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<H2>The new QuakeForge tree</H2>
	<P>The new QuakeForge tree is an effort based on the QuakeWorld
	cooked up by a few developers who had all come to the conclusion
	that the current tree had some inherent limits we didn't like.

	<P>First, the build system.  It's not very portable and lacks a key
	feature called header dependency.  Without them you often times find
	yourself needing to recompile the entire project just to test a
	little change.  I should point out that a compile takes about five
	to six minutes on my PIII and most of our developers do not have
	that sort of machine for development.

	<P>Second, there are tons of bugs in the source.  Not just the ones
	we're responsible for - those are easy to fix!  The ones buried deep
	in Id's code, often with two or three layers of workarounds on top
	of them to keep the problems from affecting most people in common
	situations.  We have been adding to the workarounds because we
	didn't know the cause of the bug either.  And then it hits one of us
	what the original problem was.  Sometimes trying to fix these
	problems the right way in our current tree is very difficult.

	<P>Third, the merge.  One of our goals from the beginning was to
	have a single binary which could act as a client, a server, or both
	depending on what the user needed, including for single-player and
	co-op games.  At the time, merging the two source trees together
	seemed like the best plan of attack.  It hasn't been, and it adds to
	the problem above as well as making bugs caused by us more difficult
	to track down.

<H2>Single player support</H2>
	<P>No, we're not abandoning it.  Far too many people want it,
	including many of the project's developers.  How we're likely to get
	it into QuakeWorld's model is kinda complex.  I can explain it most
	simply by saying "emulation".  Not like what you do to get Mario on
	your PC, but rather having the server be smart enough to recognize
	the differences between a NetQuake game and a QW game and adjusting
	a few things as needed to make it all work.

	<P>That sounds like a royal pain in the ass, which is why we didn't
	try before.  It's actually nowhere near as hard as we thought it
	would be.  Ender and Tonik have both made major strides in this area
	already.

<H2>Mega2k?</H2>
	<P>As QSG Standards version 1 call for the features Mega2k needs to
	be available, they will be.  In fact, I've already implemented them
	in the new tree.  Later this week I hope to be able to produce
	tutorials for how these things were done for people who might
	benefit from them.

<H2>QuakeWorld Forever</H2>
	<P>Yes, the rumors are true.  QuakeWorld Forever and QuakeForge are
	merging!  The new tree is pivotal in this merge as trying to combine
	QuakeWorld Forever's features with the current QuakeForge tree would
	set back their development about two months.  This is unacceptable
	for them and for us.  The new tree is right from the beginning
	easier for the QWF developers to work with, making this very serious
	problem seem almost nonexistant.  I'll post more details as soon as
	we have them.

