📰 Title: | ioQuake3 | 🕹️ / 🛠️ Type: | Tool |
---|---|---|---|
🗃️ Genre: | Adventure & Action | 🚦 Status: | 05. Tested & Working (status) |
🏷️ Category: | Adventure & Action ➤ FPS ➤ Fantasy & Sci-fi ➤ Quake 3 | 🌍️ Browser version: | |
🔖 Tags: | 3D engine; id Tech 3 engine; ioQuake3 engine; Quake 3; Action; FPS; Shooter; Arena Shooter; Multi-platform; VOIP; 3D Sound; Flagship | 📦️ Package Name: | ioquake3 |
🐣️ Approx. start: | 2005-08-26 | 📦️ Arch package: | |
🐓️ Latest: | 2023-02-19 | 📦️ RPM package: | |
📍️ Version: | Latest: - / Dev: 4610a24 | 📦️ Deb package: | |
🏛️ License type: | 🕊️ Libre | 📦️ Flatpak package: | |
🏛️ License: | GPL-2+ | 📦️ AppImage package: | |
🏝️ Perspective: | First person | 📦️ Snap package: | |
👁️ Visual: | 3D | ⚙️ Generic binary: | |
⏱️ Pacing: | Real Time | 📄️ Source: | |
👫️ Played: | Single & Multi | 📱️ PDA support: | |
🎖️ This record: | 🕳️ Not used: | ||
🎀️ Game design: | 👫️ Contrib.: | goupildb & Louis | |
🎰️ ID: | 11499 | 🐛️ Created: | 2010-08-20 |
🐜️ Updated: | 2023-04-13 |
[en]: | A libre and multi-platform engine derived from id Software's id Tech 3 engine (freed in 2005, used notably by Quake 3 Arena, Call of Duty and Medal of Honor), which it improves, while preserving compatibility with the initial games. The goal of the project is to offer a libre, multi-platform, and robust Quake 3 engine, fixing a number of bugs and supporting modern hardware. It can thus be used for new games, while allowing the port of old games. | [fr]: | Un moteur libre et multi-plateforme dérivé du moteur id Tech 3 d'id Software (libéré en 2005, utilisé notamment par Quake 3 Arena, Call of Duty et Medal of Honor), qu'il améliore, en préservant la compatibilité avec les jeux initiaux. L'objectif du projet est d'offrir un moteur Quake 3 libre, multi-plateforme, et robuste, corrigeant un certain nombre de bugs et supportant le matériel moderne. Il peut ainsi être utilisé pour de nouveaux jeux, tout en permettant le portage d'anciens jeux. |
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🕵️ Reviews: (201903),
💎 Features:
• Sound : OpenAL HRTF (201408),
• Graphics : New rendering system : (201512), (201407), (201209), (201612), (201309),
• Graphics : 4K + Mods : (201407), (201811),
🐧 Linux plays: Adam's Games (201102),
🏡️ Website & videos
[Homepage] [Dev site 1 2] [Features/About] [Screenshots] [Videos ft(201408) ft(201512) ft(201407) ft(201209) ft(201612) ft(201309) ft(201407) ft(201811) t(202xxx) ts(202xxx) gd(202xxx) id(202xxx) r(201903) lp(201102) d(201506) d(201403) d(201304) g[fr](202xxx) g[de](202xxx) g[ru](202xxx) g[pl](202xxx) g[cz](202xxx) g[sp](202xxx) g[pt](202xxx) g[it](202xxx) g[tr](202xxx)] [WIKI] [FAQ] [RSS] [Changelog 1 2(not used) 3]
💰 Commercial: (Windows, for contents extraction) (Quake 3 Arena) [IsThereAnyDeal] [Humble Store] [Gamersgate] [Steam] [GOG] [Gamesplanet [fr]] [Fanatical]
🍩️ Resources
● Download ioQuake3: [ioQuake3 (Get it)]
● High-Resolution Textures for ioQuake3: [ioQuake3 (High-Resolution Textures)]
● Commercial Artwork: (see Quake 3 Arena)
🛠️ Technical informations
[Open Hub] [Links between Quake 3 Arena engine, and derived engine (svg file)]
🐘 Social
(ioQuake3) Devs (The ioquake Group [fr] [en]): [Site 1 2] [Chat 1 2] [Chat] [mastodon] [twitter] [PeerTube] [YouTube] [PressKit] [Interview 1(202xxx) 2(202xxx)]
(ioQuake3) Devs (Ryan C. Gordon [fr] [en]): [Site 1 2] [Patreon] [Chat] [mastodon] [twitter] [PeerTube] [YouTube] [PressKit] [Interview 1(201504) 2(201603) 3(201408) 4(201205) 5(200506)]
(Quake 3 Arena) Devs (id Software [fr] [en]): [Site 1 2] [MobyGames] [Chat] [mastodon] [twitter] [PeerTube] [YouTube] [PressKit] [Interview 1(Doom Team)(199311) 2 (Doom Team)(early days) 3 (Doom Team)(201808) 4 (J. Carmack)(201604) 5 (J. Romero) (201806)]
The Project: [Blog] [Forums] [mastodon] [twitter] [Facebook] [PeerTube] [YouTube] [reddit]
🐝️ Related
[Wikipedia (ioquake3) [fr] [en] [de]]
[Wikipedia (id Tech 3) [fr] [en] [de]] - [Wikipedia (Quake III Arena) [fr] [en] [de]]
[JeuxLinux [fr]] [The Linux Game Tome] [Debian/Ubuntu] [Mod DB] [Indie DB] [TuxArena]
📦️ Misc. repositories
[Repology] [pkgs.org] [Arch Linux / AUR] [openSUSE] [Debian/Ubuntu] [Flatpak] [AppImage] [Snap] [PortableLinuxGames]
🕵️ Reviews
[HowLongToBeat] [metacritic] [OpenCritic] [iGDB]
🕊️ Source of this Entry: [Site on Mastodon (date)]
🐘 Social Networking Update (on Mastodon)
🛠️ Title: ioQuake3
🦊️ What's: A source port of id Software's id Tech 3 engine, providing a libre & robust Quake 3 engine
🏡️ https://ioquake3.org
🐣️ https://github.com/ioquake
🦉️ https://mastodon.social/@ioquake3
🔖 #LinuxGameDev #Flagship #Action #FPS #ArenaShooter #ESport #Quake
📦️ #LibreGameEngine #CommercialAssets #Libre #Bin #Arch #RPM #Deb
📖 Our entry: http://www.lebottindesjeuxlinux.tuxfamily.org/en/online/lights-on/
🥁️ Update:
⚗️
📌️ Changes:
🐘 From:
🕵️ https://invidious.lunar.icu/_G5E4pqolGU
💎 https://invidious.lunar.icu/tY9DhuEe1WY
💎 https://invidious.lunar.icu/akQGDJpY26w
💎 https://invidious.lunar.icu/KFxC_RQuNF0
📕🐧"A source port of id Software's id Tech 3 engine, providing a libre & robust Quake 3 engine"🐧📕.
What is ioquake3?
ioquake3 is a free software first person shooter engine based on the Quake 3: Arena and Quake 3: Team Arena source code. The source code is licensed under the GPL-ersion 2, and was first released under that license by id software on August 20th, 2005. Since then, we have been cleaning it up, fixing bugs, and adding features. Our permanent goal is to create the open source Quake 3 distribution upon which people base their games, ports to new platforms, and other projects. We have developed the perfect version of the engine for playing Quake 3: Arena, Team Arena, and all popular mods on modern platforms like Linux, Windows 7, 8, and 10, macOS Sierra & High Sierra.
What can I do with ioquake3?
You can use it to play Quake 3: Arena, Quake 3: Team Arena, and the mods people have made for those games. See our Player’s Guide for instructions and help playing ioquake3, or our SysAdmin Guide to get started running your own game server.
You could Make your own game from our source code on GitHub.
Or play a game that someone else has made.
What can I do for ioquake3?
If you like ioquake3 and you’d like to give back, excellent, we could use your help!
Check out the all of the ways to do that by clicking this link to our wiki, or just follow us on Twitter and Facebook to keep in touch.
Thank You
ioquake3 would not be possible without volunteer contributions from dozens of contributors, Discourse.org, icculus.org, and Nuclear Monster.
The intent of this project is to provide a baseline Quake 3 which may be used for further development and baseq3 fun. Some of the major features currently implemented are:
• SDL 2 backend
• OpenAL sound API support (multiple speaker support and better sound quality)
• Full x86_64 support on Linux
• VoIP support, both in-game and external support through Mumble.
• 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
• cl_guid support
• HTTP/FTP download redirection (using cURL)
• Multiuser support on Windows systems (user specific game data is stored in "%APPDATA%\Quake3")
• PNG support
• Many, many bug fixes
The map editor and associated compiling tools are not included. We suggest you use a modern copy from https://icculus.org/gtkradiant/.
The original id software readme that accompanied the Q3 source release has been renamed to id-readme.txt so as to prevent confusion. Please refer to the website for updated status.
🌍️ Wikipedia:
Ioquake3 is a game engine project which aims to build upon the id Tech 3 source code release in order to remove bugs, clean up source code and to add more advanced graphical and audio features via SDL and OpenAL. ioquake3 is also intended to act as a clean base package, upon which other projects may be built. The game engine supports Ogg Vorbis format and video capture of demos in .avi format.
The project was started shortly after the source code release with the goal of creating a bug-free, enhanced open source Quake III engine source code distribution upon which new games and projects can be based. In addition, the project aims to provide an improved environment in which Quake III: Arena, the Team Arena expansion pack and all the popular mods can be played. Notable features added by the project include builtin VoIP support, Anaglyph stereo rendering (for viewing with 3D glasses), and numerous security fixes. A full list of features is available on the project's website.
Ioquake3 has been the basis of several game projects based on the id Tech 3 engine, such as OpenArena (mimicking Quake III Arena), Tremulous, Smokin' Guns, Urban Terror, Turtle Arena and World of Padman as well as game engine projects such as efport (a Star Trek: Voyager - Elite Force Holomatch engine recreation project), ioJedi Outcast, ioJedi Academy, ioDoom3 and OpenMoHAA. The engine and its associated games have been included in several Linux and BSD distributions.
The source code for the Return to Castle Wolfenstein and Wolfenstein: Enemy Territory engines was released under the GNU General Public License on August 12, 2010. The ioquake3 developers announced the start of respective engine projects (iortcw, iowolfet, Enemy territory:Legacy) soon after.
The ioquake3 project has also been used in the academic arena as the basis for a variety of research in institutions such as Stanford University's Center for Computer Research in Music and Acoustics (CCRMA), Notre Dame as the foundation for VR research, and Swinburne University of Technology's Centre for Advanced Internet Architectures. There are even collaborative efforts from researchers at Carnegie Mellon University and the University of Toronto that use ioquake3 as a platform for their published researches. Students have used ioquake3 as the basis for advanced graphics work for their theses, as well, such as Stephan Reiter's work which has even been noted at the LLVM project due to his synthesis of the ioquake3 engine, ray-tracing rendering technique, and LLVM.
Though the name "ioquake3" is based on Ryan "Icculus" Gordon's site icculus.org, Ryan does not lead the project. Instead, he maintains a mentor role and provides hosting for the mailing lists and the SVN repository used by the project.
Un moteur de FPS dérivé de celui de Quake III Arena (id Tech 3), par The ioquake Group & contributeurs, initié par Icculus (Ryan C. Gordon).
Il est basé sur le moteur id Tech 3 d'id Software.
ioQuake3 est un moteur libre et multi-plateforme dérivé du moteur id Tech 3 d'id Software (libéré en 2005, utilisé notamment par Quake 3 Arena, Call of Duty et Medal of Honor), qu'il améliore, en préservant la compatibilité avec les jeux initiaux. L'objectif du projet est d'offrir un moteur Quake 3 libre, multi-plateforme, et robuste, corrigeant un certain nombre de bugs et supportant le matériel moderne. Il peut ainsi être utilisé pour de nouveaux jeux, tout en permettant le portage d'anciens jeux.
Ressources et documentations disponibles: voir les fiches "Ressources - Quake" et OpenArena.
Crédit image (lien ci-dessus): Debian.
Qu'est-ce que ioquake3 ?
ioquake3 est un moteur de FPS libre basé sur le code source de Quake 3 : Arena et Quake 3 : Team Arena. Le code source est sous licence GPL-ersion 2, et a été publié pour la première fois sous cette licence par id software le 20 août 2005. Depuis lors, nous l'avons nettoyé, corrigé des bugs et ajouté des fonctionnalités. Notre objectif permanent est de créer la distribution open source Quake 3 sur laquelle les gens basent leurs jeux, les portages vers de nouvelles plateformes et d'autres projets.Nous avons développé la version parfaite du moteur pour jouer à Quake 3 : Arena, Team Arena, et tous les mods populaires sur des plateformes modernes comme Linux, Windows 7, 8, et 10, macOS Sierra & High Sierra.
Que puis-je faire avec ioquake3 ?
Vous pouvez l'utiliser pour jouer à Quake 3 : Arena, Quake 3 : Team Arena, et les mods que les gens ont fait pour ces jeux. Consultez notre guide du joueur pour obtenir des instructions et de l'aide pour jouer à ioquake3, ou notre guide SysAdmin pour commencer à gérer votre propre serveur de jeu.
Vous pourriez concevoir votre propre jeu à partir des sources sur GitHub.
Ou jouez à un jeu que d'autres ont conçus.
Que puis-je faire pour ioquake3 ?
Si vous aimez ioquake3 et que vous souhaitez donner en retour, excellent, nous pourrions avoir besoin de votre aide !
Découvrez toutes les façons de le faire en cliquant sur ce lien vers notre wiki, ou suivez-nous simplement sur Twitter et Facebook pour rester en contact.
Nous vous remercions
ioquake3 ne serait pas possible sans les contributions volontaires de dizaines de contributeurs, Discourse.org, icculus.org et Nuclear Monster.
Le but de ce projet est de fournir un modèle de base de Quake 3 qui peut être utilisé pour le développement ultérieur et le fun. Voici quelques-unes des principales fonctionnalités actuellement mises en œuvre :
• Backend SDL 2
• Prise en charge de l'API sonore OpenAL (prise en charge de plusieurs haut-parleurs et meilleure qualité sonore)
• Support complet de x86_64 sur Linux
• Support VoIP, à la fois dans le jeu et à l'extérieur grâce à Mumble.
• Prise en charge de la compilation MinGW sous Windows et de la compilation croisée sous Linux
• Capture vidéo des démonstrations AVI
• Autocomplétion de la console nettement améliorée
• Historique de la console persistante
• Sortie de terminal colorée
• Support optionnel d'Ogg Vorbis
• Des outils QVM nettement améliorés
• Support de divers systèmes d'exploitation ésotériques
• Support de cl_guid
• Redirection de téléchargement HTTP/FTP (en utilisant cURL)
• Support multi-utilisateurs sur les systèmes Windows (les données de jeu spécifiques à l'utilisateur sont stockées dans "%APPDATA%\Quake3")
• Support PNG
• De nombreuses, nombreuses corrections de bogues
L'éditeur de cartes et les outils de compilation associés ne sont pas inclus. Nous vous suggérons d'utiliser une copie moderne de https://icculus.org/gtkradiant/.
Le fichier readme original qui accompagnait la version source de Q3 a été renommé en id-readme.txt afin d'éviter toute confusion. Veuillez vous référer au site web pour connaître l'état d'avancement de la mise à jour.
🔧️ INSTALLATION :
Il nécessite des données graphiques et sonores : voir la fiche Quake - Ressources.
Les fichiers ".pk3" (voir la fiche "Quake - Ressources") doivent être copiés dans le répertoire ioquake3/baseq3.
Astuces de paramétrage du moteur : voir le site Tuxarena (lien ci-dessus).
🕵️ Test (pré 1.36 rc1):
Un moteur véloce et performant même sur une petite configuration !