My favorites | Sign in
Project Home Downloads Wiki Issues Source
Project Information
Members

ioq3ztm is a fork of the ioquake3 engine with fixes and features that don't fit in ioq3 for one reason or another. Created to be a better (or alternative) base engine for standalone games. ioq3ztm is not compatible with quake3 QVMs/DLLs/SOs/DYLIBs, demos, or gameplay network packets. ioq3ztm can be used with the quake3 data files or compatible replacement data.

Many things in ioq3ztm were copied from Turtle Arena, which is now based on ioq3ztm instead of ioquake3 directly.

Major Features

  • Four player splitscreen, with support for connecting to network servers
  • Improvements not compatible with quake3 1.32b
  • Better Virtual Machine (QVM/DLL/SO/DYLIB) API handling
  • Improved Virtual Machine system calls (unified shared calls and acos)
  • Modified pure pk3 system
  • Removed code not needed for standalone games (CD Key handling, authentication server code, and punkbuster ui code)
  • Ogg Vorbis support enabled by default, with headers and libraries for easy compiling using MinGW
  • FreeType support enabled by default, source and headers included in local source tree for easy compiling
  • Joystick select menu

Future Plans

  • Support for using a single IQM skeleton animated model for players.
  • Ogg Theora video playback support, possibly using TheoraPlay. (It will probably be added into ioq3 as well.)
  • Readd/maintain the forgotten BSPC tool (creates bot map AI files). It's not maintained by ioq3 developers or GtkRadiant/NetRadiant developers. I think it makes more sense to maintain it with the engine as it is tied to the bot AI.
  • Many small fixes and features from Turtle Arena.

Related Links

Powered by Google Project Hosting