- Added idea about automatic resolution detection to TODO.

- Updated AUTHORS file.
- Added THANKS file, with the names of all the people who
  sent in bug reports, contributed code, helped test quake2,
  and so on.
- Added the NEWS file for the 0.1 release.
This commit is contained in:
Jamie Wilkinson 2002-09-18 04:28:23 +00:00
parent 7a6eb9d465
commit b9f1119021
4 changed files with 53 additions and 8 deletions

15
AUTHORS
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@ -1,10 +1,9 @@
AUTHORS for quake2
==================
quake2 AUTHORS
==============
Jamie 'Jaq' Wilkinson
Bill 'taniwha' Currie
Jeff 'Deek' Teunissen
The following people are the primary authors of QuakeForge's quake2. See also
the file THANKS for a list of all contributors. Discussion of development
occurs on the quake2-devel@lists.quakeforge.net mailing list (also an easy way
to reach the authors).
Thanks go to:
Steven Fuller
Ryan C. Gordon
Jamie Wilkinson <jaq@quakeforge.net>

20
NEWS Normal file
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NEWS for quake2
===============
0.1
---
* SDL support for software and OpenGL modes.
* Quake2 no longer is dependent on architecture. Heavy use of autoconf to
configure the code for your architecture.
* Linux FHS compliant through the use of automake to install dynamically
libraries into the right place, data files loaded from the share directory.
* Mouse wheel support, mouse buttons 4 and 5 supported under SDL.
* Big Gun and savegame crashes fixed.
* Sony VAIO Picturebook and Apple Titanium Powerbook video resolution support.
* Support for the Xatrix and Rogue missionpacks (separate source download
required).
* OpenGL stencilbuffer shadows.
* Fixed macro expansion rcon_password server exploit.
* Miscellaneous bugfixes.

24
THANKS Normal file
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quake2 THANKS
=============
Thanks go initially to id Software, the original authors of quake2, who have
generously relicensed their code under the terms of the GNU GPL.
Many people further contributed to the QuakeForge port of quake2 by reporting
problems, suggesting various improvements or submitting actual code. Here is
a list of these people, alphabetically by surname. Help me keep it complete
and exempt of errors.
Bill Currie <taniwha@quakeforge.net>
'davoid' <davoid@softhome.net>
Steven Fuller <relnev@icculus.org>
Quentin Garnier <quentin.garnier@rd.francetelecom.fr>
Ryan C. Gordon <icculus@clutteredmind.org>
Peter Hardy <peter@hardy.dropbear.id.au>
Chris Ison <wildcode@quakeforge.net>
Ragnvald Maartman-Moe IV <despair@quakeforge.net>
'RvB' <hansmaulwurf@blinkenlights.ch>
Faried Nawaz <fn@hungry.org>
Victor Shkamerda <vvs@auto.bnm.org>
Jeff Teunissen <deek@quakeforge.net>
Ulrich 'Q' Spoerlein <q@uni.de>

2
TODO
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@ -15,6 +15,8 @@ http://gozer.quakeforge.net/list-archives/quakeforge-cvs/2002-April/000151.html
- split out assembler per arch/os (we currently have gas i386 and win i386)
- make sure that we give back the mouse and keyboard if the game crashes
- split out the sound code into separate modules, like the vid_refs already do
- dynamically get video resolutions from the X server (or SVGAlib or whatever)
instead of hardcoding them... or do both
from http://www.quakesrc.org/?Page=tutorials&Dir=Quake2 :
(replace - with X when done)