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- 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.
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15
AUTHORS
15
AUTHORS
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AUTHORS for quake2
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==================
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quake2 AUTHORS
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==============
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Jamie 'Jaq' Wilkinson
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Bill 'taniwha' Currie
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Jeff 'Deek' Teunissen
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The following people are the primary authors of QuakeForge's quake2. See also
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the file THANKS for a list of all contributors. Discussion of development
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occurs on the quake2-devel@lists.quakeforge.net mailing list (also an easy way
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to reach the authors).
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Thanks go to:
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Steven Fuller
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Ryan C. Gordon
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Jamie Wilkinson <jaq@quakeforge.net>
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20
NEWS
Normal file
20
NEWS
Normal file
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NEWS for quake2
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===============
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0.1
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---
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* SDL support for software and OpenGL modes.
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* Quake2 no longer is dependent on architecture. Heavy use of autoconf to
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configure the code for your architecture.
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* Linux FHS compliant through the use of automake to install dynamically
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libraries into the right place, data files loaded from the share directory.
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* Mouse wheel support, mouse buttons 4 and 5 supported under SDL.
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* Big Gun and savegame crashes fixed.
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* Sony VAIO Picturebook and Apple Titanium Powerbook video resolution support.
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* Support for the Xatrix and Rogue missionpacks (separate source download
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required).
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* OpenGL stencilbuffer shadows.
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* Fixed macro expansion rcon_password server exploit.
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* Miscellaneous bugfixes.
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24
THANKS
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24
THANKS
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quake2 THANKS
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=============
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Thanks go initially to id Software, the original authors of quake2, who have
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generously relicensed their code under the terms of the GNU GPL.
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Many people further contributed to the QuakeForge port of quake2 by reporting
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problems, suggesting various improvements or submitting actual code. Here is
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a list of these people, alphabetically by surname. Help me keep it complete
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and exempt of errors.
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Bill Currie <taniwha@quakeforge.net>
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'davoid' <davoid@softhome.net>
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Steven Fuller <relnev@icculus.org>
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Quentin Garnier <quentin.garnier@rd.francetelecom.fr>
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Ryan C. Gordon <icculus@clutteredmind.org>
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Peter Hardy <peter@hardy.dropbear.id.au>
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Chris Ison <wildcode@quakeforge.net>
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Ragnvald Maartman-Moe IV <despair@quakeforge.net>
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'RvB' <hansmaulwurf@blinkenlights.ch>
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Faried Nawaz <fn@hungry.org>
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Victor Shkamerda <vvs@auto.bnm.org>
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Jeff Teunissen <deek@quakeforge.net>
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Ulrich 'Q' Spoerlein <q@uni.de>
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2
TODO
2
TODO
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@ -15,6 +15,8 @@ http://gozer.quakeforge.net/list-archives/quakeforge-cvs/2002-April/000151.html
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- split out assembler per arch/os (we currently have gas i386 and win i386)
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- make sure that we give back the mouse and keyboard if the game crashes
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- split out the sound code into separate modules, like the vid_refs already do
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- dynamically get video resolutions from the X server (or SVGAlib or whatever)
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instead of hardcoding them... or do both
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from http://www.quakesrc.org/?Page=tutorials&Dir=Quake2 :
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(replace - with X when done)
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