2000-01-22 03:20:25 +00:00
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NEWS for the QuakeForge project
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-------------------------------
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2000-01-28 03:19:57 +00:00
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QuakeForge 0.2
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2000-03-08 11:24:08 +00:00
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08 Mar 2000 - Massive news updates
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The engine is actually working and working well for perhaps the
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first time since we branched off stable. A long overdue news
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update is in order. These things have been added to GL targets:
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Skyboxes
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Put a a Quake2 skybox in mydir/gfx/env and -game mydir,
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set r_skyname to the base name of the sky (for the one
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released on the MegaTF website, use r_skyname night for
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example), load a map with a sky in it, and set r_sky 1.
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You must reload a map for a new r_skyname to take effect.
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The software renderer WILL support this hopefully soon.
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Volumetric fog
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For testing only. As implemented now it uses the stencil
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buffer (very slow for most of us) and borrows the water
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brush since we don't have a fog brush yet. raptor suggests
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r_volfog 0.0009 and r_wateralpha 0.3 to test. You'll need
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watervis'd maps.
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Water Ripples
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We reported earlier that setting r_waterripple to 1 made a
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wave effect. Actually, if you want a wave effect you can
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see, you'd better set it at least to 5. Looks good with
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the volfog settings mentioned above. raptor plans to put
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r_waterripple into the software renderer.
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Rodents with wheels
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If you've got one, you'll be pleased to hear that -x11 and
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-glx now support them the same way -svga does. You need to
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have ZAxisMapping set in your XF86Config properly.
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2000-01-26 18:42:06 +00:00
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26 Jan 2000 - Waterwarp bug fixed
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The waterwarp bug has been fixed, set r_waterwarp 1 to use it.
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2000-01-22 03:20:25 +00:00
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2000-03-08 11:24:08 +00:00
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2000-01-28 03:19:57 +00:00
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QuakeForge 0.1.0
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2000-01-25 05:59:19 +00:00
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22 Jan 2000 - cl_sbar and cl_hudswap in uquake
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The cvars cl_sbar and cl_hudswap noe work in uquake just like they
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do in qw-client. In uquake, cl_sbar defaults to 1 to satisfy the
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least-surprise principle. Set it to 0 if you want a qw-client like
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HUD.
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2000-04-18 09:24:29 +00:00
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22 Jan 2000 - changes to command line option -game [REMOVED!]
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2000-01-22 09:16:19 +00:00
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You may now specify multiple game directories with -game. If for
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example you wanted to use the original registered game with MegaTF
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on a new style binary you would use -game id1,megatf. It does work
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with traditional style binaries and you may specify as many dirs as
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you like seperated by commas.
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One caveat: Most mods were designed to be the only one in use, it
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may be a Bad Thing to mix certain mods with other mods.
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2000-04-18 09:24:29 +00:00
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NOTE: This feature has been removed because it can seriously cause
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confusion to a game mod. The proper way to override part of
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a game is to use different fs_basepath and fs_sharepath.
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2000-01-22 03:20:25 +00:00
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19 Jan 2000 - changes to cvar r_fog
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Fog color is once again white. The r_fog cvar is now a control for
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the fog density rather than a simple toggle control. Eric Windisch
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recommends setting r_fog to .0005 if you're going to use it.
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2000-01-22 03:41:35 +00:00
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19 Jan 2000 - removed cvar r_mirroralpha
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This was a cheap hack which affected one texture on one map of the
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entire game. It also wasn't working right, so it's been removed.
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2000-01-22 03:20:25 +00:00
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19 Jan 2000 - time cheats revisited
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The final word in detecting time/speed cheating is here at long
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last! Still catches an occasional person who is "not cheating", but
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as it turns out when it does catch such a person they technically
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are cheating.
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This seems to be caused by dodgy cmos clocks used in many machines
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on the market. If the server occasionally claims you seem to be
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cheating, try installing some sort of ntp program to synchronize
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your clock periodically against a time server. If this does not
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seem to fix the problem, we'd like to know about it.
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18 Jan 2000 - cvar show_fps
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show_fps 1 now works in uquake as well as qw-client. No more need
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to use timedemo to check performance! Much more accurate in showing
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where performance is good and where it isn't.
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16 Jan 2000 - new ./configure option: --enable-newstyle
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Use this option when you run ./configure if you wish to use a few
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QuakeForge defaults which are a bit different than Id Software used,
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but do not change the gameplay.
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Currenly all this does is use "base" instead of "id1" for the
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default place to look for your game data.
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11 Jan 2000 - New cvar: r_waterripple
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When set to 1 this will create a small wave effect under the GL
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renderer.
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09 Jan 2000 - Preliminary IPv6 support
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Support exists in QuakeForge for the use of IPv6. It's not ready
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for prime time yet. Still, it deserves mention.
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09 Jan 2000 - gl_ztrick default changed
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Since this seems not to work more places than it does at this point,
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the default for the cvar gl_ztrick has been changed from 1 to 0 in
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the glx target. This value is saved to your config so if it works
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for you just set it to 1.
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08 Jan 2000 - Mouse wheel support
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Preliminary support for the wheels found on some mice has been added
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to the Linux SVGALib target. To use it bind MHWHEELDOWN and
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MHWHEELUP to whatever you want to use the wheel for.
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07 Jan 2000 - Options menu changes
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A few things were added to the options menu in some targets such as
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an option for fullscreen and whether or not to use the mouse.
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06 Jan 2000 - Output cleanups
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The use of CR and LF in names is a "feature" Id Software clearly
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didn't intend. General mailing list consensus is that unlike other
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unintended features (rocket jumps for example), this "feature" has
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no real legitimate use. qw-server now replaces CR's and LF's with
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underscores.
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You will no longer see [e1] or similar crap sent to stdout. These
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characters are now translated to the nearest ASCII characters,
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resulting in much nicer-looking output.
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06 Jan 2000 - PackFile/Findfile messages to stdout removed
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The PackFile and FindFile messages previously sent to stdout no
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longer are. If you wish to see them again for some reason, set the
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developer cvar to 1.
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05 Jan 2000 - Preliminary time cheat detection code
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Preliminary code to detect clients attempting various time related
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cheats has been added. Some issues persist.
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05 Jan 2000 - GL fullbright texture support [REMOVED]
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The GL renderer now supports fullbright textures, though this causes
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a noticable impact on performance. Use the new cmdline option
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-noglow to disable it if this bugs you.
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NOTE: This was removed for now because it didn't work quite right
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and -noglow did not in fact actually disable it properly.
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02 Jan 2000 - registered game check removed
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The check for a copy of the registered pak files has largely been
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removed since it no longer makes a whole lot of sense with all the
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talk of free complete TC's (total conversions).
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A very simple check for pop.txt (found only in the registered pak
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files) remains to set the cvar registered to 1 if necessary,
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allowing the start map to know whether or not to allow you through
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the gates leading to episodes 2-4.
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02 Jan 2000 - crosshairs
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qw-client's crosshair 2 is now supported in uquake.
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A new (for now) GL-renderer-only experimental crosshair 3 has been
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added. It's obeys the crosshaircolor cvar. No timeframe on porting
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it to the software renderers yet, but it will happen eventually.
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02 Jan 2000 - Removed cvar
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gl_reporttjunctions did nothing at all, removed.
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01 Jan 2000 - Changed cvar
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In uquake, the chasecam cvar is now cl_chasecam just like it is in
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qw-client.
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01 Jan 2000 - Preliminary volumetric fog
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QuakeForge now has preliminary support for volumetric fog. The cvar
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r_fog can be set to 1 to try it out.
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30 Dec 1999 - CVS tree changes
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We now use autoheader and autoconf. If you checkout/update your
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tree from CVS you're going to need to run ./bootstrap now to
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perform all the necessary black voodoo needed to allow you to run
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./configure as normal. This should not be necessary for releases,
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only for the CVS tree and CVS snapshots.
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29 Dec 1999 - Known bug in sound init fixed
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A bug which caused QF to segfault if sound could not be initialized
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has been fixed. If sound can not be initialized, you will now
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simply not hear any.
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29 Dec 1999 - Autoconf support
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QuakeForge now uses autoconf! Run ./configure --help and have a
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look at the options available in case something isn't detected or
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you wish to enable or disable certain compile-time options.
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25 Dec 1999 - Keyboard bindings now support keypad keys
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The numeric keypad keys found on many keyboards may now be bound to
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functions. The names for these keys are (in PC style layout):
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KP_NUMLCK KP_DIVIDE KP_MULTIPLY KP_MINUS
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KP_HOME KP_UPARROW KP_PGUP
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KP_LEFTARROW KP_5 KP_RIGHTARROW KP_PLUS
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KP_END KP_DOWNARROW KP_PGDN
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KP_INS KP_DEL KP_ENTER
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