok, maybe you have to compile it yourself, but since you're on thia site, you should know how to do that with both hands tied behind your back.
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Re:*sigh*, if only...
Well, good news is, if I'm willing to give my old OSX install a quick lobotomy, it looks doable.
:) -
Re:what am i missing?
That's the source for the ioquake3 engine, which Urban Terror uses and which was released under a GPL licence by ID Software. The actual game is released in a separate package (and they've been getting some hate for that, eg on the ioquake message boards)
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Re:GPL your levels!
I founded the ioquake3 project with some friends in 2005.
The experience of working with the OpenArena project was similar to that described by HEMI_426. At this point they have cut off communication with us and I would be surprised, but happy, if that relationship ever improves.
So, now we are attempting to create our own freely distributable, creative commons licensed, game to distribute whenever anyone downloads ioquake3 that won't be "adults only" and won't have anything to do with OpenArena's direction. Until it is ready there are plenty of great games made with the ioquake3 engine and you can check them out here:
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iodoom3
If anyone is interested I've created iodoom3 to follow on from the ioquake3 project my team put together.
Let me know what you'd like to see in a modernized Doom 3 Engine!
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Re:Not quite as exciting as the headline sounded
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Re:Or you could
I think ioQuake3 might be for you. By all means, keep the VM for other stuff, but there's literally no reason you shouldn't be running ioQ3 natively on your modern system.
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Re:Wine?
I agree with the general thrust of your argument, but you should give ioQuake3 a try if you haven't. It runs on basically everything, has a lot of nice bugfixes and feature improvements, and is still actively updated. Win7's cavalier dismissal of thousands of 8-bit DirectDraw apps feels more than a little cynical, I'll admit... I'm fortunate in that my productivity hasn't been shackled to The World's Favorite Software.
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Re:Valve != iD I suppose
That is your parents point (unless I've missed a joke that your smiley represented). iD released the Quake 3 source code, it's been improved and modified and supports amd64. Just use your original pak files with it (they aren't included as they weren't released and are still subject to iD's copyright)
If you don't have the pak files, there is always OpenArena
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What about the N900?
The N900 has also recently received a port of IOQuake3: Have a look at their site for more details.
If you're looking for a very nice (open) phone, I'd go with the N900. No, I'm not from Nokia, just a -very- satisfied customer. -
Re:Unimpressed
Hell, my n900 can play Quake 3.
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Re:Steam?
You could always play a derivative game such as the (free) Open Arena or Tremulous
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ioquake3
Actually it's based on ioquake3, which itself brings lots of improvements to id software's Quake 3 engine.
Have a look at http://ioquake3.org/improvements/ -
Re:Alphabetical_list_of_open_source_gamesI have been playing an AWESOME open-source FPS called OpenArena. It is based on the ioquake3 engine that id3 released under GPL license.
OpenArena is a violent, sexy, multiplayer first person shooter based on the ioquake3 fork of the id tech 3 engine. It has many game types beyond deathmatch and a lot of characters. Due to violent and racy content, it may not be suitable for children under 17.
The game is absolutely free and all development is done by the community, including maps, media, and running the game servers. IMHO, it's the only game worth playing that gives me exactly what I need - less BS effects, more fast-paced action and great flexibility at customization (settings, mods, etc). Also, it has a somewhat small but very unique community of players, server admins, and of course clans + n00bs.
Direct download link for release 0.8.1: here.
Download, unzip, customize your settings, and you'll be fraggin' away! -
Re:No linux
http://www.amazon.com/gp/product/B00005RHQZ/ref=olp_product_details?ie=UTF8&me=&seller=
http://ioquake3.org/Practically the same thing.
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Re:The problem
if you want a good open source game, you need full time developers who can work full time on it.
Or good management, and a team consisting of members that are aware that he/she has to take full responsibility for their expertise.
This would mean that everyone has a perfect grasp of the goals for the game, and each member's individual input is used to slowly clean up and refine the initial idea(s).
This also means that each member does its own research (based on some rough layouts in the gamedesign document), does its own QA (the feedback is directly returned to the appropriate person), and everyone has its own small gamedesign document which clearly states the progress of the assets list assigned to that person.
As you mentioned, it really depends on what type of game is being created, but I still think your Slashcraft is a doable project with a team of about 6 to 7 members.
For myself, I've just completed a gamedesign document I've been working on for 1.5 years, and started active development on a game which will partly be sponsored by non-obtrusive in-game advertisements; and will be free for people to download and play. I'm currently working four days a week, so I have that extra day to put in both managing the whole project, as well as creating the different maps and character models.
To get all our heads pointing the right way, we're currently using a modified MediaWiki, which suits us perfect in streamlining the development and content: It's very easy to make corrections, add valuable information, or otherwise make suggestions. It can also be used to store individual files, and has great structure to list all the available/completed media assets in ways so the team has a clear oversight.
The simple creation of extra sections, or tagging of pages is a perfect tool for everyone to make their own sections that they can watch over: So it sort of the same as someone on Wikipedia 'protecting' his or her content by watching over it: But on top of the checking actual correctness of the data, each teammember also overlooks the progress that is made on his or her side of the development.
Btw, for the game we're using the cleaned up Quake 3 engine (IOQuake3), and instead of creating 'yet another FPS where you can either deathmatch or capture the flag', we're working on something where the nearest similarities come from a game like Mario Party; Just small mini-like games, playable with 1 to 4 players, where each map features completely different gametypes/environments/weapons/models etc.
Some of these gametype-concepts have already been proven; I created some mappacks for fortress-mods before, where the same concept of different gametypes on each map was the main objective: For some screenshots have a look at the maps-section of my site, and in particular the maps that start with Q3F_MG and ETF_MG.
Current estimate is to get an Alpha release out within three months (which we'll be pitching to various advertisers/in-game advertising companies), so once it's out, be sure to download this game! :)