mirror of
https://git.code.sf.net/p/quake/website
synced 2024-11-24 21:21:46 +00:00
174 lines
8.1 KiB
Text
174 lines
8.1 KiB
Text
|
<!-- 14 Feb 2000 -->
|
||
|
<P>I could give a long speech full of lies, half-truths, and shameless
|
||
|
attempts to get you to support my agenda's various components, but
|
||
|
dammit Jim, I'm a coder not a politician!
|
||
|
|
||
|
<P>So instead I'll just talk about what's going on with the tree so
|
||
|
people who don't hang out on irc know what the fuck is going on for a
|
||
|
change. Maybe Palisade or someone should see that relevant tidbits
|
||
|
make it to the website's news page. What's here's mostly for other
|
||
|
developers and non-novice users so I'm going to feel free to go into
|
||
|
technical details of things the average non-coder may be confused by.
|
||
|
Tough. =>
|
||
|
|
||
|
<H2>QuakeForge 0.1.1</H2>
|
||
|
|
||
|
<P>It's not out yet. In fact, it's not even close to out yet because
|
||
|
I pretty much have become the stable release manager here because like
|
||
|
an idiot I stepped up to the plate when someone needed to in order to
|
||
|
get 0.1.0 out the door.. First lesson: Never volunteer yourself to
|
||
|
do a job that nobody else wants---you'll find out quick why they don't
|
||
|
want it and you won't be able to get them to take it later. ;>
|
||
|
|
||
|
<P>What needs to be done for QF 0.1.1:
|
||
|
|
||
|
<UL>
|
||
|
<LI>There's at least one reproducable bug in at least UQuake
|
||
|
I can find.. go to the start map and walk over to the hard
|
||
|
hallway. Wait for the message about hard skill and take a
|
||
|
hot bath. It's quite likely that when you die, you'll sig11.
|
||
|
Don't try this in an OS less than any good unix folks---a
|
||
|
sig11 is death to your box in win32. I _don't_ know what's
|
||
|
causing this per se other than that it seems to be
|
||
|
reproducable in cases where that center message is on the
|
||
|
screen. However the seg is in Sbar_DrawFace()... I'll
|
||
|
probably add some sanity checks to that routine and see what
|
||
|
happens.
|
||
|
|
||
|
<LI>There's another generic report of a segfault. It may be
|
||
|
the above bug.
|
||
|
|
||
|
<LI>qw-client seems to work fine. At least, I haven't gotten
|
||
|
reports of bugs. qw-server also hasn't got any reports of
|
||
|
problems yet.
|
||
|
|
||
|
<LI>I have a report that under the -3dfx target the oldstyle
|
||
|
status bar is missing the background tile and therefore has
|
||
|
a "void area" around the edges of the statusbar. I _thought_
|
||
|
I fixed this before release but then I only tested UQuake and
|
||
|
then only the -gl and -ggi targets. It's a minor fix and I
|
||
|
know how to fix it if it's still broken.
|
||
|
|
||
|
<P>Mission packs in -gl target all work already, save
|
||
|
hipnotic. -gl dies saying the scrap texture is full. There's
|
||
|
already a fix for this in the code, I just need to enable it.
|
||
|
Currently unstable allows four scrap textures whereas stable
|
||
|
allows only one. Four is overkill (all hipnotic needs is two)
|
||
|
but I figure there's got to be at least one other mod out
|
||
|
there that needs the extra space for tiny textures.
|
||
|
|
||
|
<LI>UQuake noclip mode... If you've tried it in -gl or -3dfx,
|
||
|
you know that if you walk outside the map you get a very
|
||
|
doom-like result (ie, the engine doesn't know what to draw so
|
||
|
draws nothing) rather than quake's nice "void" color. I fixed
|
||
|
this in unstable, the fix was again minor.
|
||
|
</UL>
|
||
|
|
||
|
<P>When I'm satisfied that things are working okay, I'll call it 0.1.1
|
||
|
and make sure archives get made. I'll also upload Debian packages
|
||
|
(since I do that) to potato and woody. They may not ever see potato,
|
||
|
but I'll try since the above would really be just a bugfix release.
|
||
|
Someone who cares will have to make rpms, win32 binaries (if that's
|
||
|
possible in the 0.1.x tree, it may be now and not have been when the
|
||
|
release archives were made I don't know..)
|
||
|
|
||
|
<P> <BR>As a side note, there is talk (since so many of QF's
|
||
|
coders are Debian users and developers) of modifying the UQuake
|
||
|
console version string in 0.1.1 to read "QuakeForge Quack (B-Finn
|
||
|
edition) 0.1.1" or something similar in honor of one of #debian's
|
||
|
most memorable and amusing trolls, B-Finn who always wanted "HELP
|
||
|
FOR PLEASE TO INSTALL QUACK"... He made it clear that he meant Quake
|
||
|
and was obviously trolling (that, stupid beyond belief, or someone's
|
||
|
sick idea of competition to megahal...) It probably won't happen,
|
||
|
but then again ....
|
||
|
|
||
|
<H2>0.2 development</H2>
|
||
|
|
||
|
<P>If you hadn't noticed, a lot is broken lately. Understatement of
|
||
|
the entire 20th Century I realize. We've begun working on the shared
|
||
|
object support. Linux svgalib and X11 work, sortof. X11 is being
|
||
|
broken again because of the seperate input/video things being LAME(!)
|
||
|
and broken anyway, but the results will be cool.
|
||
|
|
||
|
<P>You can thank Mercury for breaking the tree with what he knew was a
|
||
|
badly designed module solution, but he did lay the framework needed to
|
||
|
do it right. He's also getting stuck fixing it which is of course
|
||
|
poetic coder justice or something. ;> Currently the shared
|
||
|
objects must be in the dir you run from--taniwha is working on a path
|
||
|
cvar which will be searched.
|
||
|
|
||
|
<P> <BR>Bad news: Someone broke qw's protocol. Client or server
|
||
|
we don't know, but it's broken. Unintentionally, it will be
|
||
|
repaired. At least, as soon as someone else fixes it or I get a
|
||
|
working -ggi target, timestamped server console, and about an hour to
|
||
|
work on it in.
|
||
|
|
||
|
<H2>Celebrity advice</H2>
|
||
|
|
||
|
<P>Good gods, where to begin? If you don't know it you must have
|
||
|
been living under a rock or something: Zoid has taken an interest in
|
||
|
QuakeForge(!) He's asked for cvs write access and has been hanging
|
||
|
around to answer questions, offer suggestions, and generally remind
|
||
|
us that he thinks we're all insane. (He's right, of course..)
|
||
|
|
||
|
<P>Here's what he's had to say so far:
|
||
|
|
||
|
<UL>
|
||
|
<LI>The SVGALib code is an evil hack. [We knew this.]
|
||
|
|
||
|
<LI>He has no idea why we're merging the two code trees. He
|
||
|
points out that a single player QW game won't work too well
|
||
|
because of the physics differences. Probably we'd have an
|
||
|
easier time of it if we just merged obviously common stuff
|
||
|
like the renderers and called it good.
|
||
|
|
||
|
<LI>He says he's going to see about merging Q3A's X11 mouse
|
||
|
code into our tree. It'll do us wonders.
|
||
|
|
||
|
<LI>The way we're doing input (and probably by this time next
|
||
|
week video and sound and who knows what else) modules is
|
||
|
pretty much exactly how Quake2 does them. He's offered some
|
||
|
ideas and opinions to all of us working on them.
|
||
|
|
||
|
<LI>The brightness control in gl targets.. Just gamma correct
|
||
|
the pallete, not too hard to do. This will work for MANY (not
|
||
|
all) cards and has the advantage of being cheap. No framerate
|
||
|
loss is cheap. =>
|
||
|
|
||
|
<LI>The pixel splatter after a cshift or in certain places
|
||
|
(like the start map's lava) are related to t-junctions. He
|
||
|
explained it to me and if someone is bored and wants to play
|
||
|
with it I'll dig up the irc log. Essentially we need to clip
|
||
|
textures before thee video card has a chance to fuck up
|
||
|
trying to draw them. This only needs to be done at
|
||
|
t-junctions which is why the problem is some places and not
|
||
|
others.
|
||
|
|
||
|
<LI>He's admitted that Quake2 is essentially Quake1 with
|
||
|
shared object renderers, colored lighting (GL only, it's just
|
||
|
not colored in software), and not really a whole lot more
|
||
|
than what we have now in uquake that is #ifdef QUAKE2'd..
|
||
|
[This leads me to believe that it is possible, even
|
||
|
reasonable that we might be able to make QF able to read and
|
||
|
play a game of Quake2.. That would ROCK IMO...]
|
||
|
|
||
|
<LI>Surprisingly, Zoid thinks we should break the QW protocol.
|
||
|
He's got good reasons too: The smurf attack possible with the
|
||
|
current server, the exploit or two which will down any QW
|
||
|
server out there, and the time cheat problem. Turns out that
|
||
|
win32 people running qwcl 2.3x for anything longer than abou
|
||
|
t a day or so are likely to be caught for cheating because
|
||
|
they actually are! They might not even know it either. The
|
||
|
2.40 (source) release fixed this problem, but a 2.40 server
|
||
|
is backwards compatible with older clients. [We'll be
|
||
|
working with QSG to make sure that the protocol changes in
|
||
|
question are supported by everyone. The client will be able
|
||
|
to be compatible with both 2.40 and the new protocol real
|
||
|
easily so we'll probably maintain compatibility there.]
|
||
|
</UL>
|
||
|
|
||
|
<P>We're obviously thrilled Zoid's taken such an interest in our
|
||
|
project. We're very grateful to have him working on the project
|
||
|
where time permits him to and for the advice he's offered to us.
|
||
|
|