Question: Download old ioquake3 code version from Github via SVN?


Well, maybe this is a weird question, but anyways:
I plan to start a new modular renderer for ioquake3 based game. No, it’s not really a new renderer, it should be more or less a new renderer based on an older version of the current renderer2.
To make this a bit easier I need an older version of ioquake3, in detail I need ~ version 2224, its this one: or since ioquake3 moved to git, it’s this one on Github:

My problem is that both of them won’t download via SVN. Everytime I choose r2224 on SVN dialog box the current ioquake3 version will be downloaded (when choosen from Github) or SVN says it can’t find the code ( SVN is working correct, thats not the problem.

Since the structure of the alternative ioquake3 renderer2 was patch based (svn.diff files) it would be very nice to still be able to apply those patches.
Therefore to download version r2224 as a ZIP file isn’t the best option.

Now my question is, does any ioquake3 SVN user know if there is any chance to dl this specific version via SVN?
Or more general, does anyone know how to get ioquake3 code via SVN from BEFORE ioquake was moving to Git at all?

Thanks in advance!

Are you on Windows, Mac, or Linux? With Windows you could use something like TortoiseSVN to get the specific version:

On Linux and Mac you can use the svn command line switches to achieve what you want:

svn checkout -r 2224 svn:// ioquake3

Wow, that was a fast response!

Well, sorry I forget to mention that I’m on Windows.
Yes I do use Tortoise SVN. Dowloading older code as ZIP works fine! The problem with ZIP code is, SVN diff. patches will not apply (without created svn files).
I also have the ‘Checkout’ dialog box, when I type 2224 into requested Revision field, SVN starts downloading BUT not r2224, SVN falls back to download latest ioquake3 code.

Hmm, so you get revision 2224 via SVN?

Well, it seems I do something wrong than, which is weird since I do nothing different as I do when downloading newer ioquake3 versions, and they do download correct.

Hmm, the ‘Show Log’ also only shows the commits till move to Github (2.12.2013).
Nevertheless, thank you for your response. Good to know that you didn’t say that SVN downloads aren’t possible at all for older ioquake3 code! :relieved:
So, I will check what I do wrong!

If tortoiseSVN isn’t working for you, you could also install the command-line SVN via and manually run the svn command, just like on Linux and Mac:

svn checkout -r 2224 svn:// ioquake3

The SVN repository on for quake3 is not kept in sync with our git repository. When github reaches its inevitable tipping point and ceases being popular we’ll probably move back to a locally hosted, artisanal, git solution. Maybe even on

You can also use this method to get to that revision from our git repository after cloning it locally:

git checkout 33d66c8034aa188dcacdd9787780b916a3620863

I suppose the patches may require some SVN-ness.

Ah, it was easier than I thought.
Only for reference (for amateurs like me), here is how I did get the problem solved:

  1. If SVN is not able to checkout the desired ioquake3 code, download the specific version as a ZIP file from Github.
  2. Create a new repository on Github (or local).
  3. Make sure at least one file is inside your newly created repository.
  4. Assuming you have installed TortoiseSVN, checkout your new repository via TortoiseSVN.
  5. Put all unzipped code files into your SVN folder.
  6. Add them as usually, and commit!

Eh, that was simple!
This way ‘oldtimers’ can work as in the good old days. No need to have Git etc.
For professionals the way TimeDoctor explains would be more appropriate (I was even to stupid to install Cygwin)

Anyways, finally I have ioquake3 r2224 on Github and the old ioquake3 renderer patch applies without problems!!!
I’ll see how far I get to reimplement cg_shadows 4!

NOTE: If you don’t need an older ioquake3 version via SVN, I suggest to use the latest ioquake3 code, because you’ll miss all the latest ioquake3 fixes and features otherwise.

@NuclearMonster: Thanks again for your response and explanations!

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