iocod is an open source reimplementation of a modified id Tech 3 engine used in several popular video game titles. It is based on the GPL release of Quake III Arena™, and includes source code from other derivative GPL releases of id Software titles such as Return to Castle Wolfenstein™, Enemy Territory™, and Doom 3: BFG Edition™.
The GPL sources for each of these can be found below:
Other open source software used include:
- DDoS packet protection
- Exploit & crash fixes
- New scripting functionality
- ~100-150 new script functions
- extended scripting language support (
#include
directives,foreach()
, etc.) - script features from newer game engines
- Support for larger maps, more weapons, mods, gametypes
- Upgraded Q3 Arena bot implementation
- Autodownloading / WWW downloads for faster redirects
- Module support (add your own features and script functions)
- Tons of bug fixes and quality-of-life improvements
- Potential stuff to be implemented:
- multi-client version intercompatibility
- new map compiler to support even larger maps
- ... and many more!
This project is not associated with nor supported by id Software LLC,
ZeniMax Media Inc., Activision Publishing Inc., or related companies,
nor contains, provides, or otherwise makes accessible any copyrighted or
proprietary materials, game assets, or other compiled software
from any video game or series derived from the id Tech 3 engine.
This project is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
Quake III Arena™, Return to Castle Wolfenstein™, Enemy Territory™, and
Doom 3: BFG Edition™ are registered trademarks of ZeniMax Media Inc.
For more information or to read the full license agreement, see LICENSE.