From 3cde1a060882a3edaa43c5cfbff42ef87cfa0b93 Mon Sep 17 00:00:00 2001 From: Joseph Carter Date: Tue, 22 May 2001 15:02:38 +0000 Subject: [PATCH] NEWS doesn't apply to newtree --- NEWS | 204 ----------------------------------------------------------- 1 file changed, 204 deletions(-) delete mode 100644 NEWS diff --git a/NEWS b/NEWS deleted file mode 100644 index 31ade58..0000000 --- a/NEWS +++ /dev/null @@ -1,204 +0,0 @@ -NEWS for the QuakeForge project -------------------------------- - -QuakeForge 0.2 - -08 Mar 2000 - Massive news updates - The engine is actually working and working well for perhaps the - first time since we branched off stable. A long overdue news - update is in order. These things have been added to GL targets: - - Skyboxes - Put a a Quake2 skybox in mydir/gfx/env and -game mydir, - set r_skyname to the base name of the sky (for the one - released on the MegaTF website, use r_skyname night for - example), load a map with a sky in it, and set r_sky 1. - - You must reload a map for a new r_skyname to take effect. - The software renderer WILL support this hopefully soon. - - Volumetric fog - For testing only. As implemented now it uses the stencil - buffer (very slow for most of us) and borrows the water - brush since we don't have a fog brush yet. raptor suggests - r_volfog 0.0009 and r_wateralpha 0.3 to test. You'll need - watervis'd maps. - - Water Ripples - We reported earlier that setting r_waterripple to 1 made a - wave effect. Actually, if you want a wave effect you can - see, you'd better set it at least to 5. Looks good with - the volfog settings mentioned above. raptor plans to put - r_waterripple into the software renderer. - - Rodents with wheels - If you've got one, you'll be pleased to hear that -x11 and - -glx now support them the same way -svga does. You need to - have ZAxisMapping set in your XF86Config properly. - -26 Jan 2000 - Waterwarp bug fixed - The waterwarp bug has been fixed, set r_waterwarp 1 to use it. - - -QuakeForge 0.1.0 - -22 Jan 2000 - cl_sbar and cl_hudswap in uquake - The cvars cl_sbar and cl_hudswap noe work in uquake just like they - do in qw-client. In uquake, cl_sbar defaults to 1 to satisfy the - least-surprise principle. Set it to 0 if you want a qw-client like - HUD. - -22 Jan 2000 - changes to command line option -game [REMOVED!] - You may now specify multiple game directories with -game. If for - example you wanted to use the original registered game with MegaTF - on a new style binary you would use -game id1,megatf. It does work - with traditional style binaries and you may specify as many dirs as - you like seperated by commas. - - One caveat: Most mods were designed to be the only one in use, it - may be a Bad Thing to mix certain mods with other mods. - - NOTE: This feature has been removed because it can seriously cause - confusion to a game mod. The proper way to override part of - a game is to use different fs_basepath and fs_sharepath. - -19 Jan 2000 - changes to cvar r_fog - Fog color is once again white. The r_fog cvar is now a control for - the fog density rather than a simple toggle control. Eric Windisch - recommends setting r_fog to .0005 if you're going to use it. - -19 Jan 2000 - removed cvar r_mirroralpha - This was a cheap hack which affected one texture on one map of the - entire game. It also wasn't working right, so it's been removed. - -19 Jan 2000 - time cheats revisited - The final word in detecting time/speed cheating is here at long - last! Still catches an occasional person who is "not cheating", but - as it turns out when it does catch such a person they technically - are cheating. - - This seems to be caused by dodgy cmos clocks used in many machines - on the market. If the server occasionally claims you seem to be - cheating, try installing some sort of ntp program to synchronize - your clock periodically against a time server. If this does not - seem to fix the problem, we'd like to know about it. - -18 Jan 2000 - cvar show_fps - show_fps 1 now works in uquake as well as qw-client. No more need - to use timedemo to check performance! Much more accurate in showing - where performance is good and where it isn't. - -16 Jan 2000 - new ./configure option: --enable-newstyle - Use this option when you run ./configure if you wish to use a few - QuakeForge defaults which are a bit different than Id Software used, - but do not change the gameplay. - - Currenly all this does is use "base" instead of "id1" for the - default place to look for your game data. - -11 Jan 2000 - New cvar: r_waterripple - When set to 1 this will create a small wave effect under the GL - renderer. - -09 Jan 2000 - Preliminary IPv6 support - Support exists in QuakeForge for the use of IPv6. It's not ready - for prime time yet. Still, it deserves mention. - -09 Jan 2000 - gl_ztrick default changed - Since this seems not to work more places than it does at this point, - the default for the cvar gl_ztrick has been changed from 1 to 0 in - the glx target. This value is saved to your config so if it works - for you just set it to 1. - -08 Jan 2000 - Mouse wheel support - Preliminary support for the wheels found on some mice has been added - to the Linux SVGALib target. To use it bind MHWHEELDOWN and - MHWHEELUP to whatever you want to use the wheel for. - -07 Jan 2000 - Options menu changes - A few things were added to the options menu in some targets such as - an option for fullscreen and whether or not to use the mouse. - -06 Jan 2000 - Output cleanups - The use of CR and LF in names is a "feature" Id Software clearly - didn't intend. General mailing list consensus is that unlike other - unintended features (rocket jumps for example), this "feature" has - no real legitimate use. qw-server now replaces CR's and LF's with - underscores. - - You will no longer see [e1] or similar crap sent to stdout. These - characters are now translated to the nearest ASCII characters, - resulting in much nicer-looking output. - -06 Jan 2000 - PackFile/Findfile messages to stdout removed - The PackFile and FindFile messages previously sent to stdout no - longer are. If you wish to see them again for some reason, set the - developer cvar to 1. - -05 Jan 2000 - Preliminary time cheat detection code - Preliminary code to detect clients attempting various time related - cheats has been added. Some issues persist. - -05 Jan 2000 - GL fullbright texture support [REMOVED] - The GL renderer now supports fullbright textures, though this causes - a noticable impact on performance. Use the new cmdline option - -noglow to disable it if this bugs you. - - NOTE: This was removed for now because it didn't work quite right - and -noglow did not in fact actually disable it properly. - -02 Jan 2000 - registered game check removed - The check for a copy of the registered pak files has largely been - removed since it no longer makes a whole lot of sense with all the - talk of free complete TC's (total conversions). - - A very simple check for pop.txt (found only in the registered pak - files) remains to set the cvar registered to 1 if necessary, - allowing the start map to know whether or not to allow you through - the gates leading to episodes 2-4. - -02 Jan 2000 - crosshairs - qw-client's crosshair 2 is now supported in uquake. - - A new (for now) GL-renderer-only experimental crosshair 3 has been - added. It's obeys the crosshaircolor cvar. No timeframe on porting - it to the software renderers yet, but it will happen eventually. - -02 Jan 2000 - Removed cvar - gl_reporttjunctions did nothing at all, removed. - -01 Jan 2000 - Changed cvar - In uquake, the chasecam cvar is now cl_chasecam just like it is in - qw-client. - -01 Jan 2000 - Preliminary volumetric fog - QuakeForge now has preliminary support for volumetric fog. The cvar - r_fog can be set to 1 to try it out. - -30 Dec 1999 - CVS tree changes - We now use autoheader and autoconf. If you checkout/update your - tree from CVS you're going to need to run ./bootstrap now to - perform all the necessary black voodoo needed to allow you to run - ./configure as normal. This should not be necessary for releases, - only for the CVS tree and CVS snapshots. - -29 Dec 1999 - Known bug in sound init fixed - A bug which caused QF to segfault if sound could not be initialized - has been fixed. If sound can not be initialized, you will now - simply not hear any. - -29 Dec 1999 - Autoconf support - QuakeForge now uses autoconf! Run ./configure --help and have a - look at the options available in case something isn't detected or - you wish to enable or disable certain compile-time options. - -25 Dec 1999 - Keyboard bindings now support keypad keys - The numeric keypad keys found on many keyboards may now be bound to - functions. The names for these keys are (in PC style layout): - - KP_NUMLCK KP_DIVIDE KP_MULTIPLY KP_MINUS - KP_HOME KP_UPARROW KP_PGUP - KP_LEFTARROW KP_5 KP_RIGHTARROW KP_PLUS - KP_END KP_DOWNARROW KP_PGDN - KP_INS KP_DEL KP_ENTER -