Clover’s Toy Box 22.12
Clover’s Toy Box development: adding an audio mixer, expanding DDS image support, and year’s end recap.
Clover’s Toy Box 22.10
Clover’s Toy Box development: adding Wolfenstein model formats, MP3 with metadata, and vertex tangents.
Clover’s Toy Box 22.09
Clover’s Toy Box development: rendering Heavy Metal FAKK2 models, supporting more SDL features, fixing platforms I don’t usually test, and more.
Clover’s Toy Box 22.07
Clover’s Toy Box development: rendering Star Trek Voyager—Elite Force MDR models, Doom 3 MD5 models, browsing archives, and various issues I ran into.
Clover’s Toy Box 22.04
Clover’s Toy Box development: A 10th anniversary, Turtle Arena performance, ANGLE, OpenGL 1.1, and Android.
Clover’s Toy Box 2021
Another year of working on rendering and game data formats in Clover’s Toy Box.
Quake 3 1.16n
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 […]
Clover’s Toy Box 2020
In 2020 I continued working on rendering for Clover’s Toy Box.
Clover’s Toy Box 2019
This year a lot of progress has been made on geometry and text rendering for Clover’s Toy Box.
Merging Process: CGame Lighting Control
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.
Why is there a UI virtual machine?
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 […]