Time Doctor writes "The de-facto standard in Quake 3 engine technology, ioquake3, has hit version 1.36 recently. It includes a garbage bag full of improvements: in-game VOIP; optional external Mumble (voip); OpenAL; IPV6; Anaglyph stereo rendering; Full x86-64 architecture support; Rewritten PowerPC JIT compiler, with ppc64 support; New SPARC JIT compiler, with support for both sparc32 and sparc64; Improved console command auto-completion; Persistent console command history; Improved QVM (Quake Virtual Machine) tools; Colored terminal output on POSIX operating systems; Multiuser support on Windows systems (user-specific game data is stored in their respective Application Data folders); PNG format support for textures. Of course there are even more fixes for security holes and other bugs in there. So if you don't like ads and queues in your Quake 3 experience, get a copy off of Steam and copy your data files and key into your ioquake3 directory."
i believe there's a replacement for IFI_loader on sourceforge somewhere, you'll need to run the compiler in wine, but it's probably a really bad idea to start trying this stuff on a team's first year. there's no way(that i know of) you'll get any C++ code on the robot, and no real need for it, in all likelyhood you'll be writing under 200 lines of your own code, and most of the difficulty with it will be making it work as you expect it (#define is your friend here). when you're dealing with 130lbs of robot, it's a lot harder than you would think to make it do what you want. whether or not your team will actually be using the kitbot frame, get them to assemble it and attach all the sensors to it so the programmers can start getting some idea of how to use them. -former team100 programmer