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SotC update
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<P>Palisade's away for a bit. He should be back sooner or later but
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until then things are a bit muddled---sometimes life doesn't leave
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us with the opportunity to prepare for a need to become scarce for
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awhile. Since the show must go on regardless, the project's core
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coders have been picking up some of the administrative tasks 'till
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he gets back. Bear with us, it ain't exactly our department.
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<P>The State of the Code address is a not-frequenetly-enough updated
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article written by <a href="mailto:knghtbrd@debian.org">Knghtbrd</a>
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primarily for QuakeForge developers and other people who consider
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themselves to be knee deep in the code, whether they happen to be
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writing it or just testing it. What you won't find here is a lot of
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the fluff news that tells the casual onlooker that the project is
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actually doing stuff without really telling you what the state of
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things are.
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<P>This update will probably not be as frequent as many of you might
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want. I'm going to stick to development issues mostly, but I'll
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cover them in detail. Usually after the fact. But it will be
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updated.
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<P>No attempt will be made to soften technical issues so anyone can
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understand them. If you want to really know what's going on, you
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probably don't want details left out because they might not make a
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whole lot of sense to a non-coder. Feedback is always welcome. So
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are corrections if they're necessary - contrary popular (with him)
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belief, Knghtbrd has in fact been known to be wrong sometimes. He
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isn't afraid to admit it either (most of the time..)
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<H2>How stable is stable?</H2>
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<P>Pretty damned stable from what I'm hearing, unless you run win32.
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Sorry about that, I don't do windoze so it didn't get tested. I
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have and will apply pretty soon a fix for that. Look for 0.1.2 to
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be released. Want a release date? Tough, I know better than to
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offer you one. We'll make sure it gets spammed to the usual sites
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when it's ready believe me.
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<H2>How are things going? Your SotC update is late again.</H2>
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<P>Yeah yeah, I know. Okay, first the quick news: Palisade is
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back. The website is still under construction but it got a lot
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easier to construct since now it updates immediately after a CVS
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commit. With Palisade back, it seems that everyone who planned to
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vote on the logos has now done so and we should hopefully have a
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result soon.
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<P>If you have a patch for something you want to go in to stable,
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send it to me! Now's the time to do it. I have patches for the
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cache mismatch bug planned. Our newest win32 coder, Tonik, has a
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fix for the win32 stuff in my inbox right now.
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<P>I promised I would keep the crap not related to the technical
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aspects of the project short and at the top where they were easy to
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skip, but a very important issue needs to be discussed whether it
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fits the usual content of this page or not. Here it is:
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<H2>How unstable is unstable?</H2>
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<H2>Will QuakeForge be able to run Mega2k?</H2>
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<P>How many poeple can ask that in two weeks' time? I lost count,
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but there were a lot of inquiries. Unfortunately, I have bad news
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for you. MegaTF says they're quite loyal to QuakeLives, despite any
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legal or other problems the engine team has had or may have in the
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future. Ambush says on his radio show that he hopes all of the
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engines will support MegaTF though, so we didn't really expect any
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problems.
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<P>Well, dispite some problems with COM_Parse() that are screwing
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with QW, unstable works rather nicely. taniwha is working on it,
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should be fixed soon.
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<P>I've been trying for several weeks now to establish a regular
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dialogue with Ambush, but people close to the project have told me
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that most likely my emails wouldn't be seen, much less answered. So
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I mentioned something about trying to connect with him durring or
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after the 17 March 2000 MegaPhone show. Several other people from
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the team as well as from other teams came as well to help show the
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players of MegaTF that indeed we are serious about supporting the
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mod fully.
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<P>raptor has been playing with volfog again and has it replacing
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the water brush for testing purposes. Give Necropolis a very nifty
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effect by grabbing yourself a watervis'd map and trying it out.
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raptor recommends r_wateralpha .3, r_volfog .0009, and r_waterripple
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5. Be forewarned that the volfog code currently uses the stencil
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buffer which is almost guaranteed to not be hardware accellerated.
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Expect a FPS drop. Using the stencil buffer is really not a good
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idea and raptor will fix it if I don't first. He's got other visual
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toys in mind too.
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<P>Things remained civil until some of the QuakeLives guys came in,
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and things started falling apart then. Attempts to calm the fires
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weren't terribly successful until not long before the show's start.
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Things remained sane throughout most of the show. Ambush asked for
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another small feature to be added durring the show (the console
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version string gets in the way and he'd like to get rid of it) and I
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wrote and committed the feature he asked for on the spot.
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<P>We've decided it's time to kill the UQUAKE and QUAKEWORLD defines
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in common. Some of them won't go away, but many of them will. And
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soon. This brings us one step closer to a single unified game.
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Before that can happen though, we need to be able to build a UQuake
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dedicated server. Remember unixded? Of course you don't, it's
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ancient and it sucked. Well anyway, it needs to be able to be built
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and used once again so we have a point of reference for putting a
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server inside the QW clients. These two things are the last major
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hurtles to a unified game and tree. Everyone is encouraged to help,
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whether they're actually part of the project or not.
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<P>Fires started burning again shortly after the show ended. I'm
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not unsurprised, but eventually I did manage to wind up talking with
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DyerMaker out of the view of the main channel so there was actually
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a chance of talking. The results? I am now aware that MegaTF's
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loyalty to QuakeLives extends as far as deliberately shutting out
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any engine but QuakeLives from being able to run Mega2k. They've
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decided that since Slade will not take part in creating an open and
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secure standard for all engines, they can only support his. In
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order to do that and do it well, they have to ensure that we can't
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run Mega2k. Nothing personal against QuakeForge or anything, it's
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just how the politics have played out.
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<H2>Standardize this!</H2>
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<P>So from where I'm sitting, it looks like Ambush isn't interested
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in other projects and engines supporting MegaTF. Or at least, he's
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only interested in seeing QuakeLives-endorsed projects support
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MegaTF. Nothing personal and no offense intended toward us, but
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they seem to be intending whether they say so or not to be
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exclusively QuakeLives.
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<P>QuakeForge has joined the QE.. uh, right. QuakeForge has joined
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the QSG mailing list to hash out standards with other projects.
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We've generally agreed that we've all gotten a few nifty features
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implemented while we've been getting used to the new codebase (and
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in QF's case, rewriting it in the process!) We're just about at the
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point that we're starting to talk about where to go from this point
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to establish and maintain working standards. More news on that will
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become available as soon as we figure it out for ourselves.
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<P>Well, nothing personal, but I have no intention of playing these
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silly one-must-win-and-everyone-else-must-lose games. I'm quite
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sick of them by now - but I'm surprised nobody else seems to be.
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We'll do the best we can to support Mega2k whether they want it or
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not. Why? For one, some of us play it. For another, and more
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importantly, many of <EM>YOU</EM> play it. I lost count somewhere
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not far before 150 people who have asked in recent weeks if
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QuakeForge intended to support Mega2k's new features because you
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don't run win32 and aren't interested in starting. <I>Yes</I> we
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will. It may not happen until after Mega2k's release if the needed
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information to do so is going to be withheld from us, but you better
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believe it will happen.
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<P>Am I being a bit harsh here? Quite possibly. As I write this,
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it is now merely 24 hours after what we can all agree was a rough
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night for a lot of people. From my perspective, it looks like
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MegaTF is refusing to allow Mega2k to run on anything but QL dispite
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Ambush saying he wants all the engines to be able to run it and to
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work together or interoperability standards.
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<P>It seems that's what's going on here, but that doesn't mean it is
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what's happening. Chances for misunderstandings have not been
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infrequent and it's not unlikely that MegaTF would be absolutely
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thrilled to see a project dedicated to compatibility and open
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standards like QuakeForge working to make sure not only that we
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support Mega2k, but that every project out there can. And even more
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importantly, that the user doesn't have to worry about whether or
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not project foo's client is going to work with project bar's server.
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<P>If that's the case, then all of the above is essentially moot.
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We'll do our best to make sure we support Mega2k right out of the
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archive the moment it and that whatever it takes to make sure it
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does work has already been made available for and incorporated into
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every single project we can find, whether they're affiliated with us
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or with QSG or MegaTF or the abominable snowman or not. Lack of
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standards can only hurt the game. Since that's obviously a very bad
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thing, hell yeah we'll do everything we can to keep it from
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happening.
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<P>So what are you, the players of MegaTF who don't want to be tied
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to a single engine and a single operating system, supposed to do
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about any of this? Make some noise! And I don't mean go around
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accusing MegaTF and QuakeLives of trying to quash all the other
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engines either---that's the wrong kind noise to be making. It also
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is quite likely not true. The noise you should be making is for
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Mega2k to run on your preferred engine. And I do realize for a lot
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of you, the engine you prefer happens to be the only one that even
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runs on your platform. If that's the case, make sure you're heard!
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You can write to me until the cows come home but I'm not the one who
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needs to hear from you!
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<H2>The actual technical stuff</H2>
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<P>If you're still here after all of that, I'm impressed. Release
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of 0.1.2 hasn't happened yet, but could really anytime now. Mostly
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I have just had other issues on my mind. Plus I don't want to give
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too much false hope here, but I really think a release of 0.2.0
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isn't all that far off. I've been focusing my efforts in that
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direction.
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