mirror of
https://git.code.sf.net/p/quake/website
synced 2024-11-28 06:53:50 +00:00
Fastest SotC update ever !
This commit is contained in:
parent
6e1c7fcb4f
commit
6a0bc2b2d1
1 changed files with 39 additions and 101 deletions
140
state.html
140
state.html
|
@ -15,114 +15,52 @@
|
|||
belief, Knghtbrd has in fact been known to be wrong sometimes. He
|
||||
isn't afraid to admit it either (most of the time..)
|
||||
|
||||
<H2>How are things going? Your SotC update is late again.</H2>
|
||||
<P>Yeah yeah, I know. Okay, first the quick news: Palisade is
|
||||
back. The website is still under construction but it got a lot
|
||||
easier to construct since now it updates immediately after a CVS
|
||||
commit. With Palisade back, it seems that everyone who planned to
|
||||
vote on the logos has now done so and we should hopefully have a
|
||||
result soon.
|
||||
<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>I promised I would keep the crap not related to the technical
|
||||
aspects of the project short and at the top where they were easy to
|
||||
skip, but a very important issue needs to be discussed whether it
|
||||
fits the usual content of this page or not. Here it is:
|
||||
<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>Will QuakeForge be able to run Mega2k?</H2>
|
||||
<P>How many poeple can ask that in two weeks' time? I lost count,
|
||||
but there were a lot of inquiries. Unfortunately, I have bad news
|
||||
for you. MegaTF says they're quite loyal to QuakeLives, despite any
|
||||
legal or other problems the engine team has had or may have in the
|
||||
future. Ambush says on his radio show that he hopes all of the
|
||||
engines will support MegaTF though, so we didn't really expect any
|
||||
problems.
|
||||
<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>I've been trying for several weeks now to establish a regular
|
||||
dialogue with Ambush, but people close to the project have told me
|
||||
that most likely my emails wouldn't be seen, much less answered. So
|
||||
I mentioned something about trying to connect with him durring or
|
||||
after the 17 March 2000 MegaPhone show. Several other people from
|
||||
the team as well as from other teams came as well to help show the
|
||||
players of MegaTF that indeed we are serious about supporting the
|
||||
mod fully.
|
||||
<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>Things remained civil until some of the QuakeLives guys came in,
|
||||
and things started falling apart then. Attempts to calm the fires
|
||||
weren't terribly successful until not long before the show's start.
|
||||
Things remained sane throughout most of the show. Ambush asked for
|
||||
another small feature to be added durring the show (the console
|
||||
version string gets in the way and he'd like to get rid of it) and I
|
||||
wrote and committed the feature he asked for on the spot.
|
||||
<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>Fires started burning again shortly after the show ended. I'm
|
||||
not unsurprised, but eventually I did manage to wind up talking with
|
||||
DyerMaker out of the view of the main channel so there was actually
|
||||
a chance of talking. The results? I am now aware that MegaTF's
|
||||
loyalty to QuakeLives extends as far as deliberately shutting out
|
||||
any engine but QuakeLives from being able to run Mega2k. They've
|
||||
decided that since Slade will not take part in creating an open and
|
||||
secure standard for all engines, they can only support his. In
|
||||
order to do that and do it well, they have to ensure that we can't
|
||||
run Mega2k. Nothing personal against QuakeForge or anything, it's
|
||||
just how the politics have played out.
|
||||
<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.
|
||||
|
||||
<P>So from where I'm sitting, it looks like Ambush isn't interested
|
||||
in other projects and engines supporting MegaTF. Or at least, he's
|
||||
only interested in seeing QuakeLives-endorsed projects support
|
||||
MegaTF. Nothing personal and no offense intended toward us, but
|
||||
they seem to be intending whether they say so or not to be
|
||||
exclusively QuakeLives.
|
||||
<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>Well, nothing personal, but I have no intention of playing these
|
||||
silly one-must-win-and-everyone-else-must-lose games. I'm quite
|
||||
sick of them by now - but I'm surprised nobody else seems to be.
|
||||
We'll do the best we can to support Mega2k whether they want it or
|
||||
not. Why? For one, some of us play it. For another, and more
|
||||
importantly, many of <EM>YOU</EM> play it. I lost count somewhere
|
||||
not far before 150 people who have asked in recent weeks if
|
||||
QuakeForge intended to support Mega2k's new features because you
|
||||
don't run win32 and aren't interested in starting. <I>Yes</I> we
|
||||
will. It may not happen until after Mega2k's release if the needed
|
||||
information to do so is going to be withheld from us, but you better
|
||||
believe it will happen.
|
||||
|
||||
<P>Am I being a bit harsh here? Quite possibly. As I write this,
|
||||
it is now merely 24 hours after what we can all agree was a rough
|
||||
night for a lot of people. From my perspective, it looks like
|
||||
MegaTF is refusing to allow Mega2k to run on anything but QL dispite
|
||||
Ambush saying he wants all the engines to be able to run it and to
|
||||
work together or interoperability standards.
|
||||
|
||||
<P>It seems that's what's going on here, but that doesn't mean it is
|
||||
what's happening. Chances for misunderstandings have not been
|
||||
infrequent and it's not unlikely that MegaTF would be absolutely
|
||||
thrilled to see a project dedicated to compatibility and open
|
||||
standards like QuakeForge working to make sure not only that we
|
||||
support Mega2k, but that every project out there can. And even more
|
||||
importantly, that the user doesn't have to worry about whether or
|
||||
not project foo's client is going to work with project bar's server.
|
||||
|
||||
<P>If that's the case, then all of the above is essentially moot.
|
||||
We'll do our best to make sure we support Mega2k right out of the
|
||||
archive the moment it and that whatever it takes to make sure it
|
||||
does work has already been made available for and incorporated into
|
||||
every single project we can find, whether they're affiliated with us
|
||||
or with QSG or MegaTF or the abominable snowman or not. Lack of
|
||||
standards can only hurt the game. Since that's obviously a very bad
|
||||
thing, hell yeah we'll do everything we can to keep it from
|
||||
happening.
|
||||
|
||||
<P>So what are you, the players of MegaTF who don't want to be tied
|
||||
to a single engine and a single operating system, supposed to do
|
||||
about any of this? Make some noise! And I don't mean go around
|
||||
accusing MegaTF and QuakeLives of trying to quash all the other
|
||||
engines either---that's the wrong kind noise to be making. It also
|
||||
is quite likely not true. The noise you should be making is for
|
||||
Mega2k to run on your preferred engine. And I do realize for a lot
|
||||
of you, the engine you prefer happens to be the only one that even
|
||||
runs on your platform. If that's the case, make sure you're heard!
|
||||
You can write to me until the cows come home but I'm not the one who
|
||||
needs to hear from you!
|
||||
<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
|
||||
|
|
Loading…
Reference in a new issue