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ioquake3 - Should we be running our maps on it?

Posted: Thu Aug 20, 2009 12:31 pm
by AEon
dichtfux wrote:
I'm getting the infamous black lines in the skybox.
That bug was fixed in ioquake3.
As dichtfux pointed out in another thread the q3a source project, ioquake3, is enhancing the good old q3a engine.

Question: Is anyone using it yet on a daily basis? Would it's use be recommended at this point in time?

Re: ioquake3 - Should we be running our maps on it?

Posted: Thu Aug 20, 2009 5:11 pm
by ^misantropia^
Yes. Yes.

Re: ioquake3 - Should we be running our maps on it?

Posted: Thu Aug 20, 2009 5:14 pm
by ^misantropia^
Just to be clear, the difference between vanilla Q3 and ioquake3 is like the difference between the Stone Age and the Atomic Age.

Re: ioquake3 - Should we be running our maps on it?

Posted: Thu Aug 20, 2009 5:46 pm
by AEon
^misantropia^ wrote:Just to be clear, the difference between vanilla Q3 and ioquake3 is like the difference between the Stone Age and the Atomic Age.
Really? Hmmm... from what I read it was mostly ports to other platforms, changes in the net code, and a few other things.

What are the things you would call significant, i.e. Atomic Age?

Re: ioquake3 - Should we be running our maps on it?

Posted: Thu Aug 20, 2009 7:38 pm
by ^misantropia^
It's not things that are immediately obvious to the end user but it's the difference between living in a mud flap and a brick house. Stable, subtly more polished, bugs don't lay eggs in your walls, I can go on.

Re: ioquake3 - Should we be running our maps on it?

Posted: Thu Aug 20, 2009 7:53 pm
by Hipshot
The reason why I'm afraid of changing to a application that is better than iDs is because I might miss bugs, get FPS and performance that is better than the vanilla application and then live in a bubble of safety and when someone later dls one of my levels, it all breaks.

Re: ioquake3 - Should we be running our maps on it?

Posted: Thu Aug 20, 2009 9:07 pm
by AEon
Well I just tested ioq3, not really much to notice... everything seems to work as in q3... possibly I am seeing really crazy FPS counts going up/down in less than a second. But that may be normal.

To see the skyboxes without the lines is totally awesome. It feels so right.

The downside, huge amounts of lagouts during the game. No idea what the code does, but this is a showstopper (literally). The game seems to load something and that total freezes the game for a fraction of a second. This gives the player a very bad feeling, because you never know when this will happen.

I compared the map svr_wb (see lvlworld.com) on vQ3 and ioq3 v1.36 (using the same .cfg), there are almost no such lags even in a space map like this, on the other hand tons of that in ioq3 :(

Can it be that the changes made to ioq3 use more resources, and that that will be noticeable on slow systems like my P4 2.54 GHz (2 GB RAM) and ATi X800?

To me the fluid gameplay went from space age to stone age... (sorry about the sarcasm).

I'll be using ioq3 for screenshots of my skybox maps at least.

Re: ioquake3 - Should we be running our maps on it?

Posted: Thu Aug 20, 2009 9:58 pm
by Silicone_Milk
I run ioq3 and it runs smooth as a baby's ass for me :)

AMD Athlon X2 4200 (2.21 GHz), 2 gigs of ram, NVIDIA 7300 GT (x2 running in SLi)

Re: ioquake3 - Should we be running our maps on it?

Posted: Thu Aug 20, 2009 10:23 pm
by dichtfux
Thousands of people run ioquake on a daily basis (so do I) and you don't have to delete the old quake3.exe. Absolutely nothing to worry about.

The only disadvantage (if you wanna call it a disadvantage) is that punkbuster doesn't work with ioquake3. But who cares for pb?

Re: ioquake3 - Should we be running our maps on it?

Posted: Thu Aug 20, 2009 10:28 pm
by Hipshot
AEon wrote:To see the skyboxes without the lines is totally awesome. It feels so right.
Welcome into the real world man!

Re: ioquake3 - Should we be running our maps on it?

Posted: Fri Aug 21, 2009 8:12 am
by AEon
dichtfux wrote:Thousands of people run ioquake on a daily basis (so do I) and you don't have to delete the old quake3.exe. Absolutely nothing to worry about.
Could you point out what makes you use ioquake3?

Re: ioquake3 - Should we be running our maps on it?

Posted: Fri Aug 21, 2009 9:42 am
by ^misantropia^
AEon wrote:Can it be that the changes made to ioq3 use more resources, and that that will be noticeable on slow systems like my P4 2.54 GHz (2 GB RAM) and ATi X800?
Some hand-optimized assembler was replaced by C code for the sake of portability but the performance impact shouldn't be *that* severe.

Re: ioquake3 - Should we be running our maps on it?

Posted: Fri Aug 21, 2009 10:40 am
by dichtfux
AEon wrote:Could you point out what makes you use ioquake3?
Sure. The main advantage for me is that the sound issues you had with the original quake3 linux binaries and cheap (on-board) sound hardware are gone. You couldn't listen to mp3s (or have any other sound app running) while playing q3a with id's q3a client. If you listen to music while making maps, then start q3a to test the map, there was no sound for me unless I switched off the music before starting quake. Very annoying.

For some friends of mine, the sound didn't work at all, was delayed or chopped. All this was fixed in ioquake3. So was the ATI skybox bug (I have an ATI card). So bugfixes and linux support are the main reasons why I run ioquake3.

A less important reason is that I like open source stuff. I use some other cool software from icculus.org (they have multi-platform engine ports for many games) and when they got new stuff I try it. <3

Re: ioquake3 - Should we be running our maps on it?

Posted: Fri Aug 28, 2009 11:01 am
by InsaneKid
i think, NEXUIZ is usin IO too ...
(in Nexuiz they also added some IRC-implements),
i dunno why, but there all the tcMod-functions DONT work
(u need to use ANIM instead)!

Re: ioquake3 - Should we be running our maps on it?

Posted: Fri Aug 28, 2009 12:42 pm
by ^misantropia^
Nexuiz is based on DarkPlaces.

Re: ioquake3 - Should we be running our maps on it?

Posted: Fri Aug 28, 2009 12:44 pm
by 4days
nexuiz is q1/darkplaces.

been using ioquake for ages with no problems. can't say anything extra-special about it as an end-user - but i'd consider that a compliment. it feels exactly the same. will have to try that svr_wb thing.