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-QuakeForge would like to thank these sponsors for their contributions to our
-project:
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Palisade's away for a bit. He should be back sooner or later but + until then things are a bit muddled---sometimes life doesn't leave + us with the opportunity to prepare for a need to become scarce for + awhile. Since the show must go on regardless, the project's core + coders have been picking up some of the administrative tasks 'till + he gets back. Bear with us, it ain't exactly our department. + +
This update will probably not be as frequent as many of you might + want. I'm going to stick to development issues mostly, but I'll + cover them in detail. Usually after the fact. But it will be + updated. + +
Pretty damned stable from what I'm hearing, unless you run win32. + Sorry about that, I don't do windoze so it didn't get tested. I + have and will apply pretty soon a fix for that. Look for 0.1.2 to + be released. Want a release date? Tough, I know better than to + offer you one. We'll make sure it gets spammed to the usual sites + when it's ready believe me. + +
If you have a patch for something you want to go in to stable, + send it to me! Now's the time to do it. I have patches for the + cache mismatch bug planned. Our newest win32 coder, Tonik, has a + fix for the win32 stuff in my inbox right now. + +
Well, dispite some problems with COM_Parse() that are screwing + with QW, unstable works rather nicely. taniwha is working on it, + should be fixed soon. + +
raptor has been playing with volfog again and has it replacing + the water brush for testing purposes. Give Necropolis a very nifty + effect by grabbing yourself a watervis'd map and trying it out. + raptor recommends r_wateralpha .3, r_volfog .0009, and r_waterripple + 5. Be forewarned that the volfog code currently uses the stencil + buffer which is almost guaranteed to not be hardware accellerated. + Expect a FPS drop. Using the stencil buffer is really not a good + idea and raptor will fix it if I don't first. He's got other visual + toys in mind too. + +
We've decided it's time to kill the UQUAKE and QUAKEWORLD defines + in common. Some of them won't go away, but many of them will. And + soon. This brings us one step closer to a single unified game. + Before that can happen though, we need to be able to build a UQuake + dedicated server. Remember unixded? Of course you don't, it's + ancient and it sucked. Well anyway, it needs to be able to be built + and used once again so we have a point of reference for putting a + server inside the QW clients. These two things are the last major + hurtles to a unified game and tree. Everyone is encouraged to help, + whether they're actually part of the project or not. + +
QuakeForge has joined the QE.. uh, right. QuakeForge has joined + the QSG mailing list to hash out standards with other projects. + We've generally agreed that we've all gotten a few nifty features + implemented while we've been getting used to the new codebase (and + in QF's case, rewriting it in the process!) We're just about at the + point that we're starting to talk about where to go from this point + to establish and maintain working standards. More news on that will + become available as soon as we figure it out for ourselves.