ioQuake3 - Le Bottin des Jeux Linux

ioQuake3

Specifications

Title: ioQuake3 Type: Tool
Genre: Adventure & Action Status:
Category: Adventure & Action ➤ Shooter ➤ Fantasy & Sci-fi ➤ eSports Commercial:
Tags: 3D engine; id Tech 3 engine; Quake 3; Action; FPS; Shooter; Cross-platform; VOIP; 3D Sound Demo:
Released: Latest : 1.36 / Dev : 3f415ab Package Name: ioquake3
Date: 2017-08-08 Extern Repo:
License: GPL v2+ Deb Repo: Debian
View: First person Package: ✓
Graphic: 3D Binary: ✓
Mechanics: Real Time Source: ✓
Played: Single & Multi PDA: ✓
Quality (record): 5 stars Quality (game): 5 stars
Contrib.: Goupil & Louis ID: 11499
Created: 2010-08-20 Updated: 2019-04-22

Summary

[fr]: Un port source du moteur id Tech 3 d'id Software (Quake 3 Arena, Call of Duty, Quake Live, ...), c'est à dire un moteur dérivé d'id Tech 3, qu'il améliore. Il est notamment compatible avec Quake III Arena et son extension Quake III: Team Arena. L'objectif du projet est de fournir un moteur Quake 3 libre et multiplateforme sur lequel d'autres projets puissent baser leurs jeux. [en]: A free software first person shooter engine based on the Quake 3: Arena and Quake 3: Team Arena source code. 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

Videos

Trailer / Gameplay [en] / [en] / [fr] :


Comparison and gameplay ioQuake3 + High quality texture pack vs Quake 3 :


Linux joue / Linux plays :

Links

Website & videos
[Homepage] [Dev site 1 2] [Features/About] [Screenshots] [Videos t t t t ts gd id r lp g g g g g g g g[fr] g[de] g[ru] g[pl] g[cz] g[sp] g[pt] g[it] g[tr] g] [Reviews] [WIKI] [FAQ] [RSS] [Changelog 1 2 3]

Commercial : (see Quake 3 Arena)

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
Devs (The ioquake Group [fr] [en]) : [Site 1 2] [mastodon] [twitter] [PeerTube] [YouTube] [Interview 1 2]
Devs (Ryan C. Gordon [fr] [en]) : [Site 1 2] [Patreon] [Forums] [mastodon] [twitter] [YouTube] [Interview 1 2 3 4 5]
Game : [Blog] [Forums] [twitter] [Facebook] [YouTube] [reddit]

On other sites
[Wikipedia (ioquake3) [fr] [en]]
[Ioquake3 (Ioquake3 on Wikipedia) [fr] [en]]
[Wikipedia (id Tech 3) [fr] [en]] - [Wikipedia (Quake III Arena) [fr] [en]
[JeuxLinux [fr]] [The Linux Game Tome] [Debian] [Mod DB] [Indie DB] [TuxArena]

Reviews


News / Source of this Entry (SotE) / News (SotN)
[Phoronix (20170403) (SotN)] [Linux Games (20130101) (SotN)] [LinuxFr (20050821) [fr]]

Description [fr]

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 port source du moteur id Tech 3 d'id Software (Quake 3 Arena, Call of Duty, Quake Live, ...), c'est à dire un moteur dérivé d'id Tech 3, qu'il améliore.
Il est notamment compatible avec Quake III Arena et son extension Quake III: Team Arena (voir la fiche Quake III Arena).
L'objectif du projet est de fournir un moteur Quake 3 libre et multiplateforme sur lequel d'autres projets puissent baser leurs jeux.
Le projet a été initié par Icculus (Ryan C. Gordon) après la libéralisation du code source du moteur id Tech 3 en 2005 (voir le lien "LinuxFr" ci-dessus); et a été rejoint par un certain nombre de contributeurs - formant le "The ioquake Group".

Il est notamment utilisé par les jeux (dans le Bottin) : OpenArena, Purity, Q3Rally, Smokin’ Guns, Tremulous, Turtle Arena, Urban Terror, World of Padman, ZEQ2-lite,

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 version 2, et a été en premier lieu placé sous sous cette licence par id software le 20 aout 2005. Depuis lors, nous avons nettoyé son code, corrigé des bogues, et lui avons doté de nouvelles fonctionnalités. Notre objectif constant est de concevoir une distribution de Quake 3 open source sur laquelle les gens puissent baser leur jeux, effectuer des portages vers de nouvelles plateformes, et monter d'autres projets. Nous avons développé la version parfaite du moteur pour jouer à Quake 3: Arena, Team Arena, et tout autre mod populaire sur ds plateformes modernes telles que Linux, Windows 7, 8, et 10, Mac OS X Mavericks and Mac OS X Yosemite.

Que puis-je faire avec ioquake3 ?

Vous pouvez l'utiliser pour jouer à Quake 3: Arena, Quake 3: Team Arena, et tous les mods que les gens ont conçus pour ces jeux.
Vous pourriez concevoir votre propre jeu à partir des sources sur GitHub.
Ou jouez à un jeu que d'autres ont conçus.

Svp, remplissez un rapport de bug sur Bugzilla hébergé sur le site d'icculus.org ou sur notre page GitHub (NdT : suivre les liens sur le site).

Description [en]

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 version 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, Mac OS X Mavericks and Mac OS X Yosemite.

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.

You could Make your own game from our source code on GitHub.

Or play a game that someone else has made.

The map editor and associated compiling tools are not included. We suggest you use a modern copy from http://icculus.org/gtkradiant/.

Thank You

ioquake3 would not be possible without volunteer contributions from hundreds of contributors, Discourse.org, icculus.org, and Nuclear Monster.


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.

Features

☑ Son spatialisé OpenAL,
☑ décodage Ogg Vorbis,
☑ support du format PNG pour les textures,
☑ téléchargement Off-server (par redirection HTTP),
☑ support de l'IPV6,
☑ support de la VOIP et de Mumble,
☑ support du rendu stéréoscopique,
☑ amélioration de l'auto-complétion en console, ajout d'un historique persistant,
☑ résolution de nombreux bogues de sécurité, ...


Some of the major features currently implemented are:

☑ SDL 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


Features and Improvements :

This is a list of improvements over the original id Tech 3 engine from id software.

☑ Ports to new platforms
☑ Off-server data downloads (http redirection) via HTTP and FTP with cURL
☑ OpenAL sound rendering allowing for surround (5.1 and 7.1) speaker layouts and generally improved sound quality. Especially on the Windows Vista Operating System.
☑ Ogg Vorbis audio decoding.
☑ In-engine VOIP support, with optional Mumble player-location support.
☑ IPV6 Networking. We’re ready to frag on the net of the future!
☑ SDL backend for the OpenGL context, window management, and input. This also improves portability.
☑ Anaglyph stereo rendering (for viewing with 3D glasses)
☑ Full x86-64 architecture support
☑ Rewritten PowerPC JIT compiler, with ppc64 support
☑ New SPARC JIT compiler, with support for both sparc32 and sparc64
☑ Compilation with MinGW and cross-compilation for Windows from Linux
☑ Improved console command auto-completion
☑ Persistent console command history
☑ Improved QVM (Quake Virtual Machine) tools
☑ Colored terminal output on POSIX operating systems
☑ GUID System
☑ Multiuser support on Windows systems (user-specific game data is stored in their respective Application Data folders)
☑ PNG format support for textures
☑ Numerous security fixes

Installation [fr]

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 [fr]

Test (pré 1.36 rc1) :
Un moteur véloce et performant même sur une petite configuration !