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https://git.code.sf.net/p/quake/quakeforge
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81 lines
4.3 KiB
Text
81 lines
4.3 KiB
Text
NEWS for the QuakeForge project
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-------------------------------
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changes from 0.3.0
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o progs engine re-write
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o fully modular. mod/server independent allowing for standalone
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quakec interpreter and client-side quakec.
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o no longer dependent on progdefs.h (causes problems with quakec
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compilers that strip def names but those progs can be fixed using
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qfdefs)
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o new opcodes and types for version 0.fff.002 progs (version 6 still
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supported)
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o better dynamic string handling with garbage collected strings
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o Objective-C style object oriented runtime (incomplete but functional)
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o runtime linking of builtin functions whose builtin number is 0 ( = #0
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in qfcc (should work with any qcc derived compiler))
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o basic debug symbol support (only for qfcc generated progs) including
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source lines.
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o ".self" prefered over "self" for the self entity
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o ".this" field support for object oriented entities
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o qfcc: QuakeForge version of qcc. generally rewritten
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o use QF utils lib for general ustility functions (hash tables, file
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access (incomplete), pak files)
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o use QF gamecode lib for progs info (opcode tables, enums, types, etc)
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o yacc and lexx (using gnu bison and flex) based parser
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o proper temp def handling drasticly reducing the number of global
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defs needed for large progs
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o make all functions use the same block of defs for their locals (this
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is compatable with all known server variants) further reducing the
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number of global defs needed for local varaibles (now down to the
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largest function rather than the sum of all functions).
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o string operators (+ <= < > >=). requires 0.fff.002 progs
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o integer, pointer, array, struct and union types (0.fff.002)
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o Objective-C style object oriented programming support (Objective-QC or
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Ruamoko:). Use @self (entity ".self"; interally) for touch/think/etc
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functions and @this (.id ".this"; internaly ) for builtin OO support
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for touch/think/etc. "entity self;" will still work so long as @self
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is never seen.
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o nested/chained function calls work properly.
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o simple expressions (eg a = b + c;) compile to a single opcode rather
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than two and avoid using a temporary def.
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o C-style for loops
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o local var initialition (eg local float foo = 0.1;)
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o uninitialized variable detection
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o unused variable detection
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o vararg functions (ie, can write qc functions using ...: @argc and
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@argv to access the parameters passed through ...).
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o IMPORTANT: evaluation of "!foo & bar" changed from "!(foo & bar)" to
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"(!foo) & bar" which is more correct but incompatable with qfcc. A
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warning will be generated for the former unless --traditional is used
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on the command line and then a notice will be generated and the old
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evaluation used (ie, all is not lost:)
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o Uses cpp to pre-process the files
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o can generate/link object files (.qfo files)
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o library file support (.qfo files in a .pak file)
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o strict type checking
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o Enhanced console scripting - GIB
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o New language derived from the quake console.
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o Functions with arguments and return values.
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o Looping (while, for) and branching (if) commands.
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o Local and global variables as well as access to cvars.
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Supports Python-like slicing of variables.
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o A basic math interpreter that respects order of operations
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and provides most arithmetic and logic operators.
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o Non-preemptive threading and callbacks to GIB functions in
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response to game events (limited but functional at the moment)
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o File reading, writing, and searching.
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o Integrates with console -- GIB functions can be exported as
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console commands to be used at the console or in binds.
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o See gib.html in doc for more information.
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o Enhanced time cheat (speed cheat) protection
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o Speed cheat only works for a split second before protection
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kicks in.
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o Players moving at the wrong speed are sped up/slowed down to
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the correct speed.
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o Delay before protection activates means that lag and normal
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network latency won't affect protection.
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o People who aren't really trying to cheat won't be kicked :)
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