I’ve unsubscribed the account that the spammer was using.
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On Mar 23, 2014, at 9:04 PM, eviljoel wrote:
> I've been putting some thought into this too. I'm thinking it might be
> time for Zachary to pass the maintainer torch onto someone. It has been
> some time since the last ioQuake3 release and it seems like he has
> consi
This is how much I care that a closed source mod, that is moving to a closed
source licensed version of quake 3, doesn't work with ioquake3:
Not at all.
If there are other qvms from developers that haven't given us the finger that
don't work, then I will care.
On Jul 16, 2013, at 10:32 PM, Dom
Hi Daniel,
Immediately upon executing the dedicated server process you can type commands
into the running shell, be it a screen or whatever.
You can also use rcon ( http://tinyurl.com/rcontools ) to send commands to the
server remotely and use the qstat program to monitor it remotely (qstat -q3s
ll bring my work Mac home and test it on there sometime this week.
>>
>> Laters,
>> eviljoel
>>
>>
>> On Tue, Jun 11, 2013 at 2:20 PM, Zachary wrote:
>>> always need more folks trying these builds.
>>>
>>> On Jun 10, 2013, at 6:17 PM,
always need more folks trying these builds.
On Jun 10, 2013, at 6:17 PM, eviljoel wrote:
> Hey Zachary,
>
> I've come out of hiding. Do you still need people to test these?
>
> Thanks,
> eviljoel
>
>
> On Fri, Apr 5, 2013 at 9:27 PM, Zachary wrote
Hey Folks,
This link:
http://ioquake3.org/files/jenkins/latest/gcc/no_options/
is to our new build artifacts from our auto build systems.
Thanks to Tim for setting that up.
If you have some time, please download one of these builds and test it out.
server.ioquake3.org is up and running for you
I had some serious distrust of github, and I still feel like it is way too easy
for projects to languish into oblivion on sites like that (see sourceforge for
example.)
Some of the folks on the ioquake3 IRC channel and elsewhere had been trying to
convince me every so often for a long time now
Hello mailing list!
https://github.com/ioquake/ioq3
Kept you waiting, huh?
Full thing is here:
http://ioquake3.org/2013/01/01/happy-new-year-ioquake3-and-github/
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ia H/W but I'm not too
> skilled with compiling stuff on my Mac (I do have XCode, though). Is a binary
> available somewhere?
>
> Vincent
>
> On Thu, 27 Dec 2012, Zachary wrote:
>
>> You'll need to do
>> +set sv_pure 0 +set vm_cgame 0 +set vm_game 0 +set vm
You'll need to do +set sv_pure 0 +set vm_cgame 0 +set vm_game 0 +set vm_ui 0
after manually inserting the dylibs and 386 binary into
./ioquake3.app/Contents/MacOS/ioquake3.i386
There is a report of a graphical corruption issue that I can't reproduce, but
I'm on an ati/amd graphics macbook.
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Hi Folks,
JBravo from the RQ3 team just made his first ioquake3 commit, 2392, to help get
mac os x working smoothly again.
Thanks JBravo!
Zachary
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Hi Yasir,
Do you mean the default maximum framerate? (com_maxfps)?
That's 85.
Otherwise the framerate can fluctuate greatly on older hardware.
On Dec 12, 2012, at 11:31 PM, Yasir I. Al-Dosary - zgzg2020™
wrote:
> Hi!
> Does anyone know the default framerate for ioquake3?
> ___
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http://ioquake3.org/2012/08/08/ioquake3-and-os-x-mountain-lion/
Works good I think.
Please give that build a test and let me know if it works for you.
10.5 and ppc need not apply, but feel free to compile.
Thanks to Thilo for fixing some issues preventing proper VM execution on Mac!
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Hey, thanks for your suggestions.
It is unlikely that we'll go onto github. I'm not sure that their upstream
seems relevant after 6+ years of development on this fork.
More likely would be something like what's happened at git.iodoom.org
Zachary
On Feb 1, 2012, at 3:55 PM
Hey All,
Thilo Schulz has volunteered to host and operate master.ioquake3.org, which is
now open again and should resolve properly soon.
Zachary
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ferent than the closing tag. Sorta like this:
>
>
> this text bolded
>
>
> On 5 November 2011 23:16, Zachary wrote:
>> Hey everybody,
>>
>> There's a new look for ioquake3.org, let me know what you think.
>>
>> Thanks,
>> zakk
>&
fwiw the ad unit has been removed at my whim.
On Nov 6, 2011, at 11:06 PM, uZu wrote:
> Hey
>
> Le 05/11/2011 23:16, Zachary a écrit :
>> Hey everybody,
>>
>> There's a new look for ioquake3.org, let me know what you think.
> good work
> this new design i
iodoom3.org
Will have a different mailing list and all asap.
For now, if you're interested, you can submit patches here:
https://bugzilla.icculus.org/enter_bug.cgi?product=iodoom3
Zachary
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On Nov 6, 2011, at 11:06 PM, uZu wrote:
> good work
> this new design is quite good although the use of fixed font is a bit
> ungracious imho. As the huge ad at top (an ad bigger than the logo is not
> really attractive to me)
Thanks uZu!
It was all Chris Deboy's work ( http://www.frenchfriesa
Hey everybody,
There's a new look for ioquake3.org, let me know what you think.
Thanks,
zakk
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his is a side note.
>
> On 24/08/2011 11:24, Zachary wrote:
>> ... does not interfere with our SOP which is to not make sweeping changes.
>
> Due to your long release cycle changes between ioq3 versions are
> always sweeping.
>
> That's why I am here, keeping t
hg will come as soon as I find the time to enforce the change and agree with
Top Men (current svn contributors) on our switchover timeline.
documentation alongside code does make sense, but for now it must be on the
wiki unless you know of some other documentation process or program which is
go
Hey All,
I want to congratulate (or apologize to) Zack Middleton on receiving the
highest honor (worst burden) of ioquake3 SVN commit access!
Congratulations Zack (I'm so sorry)!
His SVN username is "ztm" to avoid confusion with any other zakks, zacks, zachs
or jacks.
Sorry for not throwing my input in until now.
Lets aim for getting this done in June.
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Hey there,
Welcome to the list, please check out the mailing list archives for some of our
best discussions from the past five (!) years:
http://lists.ioquake.org/pipermail/ioquake3-ioquake.org/
On Jan 19, 2011, at 6:31 PM, Yasir I. Al-Dosary - zgzg2020™ wrote:
> Hello Scotty,
> I'm Yasir. I ju
On Dec 31, 2010, at 9:01 AM, Simon McVittie wrote:
> Talking of which, I have several patches from Debian's version of ioquake3
> awaiting review in the ioquake3 bugzilla, if anyone feels like reviewing
> things :-)
In general my policy is to only accept patches directly from the people who
wr
Their assets and game code were never under an open license, just their fork of
ioquake3.
On Nov 4, 2010, at 5:06 AM, eviljoel wrote:
> Can't we just fork?
>
> - EJ
>
>
> On Thu, Nov 4, 2010 at 2:14 AM, Michael Menegakis wrote:
>> On Thu, Nov 4, 2010 at 7:24 AM, Russell Valentine
>> wrote:
This is exactly correct.
It is unfortunate.
On Nov 3, 2010, at 10:29 PM, Nerius Landys wrote:
> 3. If they are using Q3 1.32b for the server, it means that they won't have
> all the latest fixes that were made in ioquake3. It's like starting all over
> again. I bet people will be able to cras
If you write code you can relicense it under whatever license you like.
On Nov 3, 2010, at 9:08 PM, Zack Middleton wrote:
> The part that seemed questionable was reusing the code from
> "UrbanTerror Bumpy Engine by TwentySeven" which is based on ioquake3,
> can the changes which were release GPL b
On Oct 12, 2010, at 1:13 PM, Tim Angus wrote:
> On Fri, 8 Oct 2010 11:58:45 -0500 Brandon wrote:
>> I think everyone one of us has our own fork of ioquake3 by now :)
>
> Perhaps we should be encouraging this then. If we move to some DVCS and
> have an ioquake3-experimental repository with more co
Regarding this actual patch.
The original complaint is that a mapper says on the forums his map is
compatible with idquake3 but not with ioquake3.
Your speculation is that raising MAX_LIGHTMAPS would solve the issue.
However, we've never lowered that value.
I'd rather address why his map works
Finding responsible people who are still interested in quake 3 tech has been
difficult as of late.
On Oct 8, 2010, at 2:29 PM, |ALPHA| Mad Professor wrote:
> On Fri, Oct 8, 2010 at 4:57 PM, Zachary wrote:
>> Yeah this is my fault, please accept my apologies and I hope to have some
Yeah this is my fault, please accept my apologies and I hope to have some more
time to work on ioquake3 soon.
On Oct 8, 2010, at 5:54 AM, Ben Noordhuis wrote:
> For the love of God, could a committer please apply the attached
> one-liner? It's a fix for issue #4578[1] which has only been open
>
Hey all,
I should throw out a reminder that if you want to reply to a message on this
mailing list you need to be subscribed from the e-mail address you're trying to
send with.
Every month there are quite a few spambots sending to this list and they get
mixed in with regular people trying to se
http://ioquake3.org/2010/08/24/high-resolution-creative-commons-texture-replacement-pack/
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He's been unsubscribed.
Sorry about that, folks.
On Aug 22, 2010, at 11:06 AM, jean.chassoul wrote:
> Hola estare fuera de la ofina durante varios dias, cualquier consulta favor
> comunicarse
> con Ivan vega al correo ivan.v...@cis-solutions.com o con Johan loria al
> correo johan.lo...@cis-s
I don't have plans for new mailing lists yet.
the ioquake3 list is fairly low volume.
If there is significant interest I can make new lists, however.
On Aug 17, 2010, at 4:17 AM, Enrico Zschemisch wrote:
>
> Hi,
>
> will there be any new mailing lists for ET & RTCW? I dont want to double
> wor
http://ioquake3.org/2010/08/12/welcome-wolfenstein-enemy-territory-and-return-to-castle-wolfenstein/
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I've configured bugzilla.icculus.org to allow entries for iortcw and iowolfet.
You can get your patches in through there for the non-existant source tree for
now.
-zjs
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along with source repositories, bug tracking, etc.
-Zachary J. Slater
zach...@ioquake.org
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I thought I should mention here as well that polycount is back, finally:
http://www.polycount.com/
though they seem to be less about hosted content now, which was my primary
interest in the site.
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htt
And please add whatever you find to the wiki! :)
On May 24, 2010, at 2:39 PM, eviljoel wrote:
> Hello Willi,
>
> About the best resource I found was the ioquake3 wiki. Particularly
> this page: http://wiki.ioquake3.org/Code_3_Arena
>
> Other than that, I think you have to drill into the code.
On May 20, 2010, at 11:21 AM, Nerius Landys wrote:
>> Moin Moin,
>>
>> So it seems that the "buffer exploit" that's running around UrT
>> servers is related to the QVM, at least from what I can tell that's
>> where it segfaults for the x86 QVM (using the interpreted QVM I get
>> "VM program coun
On May 5, 2010, at 10:17 AM, LinuxManMikeC wrote:
> That said, I personally wouldn't touch U3 until the Linux port is done.
M-M-M-MONSTER KILL!
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On May 2, 2010, at 7:52 AM, Ben Noordhuis wrote:
> A better approach, I think, is to replace the current renderer with
> something like OGRE[1] and create glue so mods don't break.
Nope.
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On May 2, 2010, at 1:01 AM, m...@rq3.com wrote:
> ioq3 should be the one-stop shop for most projects starting off.
Yep.
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By sending this mes
On May 1, 2010, at 12:04 PM, |ALPHA| Mad Professor wrote:
> On Thu, Mar 18, 2010 at 2:57 PM, Zachary wrote:
>> I don't think I've said this yet, but I should:
>> At some point in the future we're switching to Mercurial.
>
> Anytime soon? We're main
I like it.
On Apr 30, 2010, at 11:04 AM, m...@rq3.com wrote:
> Well, I don't have to expound on how much I wish that ioq3 updated its
> 10-year-old rendering tech to, say, 7-year-old rendering tech, so I'll
> keep this short. I decided that for there to be any movement on this at
> all from any
On Apr 9, 2010, at 9:01 PM, Ryan C. Gordon wrote:
>
> Also: there's probably a real risk, ala ChatRoulette, of letting quake
> players have webcams. I believe zakk's official technical term for this
> technology was the "cock'n'ball cam." But I'm just talking about technical,
> not social, iss
On Mar 24, 2010, at 11:06 AM, LinuxManMikeC wrote:
> I think the real problem here is not the GPL, but Sony's terms for
> developing on the PS3. I can think of no legitimate reason why the
> NDA would have to restrict us from seeing the API calls of the PS3.
> Its an interface, not the actual imp
In my other pursuits I ended up interviewing LordHavoc (Forest Hale) about this
and thought you guys might be interested too:
http://timedoctor.org/2010/03/forest-hale-interview-about-nexuiz-and-open-source/
Hopefully this will put to rest the majority of the issues people have with the
commerci
On Mar 20, 2010, at 6:31 AM, m...@rq3.com wrote:
>> I want to drop a general note and I say I think a lot of thinking is
>> spent in this list about 'surface' things while no much is going on
>> code-wise.
>
>
> Pretty much sum it up. Is using SVN somehow hamstringing coders from
> writing and
On Mar 18, 2010, at 8:22 PM, m...@rq3.com wrote:
>> Personally, I'm a big fan of git, but I could understand perhaps one
>> reason for why it wasn't chosen. Mercurial has better Windows support.
>> Git has mediocre Windows support (last I checked at least.) That could
>> very well be a deciding f
On Mar 18, 2010, at 4:10 PM, Mathieu Olivier wrote:
> Zachary wrote:
>> I don't think I've said this yet, but I should:
>> At some point in the future we're switching to Mercurial.
>
> Great news! Mercurial is my favorite VCS. :)
>
> When will it hap
On Mar 18, 2010, at 2:22 PM, Ben Noordhuis wrote:
> Is there a compelling reason to switch? Some hg feature ioquake3
It is an outdated nightmare that I prefer only because I haven't been properly
enlightened yet.
For some period of time I resisted switching from CVS to SVN, even.
_
On Mar 18, 2010, at 12:38 PM, Ludwig Nussel wrote:
> Zachary wrote:
>> Hey everybody,
>> (Hi Doctor Zach!)
>>
>> I don't think I've said this yet, but I should:
>> At some point in the future we're switching to Mercurial.
>
> Why? Wh
2010 at 3:38 PM, Ludwig Nussel
> > wrote:
> >> Zachary wrote:
> >>> Hey everybody,
> >>> (Hi Doctor Zach!)
> >>>
> >>> I don't think I've said this yet, but I should:
> >>> At some point in the future we'
Hey everybody,
(Hi Doctor Zach!)
I don't think I've said this yet, but I should:
At some point in the future we're switching to Mercurial.
Read this for a lesson on it:
http://hginit.com/
-Zachary
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On Mar 12, 2010, at 6:30 PM, m...@rq3.com wrote:
>> On 03/12/2010 05:19 PM, Zachary wrote:
>>> If your DNS isn't up2date then just use 74.81.175.20 in your hosts file
>>>
>>> You only need to do this if you want to access the SVN or bugzilla or
>&
If your DNS isn't up2date then just use 74.81.175.20 in your hosts file
You only need to do this if you want to access the SVN or bugzilla or any of
the other awesome projects using icculus.org for hosting
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On Mar 10, 2010, at 4:35 PM, Matt Turner wrote:
> On Wed, Mar 10, 2010 at 6:42 PM, Zachary wrote:
>>>
>>>
>>> • Planned downtime... (posted 2010-03-10 18:11:30 by icculus):
>>> ..icculus.org is moving to a new ISP, so we'll experience downtime a
up.
>
>
> --icculus.
>
...
So SVN +Bugzilla will be down for us until this returns.
-Zachary
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On Mar 10, 2010, at 4:28 AM, Mathieu Olivier wrote:
> On 10/03/2010 09:33, Zachary wrote:
>>
>> On Mar 9, 2010, at 12:40 PM, Tei wrote:
>>
>>> Nexuiz is one of the "enginemods" (much like Alien Arena or others )
>>> that spawned from t
On Mar 9, 2010, at 12:40 PM, Tei wrote:
> Nexuiz is one of the "enginemods" (much like Alien Arena or others )
> that spawned from the Quake engine. It use the Quake1 based heavily
> modified DarkPlaces engines.
I find this concept vaguely objectionable. Though I really do wish them the
best o
On Feb 25, 2010, at 4:27 PM, m...@rq3.com wrote:
>
No kidding. This is reason #1 why I'm trying to get all this shit into an svn
repo, even if it is a fork,
it will at least be a local fork as opposed to the forks scattered all over
google code/sourceforge/etc
> No offense, but spending effor
On Feb 25, 2010, at 1:42 PM, Ben Noordhuis wrote:
> On Thu, Feb 25, 2010 at 21:51, Zachary wrote:
>> Yeah I'm trying to get the word out. At this point I'm thinking of throwing
>> a few hundred bucks at the web design issue to at least make the site
>> more re
t the web design issue to at least make the site
more readable for journalists and more inviting for new developers.
> These people will find "obscure bugs"...I miss QuakeSrc.org :-(
>
I miss it too, I've tried multiple times to get ender to let me fix it, but
give them the home they deserve.
But I want to know what you think first.
Is it worth pursuing these forks and giving them svn (Separate repo from the
main ioquake3 svn)?
What else do you want to see?
-Zachary
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3 mailing list
> ioquake3@lists.ioquake.org
> http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org
> By sending this message I agree to love ioquake3 and libsdl.
I do whatever the last person in the thread did, and I won't set any rule for
top or bottom posting.
It isn't worth gett
On Jan 30, 2010, at 5:35 AM, Louigi Verona wrote:
> Hey guys!
> I have been playing ioquake3 for some time. Suddenly, keys started to get
> stuck during the game - I use WASD keys to move. The W key started to
> malfunction: I am running and suddenly stop and have to press the key again
> to co
On Jan 26, 2010, at 5:44 AM, Tei wrote:
> 2010/1/26 Dominic Fandrey
>>
>> Dominic Fandrey wrote:
>>> Dominic Fandrey wrote:
Here is my first texturing proposal for large icons:
http://www.home.hs-karlsruhe.de/~fado0001/cogwheelquake3-icon-design.png
>>>
>>> Here is the same sty
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