I've now relocated everything to
so come have a look at the work I'm doing there as part of a larger team.
The compiler support is also there as a (revised) two part article, as well as
downloadable files for compiler support.
This site isn't going to be updated for the forseeable future.
I've found and fixed a MAJOR issue that caused the compiled binaries to exhibit unstable
behaviour. Because of my ignorance of the function of sv_pure the cgame
and qagame DLL's weren't tested when playing a map. They flaked out. The problem
has been fixed (data structures need to be aligned on 4-byte boundaries for calls into
QUAKE3.EXE). Unfortunately this doesn't fix the sqrt:DOMAIN error I've
reported on elsewhere.
If you dropped in expecting to find skins and models for Quake3 then you've found the
wrong HypoThermia. You need Steve Lynch's
soon to move to PlanetQuake.
He does excellent stuff, and he's worked hard to get his site
to where it is today. I've got zero artistic talent, and there are times when I wish I could
draw like that. The artwork at the top of the page is his, has just the right touch of flair
don't you think?
Clan HypoThermia might just get off the ground...
I've found a small issue with the Borland project IDE. The file bg_lib.c doesn't need
to be included in the binary builds. I've updated the project file to reflect this, so go get
the update in the download section.
It is my intent to make this site the focus for all efforts for porting
the Quake3 Source for use on compilers other than Microsoft Visual C++.
All of the lessons I learned on the Borland project I've now updated
into a full Tutorial. I thought the intent of this site and
the lessons learnt were difficult to pull out, so I've made it clearer.
I know the audience for this isn't going to be large, but...
On the basis of the announcement of my work on this to date I've been offered a
position on a coder development site at
PlanetQuake. I'm looking forward to it!
I've just gotten the site started by uploading the files you'll need
to develop the Quake 3 source using Borland
compiler tools and headers. I've been struggling with this on and off
for the past few days, and want to make my work available to the Q3 developer
community. Hopefully this will increase the number of people that can produce
mods. Also the work I've done here might help others port the Q3 source
to their compiler.
The tools are on the download page.
If you produce a specific compiler port of the Q3 source then please
give me a reciprocal link to your homepage. I've operated on the principle
of "minimum disruption" to the Q3 source distribution itself, making it
that much easier to update the source code at a later date.
If you use my work here to build a Q3 mod then please send me a link
to your mod homepage as well.