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
This year a lot of progress has been made on geometry and text rendering for Clover’s Toy Box.
Continue reading Clover’s Toy Box 2019
Insight into the Q3/RTCW/ET/EF/JK2/JA/etc engine merging process for Spearmint.
Not feeling quite ready to take on Spearmint issue 135, I decided to add support for Elite Force’s RF_FULLBRIGHT (used by holodeck door at level start). I quickly decided to generalize cgame’s control of ambient light.
Continue reading Merging Process: CGame Lighting Control
Over the last four years since I started modifying ioquake3, there have been occasions when I’ve wondered why Quake III Arena has separate UI (user interface: main menu, pause menu) and cgame (client-game: HUD, world scene generation, movement prediction, etc) virtual machines. They both run on the client and duplicate various code between them. Merging them had crossed my mind, though I hadn’t ever given it serious thought.
Continue reading Why is there a UI virtual machine?