well following the relocation of the servers at a new improved more up-to-date host (see original messy post here) it's time to accompany it with a new good old school ioQuake3 inside release for the best possible results to get started, down bellow you have the download link for it, so get the one appropriated for your operative system and cpu:
- folder: ftp://ftp.fpsclasico.de/ioq3v6-unfreeze-client-v20.5a/
- generic: ioq3v6
- minor code clean up/updated dev enviroment
- jpeg updated library which should produce a little crisper textures and overall make the game look a little better
- full ipv4 and ipv6 support even from the in-game browser
- replaced the original idsoftware master by the current master.fpsclasico.de inside one to ensure the display of the server in the long run as well as the trustfulness of the results
- renamed the product into ioQ3v6
-the Windows release requires Windows XP or higher at least, it will no longer work with pre Windwos XP operative systems (i.e. notably the Windows 9x/me family) due to the updated network code to support ipv6. also given that fact I discontinued the generic build (which was basically targeted at pre Windows XP cpus) and made the amd one the "generic" one from now onward. the same applies for the linux release, so if someone still need a release for some very old +15 years old computer can simply still stick to the old builds (here)
-this new release aims at adding full ipv6 support for the game while still keeping full support for ipv4 of course. currently the new host has better connectivity via ipv6 than it does via ipv4 so if you happen to have ipv6 connectivity already the general recommendation is to connect via ipv6 unless you have a very strong reason for not do it. currently ipv6 availability is still very low perhaps bellow 15% so to make it easy for everybody the in-game browser will display both counterparts of the servers anyways in such a way that then people with only ipv4 will only see ipv4 servers and people who has both connectivity will see both. you can differentiate between ipv4 servers and ipv6 at the in-game browser by the "protocol" column as you can see on the attached screens (with UDP being ipv4 and ??? being ipv6) and clicking on any of them will take you to the corresponding server right from there, there's no need to do anything more. once in-game you can verify how you're actually really connected by reviewing the server info the server prints you when you connect at the console which should show you the ipv4 or ipv6 address at which you're connected as you can on the sample screens attached.
-to configure which network to enable, in case you want or need to, this release introduce the net_enabled variable whose values can be, 1 for ipv4 only, 2 for ipv6 only and 4 to priorize ipv6 over ipv4 and then a sum of any of them. for example this variable defaults to 3 so by default both ipv4 and ipv6 are enabled at the client, in addition if someone knows that he has a ipv6 fully working and wants to prioritize ipv6 can use 7 for example. a value of 3 instead of 7 was chosen as default as prioritizing ipv6 over ipv4 meant that clients without ipv6 (the immense majority atm) could experience some dns resolution problems. the only drawback of this is that doing connect some server dns name will take by default to a ipv4 connection instead of a ipv6 one, to enforce it to ipv6 then you can simply use the '-6' parameter (ex. \connect -6 unfreeze.fpsclasico.de).
-this release also replaced the original and old idsoftware master server by a fully ipv6 capable fpsclasico.de inside master to ensure that it keeps running in the long term and also in part to assure the truthfulness of the results so this means that now on the in-game browser you'll only see the list of the good know fpsclasico.de servers.