* 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. Weโre 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
I don't know what ioq3 means, but as soon as I hear the word 'moving' I get a little scared. Myself, I try to move on with the community each time. But the large clanless masses that fill the public servers will most likely stay 1.31 freeze tdm forever.
I think that the communication towards the masses is the big problem. Those masses won't read anything that's written on this clansite. I think most of them don't even speak and/or read English good enough to understand all this.
So if we try, we should really put much energy in a communication plan. Server messages and announcements on the server and this website have proven to be quite wortheless for the masses. So I suggest reaching the masses by 'stepping-stones', indirectly.
For example, we all know that much of the q3 1.31 players are Polish. So we try to find a Polish player who really is 'into' working for the community. When I combind those 2 factors, I almost immediately think of Adam in this example. We could use Adam as our 'stepping-stone' then, by giving him all the information we know, but try to be understandable. On his turn, Adam will contact the Polish players about it. Abby can do the same for us to the Germans, Cheeetos for the English.
I think this might help...
well i'll convince myself, which can be kinda hard when it comes to the naughty parts
The question is, for how long will we trust punkbuster to prevent cheating ?
pb doesnt make a difference in my opinon. whens the last time a cheater was actually caught (gibon dont count they suck anyway)
might aswel play in 1.31 without pb lags lol (although the GUID's are pretty useful to the community on FN) i guess thats the only actual convincing reason we play on 1.32 then
we still can use ioQ3 recompiled for 67 protocol ( simple number change, lol, it's not super idea, but at least it works fine enough )
As it's opensource, we can recompile client to be incompatible with existing cheat loaders or something 
we still can use ioQ3 recompiled for 67 protocol ( simple number change, lol, it's not super idea, but at least it works fine enough )
ย
As it's opensource, we can recompile client to be incompatible with existing cheat loaders or something
Posted on 24 April 2009 at 16:25:11
But MD5 of quake3.exe will make punkbuster rejecting clients :-S
I already tried to play ioquake with punkbuster, it was unsucessful.
That's right, although one (geek) may add that MD5 being a hash, it is not bijective (i.e. different values can generate the same hash value).
Therefore, md5 can be hacked.
For mar information you may refer to http://en.wikipedia.org/wiki/MD5#Vulnerability.
adam*pl Told :
we still can use ioQ3 recompiled for 67 protocol ( simple number change, lol, it's not super idea, but at least it works fine enough )
As it's opensource, we can recompile client to be incompatible with existing cheat loaders or something
Posted on 24 April 2009 at 16:25:11
But MD5 of quake3.exe will make punkbuster rejecting clients :-S
I already tried to play ioquake with punkbuster, it was unsucessful.
Posted on 24 April 2009 at 18:57:27
a) i told "we still can use ioQ3 recompiled for 67 protocol". As i know, that's no PB on 1.31 :P
b) "But MD5 of quake3.exe will make punkbuster rejecting clients" Is there pb on IOQ3? Last time when i checked, they wrote on site they can't put pb in it.
as i stated in efreeze forum. i was suggesting to either compile a new efreeze mod OR we go back to freezetag or use another mod that suits us well = osp freeze/ufreeze/...
usa still plays freezetag for example. of course there are drawbacks like scoreboard with accu. but on the other side it might make the game more challenging as teammodels/enemymodels are not supported.
as monkey (among others) once said: don't overdo the mod!
we should be very sure what we choose
cause i dont see the community downloading diff. mods every week - that counts even more for non fn/clanplayers!
I dont care what mod we choose as long as the basic gametype stays the same = freeze tdm. i think we can all agree on that
i also share dutch's and code's concerns!
would it be possible to compile a freezetag mod in quakelive? we'd have a whole new mega-mass of players in a game that has just been released! but i guess they dont give out the coding (yet)?
901st post!
changing the mod is a challenge for sure xD but i really enjoyed osp-freeze if it will be done.
ioq3 is gr8 and we could get our anticheat stuff up on 1.31 to replace pb with some help of the programmers here
. i can talk to maverik who implemented a complete antibot on 1.16n which works very well there so far
.
yea, maverick also known as "i will ban you for cvars"
our antibot is currently more advanced than his one...
I'll be here if you need a tester.