mirror of
https://git.code.sf.net/p/quake/website
synced 2025-01-31 12:40:49 +00:00
new SotC
This commit is contained in:
parent
97d1509f4c
commit
0a43cb4d6d
1 changed files with 28 additions and 48 deletions
76
state.html
76
state.html
|
@ -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.
|
||||
|
|
Loading…
Reference in a new issue