This commit is contained in:
Joseph Carter 2000-04-02 11:20:47 +00:00
parent 97d1509f4c
commit 0a43cb4d6d
1 changed files with 28 additions and 48 deletions

View File

@ -14,58 +14,38 @@
are corrections if they're necessary - contrary popular (with him)
belief, Knghtbrd has in fact been known to be wrong sometimes. He
isn't afraid to admit it either (most of the time..)
<H2>The fastest SotC update ever!</H2>
<P>This update is so close to the last one posted a mere six hours
ago that most of you reading it never even saw the last one. Don't
worry, anything important is being retained in this update.
<P>Palisade is among the living believe it or not and we finally
have his votes for the logo contest. He's pretty much it so the
good news is that we should very soon have a new logo!
<H2>Mega2k support in QuakeForge committed!</H2>
<P>You read it here first! (unless you didn't) QuakeForge now works
100% with Mega2k. I spent several hours trying to tune the flight
physics for the airscout so they work the way people would hope.
<P>I also had mention in the last SotC that the website updates
itself whenever any of us checks in a change now. It's very nifty
and is helping us get the new site layout done faster. Something I
didn't mention before is that we have somehow managed to convince
twisted to work with us on spicing up the page a bit while keeping
it functional and efficient.
<P>While you MAY be able to connect to a QF server running it with a
standard 2.3 or 2.4 Id Software release QuakeWorld client, I won't
recommend it. The first time an airscout goes flying you're likely
going to confuse your prediction code something terrible! As always
our implementation is open to other projects (I've sent Endy of QSG
a copy) and when he gets it working in QWF he'll be making the patch
available to all of the QSG projects which will hopefully make this
a non-issue.
<H2>QuakeForge and Mega2k, redux..</H2>
<P>We all owe Yanster big for helping us get in contact with Ambush
of MegaTF tonight. He was in #QuakeForge for a few hours talking to
the guys present at the time. Among them were Mercury, Deek, Endy,
and devkev. I was there too, but I was and am half dead from sleep
deprivation so I can't say I'm totally coherent then or now.
<P>Look for a real playable QF server running Mega2k as soon as
Ambush is ready for beta testing. I'm running a test server now but
you're not going to get a good game going on my DSL connection so
it's mostly been there for testing airscout physics.
<P>The guys in the channel helped Ambush get MegaTF build with qccx,
which was pretty cool I think since qccx is looking like one of the
most interesting quakec compilers out there to us and will probably
become our preference once qcc is released under the GPL.
<P>I might have to put up a screenshot of dyerfort's ducks, they're
a quack!
<P>Mercury was talking with Ambush about support for Mega2k in
QuakeForge. I can't say where that's going yet because the
discussion hasn't reached conclusions yet. Still, the discussion I
thought was so improbable is happening. That's a good thing for the
entire community I think. I'm glad to be wrong this time.
<H2>Emminent release of 0.2.0</H2>
<P>You may or may not know this, but I've deliberately held off from
finishing 0.1.2 because I've been busy tracking down bugs and things
for 0.2-d.. The reason? It's time to release. Or at least, it's
time to declare it time to release and fix the remaining obnoxious
buglets. They're not overly complex but there are several of them
to fix.
<P>What I said before about making sure that every engine can
support MegaTF, I meant every word of it. I will do everything
humanly possible to ensure that the features needed become
standardized and that all of these engines are intercompatible at
the protocol level. And securely too - what's it matter if all the
rest of this happens if any person can just cheat their way to
highest scores?
<P>I won't give a release date because if I do I promise we'll miss
it. Most of the core project people are Debian Linux users after
all. (if you don't get it, don't worry..)
<P>Right now what seems to be necessary is time. I still think
people who care should make sure they're heard so MegaTF knows that
Mega support in other engines is important to you. That goes double
if you only have one engine for your platform to choose from.
<H2>The actual technical stuff</H2>
<P>If you're still here after all of that, I'm impressed. Release
of 0.1.2 hasn't happened yet, but could really anytime now. Mostly
I have just had other issues on my mind. Plus I don't want to give
too much false hope here, but I really think a release of 0.2.0
isn't all that far off. I've been focusing my efforts in that
direction.