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only set it from the cmdline (you now CAN set it from the cmdline BTW!), it defaults to the current directory if you don't. New cvar fs_sharepath. Defaults to fs_basepath->string and is changed in the same manner. If you do change it, files in gamedirs under it will be used first with basepath's files overriding them. This allows you to keep your paks in a read-only location (cdrom or unix /usr/share) and still be able to override those files and save configs.
204 lines
8.3 KiB
Text
204 lines
8.3 KiB
Text
NEWS for the QuakeForge project
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-------------------------------
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QuakeForge 0.2
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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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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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QuakeForge 0.1.0
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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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22 Jan 2000 - changes to command line option -game [REMOVED!]
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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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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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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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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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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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