quakeforge-old/NEWS

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2000-01-22 03:20:25 +00:00
NEWS for the QuakeForge project
-------------------------------
QuakeForge 0.2
2000-03-08 11:24:08 +00:00
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.
2000-01-22 03:20:25 +00:00
2000-03-08 11:24:08 +00:00
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.
2000-01-22 03:20:25 +00:00
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.
2000-01-22 03:41:35 +00:00
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.
2000-01-22 03:20:25 +00:00
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