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