mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-26 22:31:05 +00:00
181 lines
9.5 KiB
Text
181 lines
9.5 KiB
Text
NEWS for the QuakeForge project
|
|
-------------------------------
|
|
|
|
Changes from 0.5.2
|
|
|
|
o General enhancements.
|
|
* MVD playback in the qw clients.
|
|
* MVD recording in the qw server.
|
|
* sv_maxrate changes now take effect immediately rather than when
|
|
clients (re)connect or change their rate
|
|
* segfault when using "snd_output null" fixed
|
|
* qw server "status" command now gives the server's uptime
|
|
* "map" will display the amount of time the current map has been active
|
|
* nq-server will now auto-load the start map if none is specified
|
|
* streaming for large sound files
|
|
* support for two channel sound files
|
|
|
|
o qfcc enhancements.
|
|
* @argc and @argv deprecated in favor of @args.count and @args.list
|
|
(@args is a struct with type @va_list)
|
|
* structure copy
|
|
* -L lib search paths and -l now behaves in a more expected manner
|
|
* default search paths for includes and libs
|
|
|
|
o Progs engine enhancements.
|
|
* arbitrary size data copying
|
|
|
|
Changes from 0.3.0
|
|
|
|
o General enhancements.
|
|
* NQ (quake1, single player, NetQuake, WinQuake) is back.
|
|
* Video (driver and renderer), audio, gamecode (progs), console,
|
|
model loading and general utility code shared in common libs between
|
|
NQ and QW
|
|
* Plugin system for sound and cd drivers.
|
|
* Ogg Vorbis compression for sound effect samples (streamed ogg support
|
|
is planned).
|
|
* Menu system re-written in QuakeC/Ruamoko
|
|
* Curses console for servers in Unix.
|
|
* New key binding system.
|
|
|
|
o Progs engine enhancements.
|
|
* Fully modular. Mod/Server-independent, allowing for
|
|
stand-alone QuakeC interpreter and client-side code.
|
|
* The engine is no longer dependent on progdefs.h. This makes
|
|
QuakeForge have trouble with QuakeC compilers that strip
|
|
symbol names -- but those can be repaired using the new
|
|
"qfdefs" tool.
|
|
* New basic types, and instructions for using them, for version
|
|
0.fff.002 progs (Quake's Version 6 is still supported).
|
|
* Better dynamic string handling. Dynamic strings are
|
|
garbage-collected.
|
|
* Object-oriented runtime system, in the style of Objective-C.
|
|
* Runtime fixups of built-in functions whose builtin number is
|
|
zero. If a built-in function is available to the engine, with
|
|
the same name given in the source code (e.g.
|
|
"void (void) coredump = #0;"), the engine will set the value
|
|
to the actual number used by the engine.
|
|
* Debugging support (needs compiler support, which qfcc
|
|
provides), including line-number information. Can display the
|
|
line of text in the source on which an error occurred, if the
|
|
new Cvar "pr_source_path" is set correctly.
|
|
* Instruction-level code dumps are now formatted in an
|
|
easier-to-read "assembly-code" format.
|
|
|
|
o QuakeForge Code Compiler, qfcc -- a replacement for qcc.
|
|
* Uses libQFutil for general utility functions such as hash
|
|
tables, file access (incomplete), and pak files.
|
|
* Uses libQFgamecode for progs information, such as opcode
|
|
tables, enums, types, etc.)
|
|
* Uses a lex/yacc (actually, Flex and Bison) scanner/parser
|
|
architecture, like a "real" compiler does.
|
|
* Drastically reduces the number of global defs needed for
|
|
a given progs, by reusing temporary globals when possible.
|
|
* All functions use the same block of defs for their local
|
|
variables (compatible with all known servers), which further
|
|
reduces the number of global defs needed.
|
|
* Nested/chained function calls work properly.
|
|
* Simple expressions, such as "a = b + c", compile to a single
|
|
instruction instead of two, and do not use a temporary
|
|
variable.
|
|
* Local variables can be initialized to known values, as in
|
|
"local float foo = 0.1;".
|
|
* Uses the C preprocessor, so header files are now possible and
|
|
useful.
|
|
* The compiler checks for uninitialized and unused variables in
|
|
functions, to help in finding errors.
|
|
* The compiler can generate and use object files, for separate
|
|
compilation (you don't have to compile all of your source all
|
|
the time, only the parts that have changed). Normally, object
|
|
files have a .qfo extension.
|
|
* The compiler can link libraries, which are implemented as .qfo
|
|
files inside pak archives.
|
|
* The compiler implements stricter type checking, to assist in
|
|
finding and fixing code errors.
|
|
* The C language's "for", "do...while", and "switch" control
|
|
structures have been adopted to provide a richer set of
|
|
structures for programmers to use.
|
|
* Additional functionality is given for progs that are to be
|
|
used with QuakeForge's more advanced progs engine:
|
|
|
|
x IMPORTANT:
|
|
The order of operations is slightly different in "native"
|
|
mode. The evaluation of "!foo & bar" is no longer
|
|
"!(foo & bar)", but rather "(!foo) & bar". The new order of
|
|
operations rules is more correct, but is different from how
|
|
QCC evaluated. If you give the --traditional switch to
|
|
qfcc's command-line, the old behavior is used.
|
|
x The compiler now allows you to create your own functions
|
|
that can accept a variable number of arguments, using the
|
|
special "..." notation. The special constants "@argc" and
|
|
"@argv" help with this. @argc contains the number of
|
|
arguments, and @argv contains a list of those arguments. The
|
|
handling of this is an improvement on C's vararg function
|
|
handling, in our opinion, made possible by how the Quake
|
|
system works.
|
|
x New basic types: integer, pointer, enum, and id.
|
|
x You can create new complex types, like arrays, structures,
|
|
and unions, and allocate them at runtime.
|
|
x String operators. You can add strings together to
|
|
concatenate them, and you can compare their contents using
|
|
the <=, <, >, >= operators.
|
|
x The integer type has the full array of C operations
|
|
available to it.
|
|
x QFCC and QuakeForge now contain an object-oriented
|
|
programming system, in the style of Objective-C and
|
|
Smalltalk. It's *very* powerful, and can be used to create
|
|
lots of interesting new things with rather little effort. If
|
|
you don't wish to use the new system, you can safely ignore
|
|
it with no danger to your code. :)
|
|
x Special support for using the "self" special variable inside
|
|
OO methods as well as the entity of the same name. If you
|
|
use OO support for entities and want to assign a method as a
|
|
touch/think/etc. function, "self" always refers to the
|
|
object that "owns" the method being executed. The special
|
|
variable "@self" was created to refer to the self entity.
|
|
"@this" refers to the object.
|
|
|
|
o Enhanced console scripting - GIB (GIB Isn't Bash)
|
|
* New language derived from the quake console.
|
|
* Functions with arguments and return values.
|
|
* Looping (while, for) and branching (if) commands.
|
|
* Local and global variables as well as access to cvars.
|
|
Supports Python-like slicing of variables.
|
|
* A basic math interpreter that respects order of operations
|
|
and provides most arithmetic and logic operators.
|
|
* Non-preemptive threading and callbacks to GIB functions in
|
|
response to game events (limited but functional at the moment)
|
|
* File reading, writing, and searching.
|
|
* Integrates with console -- GIB functions can be exported as
|
|
console commands to be used at the console or in binds.
|
|
* See gib.html in doc for more information.
|
|
|
|
o Enhanced time cheat ("speed cheat") protection
|
|
* Time cheats only work for a split-second before protection
|
|
kicks in.
|
|
* Players moving with wrong timings are sped up/slowed down to
|
|
the correct speed.
|
|
* Delay before protection activates means that lag and normal
|
|
network latency won't affect protection.
|
|
* People who aren't really trying to cheat won't be kicked :)
|
|
|
|
o Rendering enhancements
|
|
* Experimental 32 bit software renderer.
|
|
* Dynamic lights don't shine through walls.
|
|
* Colored alias model lighting for GL.
|
|
* Vertex Array use for sprites, particles and text. No fallbacks yet,
|
|
so QF wont work with old or broken GL drivers.
|
|
* Switchable particle styles: r_particles_style 0 for Id. Default is 1,
|
|
for lower particle count, larger texture particle effects.
|
|
* 16 bit vertex alias model format.
|
|
* Improved software gamma that more closely resembles hardware gamma.
|
|
* Countless speed improvements.
|
|
|
|
Known problems in 0.5.2:
|
|
o Doesn't work with 3dfx cards in MS Windows due to vertex array use.
|
|
o SDL clients don't reliably support fullscreen mode in MS Windows
|
|
o MS Windows support in general is sorely under-tested.
|
|
o Starting an SDL client (-sdl, -sgl or -sdl32) in fullscreen mode
|
|
and then going windowed requires in_grab to be toggled from 0 to 1
|
|
and back to 0 before the mouse will be released.
|