Clover’s Toy Box development: rendering Heavy Metal FAKK2 models, supporting more SDL features, fixing platforms I don’t usually test, and more.Continue reading Clover’s Toy Box 22.09
After a little over 2 years, Maverick Model 3D 1.3.13 has been released with a slew of bug fixes and some long desired features.Continue reading Maverick Model 3D 1.3.13
In 2019 I posted that ioEF’s—a reimplementation of the Star Trek Voyager: Elite Force multiplayer engine—older source code was unavailable and I set up a code repository for the source code patches backed up by archive.org.
Thilo Schulz, the developer of ioEF, contacted me and pointed out that only the kickchat.com domain name expired and the ioEF files that were at http://thilo.kickchat.com/efport-progress/ (link to archive.org) are still available at http://thilo.tjps.eu/efport-progress/.
The six engine patches that were incomplete on archive.org are now found and integrated into my ioef-archive repository with easy to checkout git branches. I’ve also updated various links on this website and my code repositories to link to thilo.tjps.eu.
Things have turned out well with nothing lost. Thanks Thilo Schulz for getting in touch.
We did not receive the source code for versions prior to 1.32c and there is no way for us to go back to 1.16n or other old versions. For the very few mods that require 1.16n, there is no way to make them work on ioquake3.https://wiki.ioquake3.org/Sys_Admin_Guide (or view on archive.org)
I read this in 2008 when I was looking at using ioquake3 for creating a game. From time to time people ask about Quake 3 1.16n for running the mod NoGhost or it comes up for playing with Quake 3 for the Sega Dreamcast using DreamPi.Continue reading Quake 3 1.16n