Hourly win32 ioquake3 build
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Hourly win32 ioquake3 build
Promode's Shane is putting up win32 ioquake3 binaries that get rebuilt fresh from the icculus.org SVN repository every hour. Get it here: http://www.promode.org/files/ioq3.zip
Quote from the readme:
The intent of this project is to provide a baseline Quake 3 which may be used
for further development. Some of the major features currently implemented are:
* SDL backend for unix-like operating systems
* OpenAL sound API support (multiple speaker support and better sound
quality)
* Full x86_64 support on Linux
* MinGW compilation support on Windows and cross compilation support on Linux
* AVI video capture of demos
* Much improved console autocompletion
* Persistent console history
* Colorized terminal output
* Optional Ogg Vorbis support
* Much improved QVM tools
* Support for various esoteric operating systems (see
http://icculus.org/quake3/?page=status)
* Many, many bug fixes
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Hmm... might be a nice project, tacking on support for older protocols. They're not that well-documented, though. Anyone feeling adventurous enough to reverse engineer, for instance, protocol 66 and 67 (1.30 and 1.31 respectively)? Should be a tad easier than 68 since the older protocols don't use encryption and/or compression, IIRC.
Compression was introduced with 1.30, not 1.32:^misantropia^ wrote:Should be a tad easier than 68 since the older protocols don't use encryption and/or compression, IIRC.
- NEW NETWORK CODE - There is a new compression system built into the network code of the latest point release. Essentially, this reduces the bandwidth usage of Quake 3 and Team Arena by a ratio of 5:1 over previous versions of the game. Modem players, as well as everyone else, should experience a significant improvement in internet game play because of this.
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yea also grenade bounce physics get messed up. I'm curious tho - does it affect anything else - or is it mostly graphic? (other than grenades)Oeloe wrote:More people should use this. Too many servers i play on display the long uptime bug symptoms (choppy shaders (sky, shaft, rail trail etc.), item bobbing).
Yep, changing it in the console doesn't seem to help. I just changed it in q3config and my sound was ok again (original sound system).Foo wrote:Yeah been trying that, and it's the same (even after restarting/rebooting).
@julios: i believe it messes up nearly everything that moves with time, because of some kind of overflow of the uptime variable (if that's the right term for it). If you search at quakesrc you'll find some discussions about it.
Please.^misantropia^ wrote:Hmm... might be a nice project, tacking on support for older protocols. They're not that well-documented, though. Anyone feeling adventurous enough to reverse engineer, for instance, protocol 66 and 67 (1.30 and 1.31 respectively)? Should be a tad easier than 68 since the older protocols don't use encryption and/or compression, IIRC.
Would it be possible to play on demo servers as well?
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
Demo servers would probably be easiest for the 66-68 range of course, since the format is identical.
No response yet at the thread i opened at quakesrc.
No response yet at the thread i opened at quakesrc.
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The reason I didn't play q3 for a very long time was that punkbuster would never let me join anything. On servers with it enabled it would always, always kick me saying I need to update when I got the latest version like an hour before off their website because the server it says to autodownload from is non-existant. When it is disabled it still kicks me because it can never really be disabled. I don't really care about cheating that much, I just want to play the game. It was literally that bad, btw.
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
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