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New SotC
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sotc/sotc7.html
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<!-- 16 Apr 2000 -->
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<H2>QSG standards version 1 in QuakeForge!</H2>
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<P>Everyone needs to upgrade to recent CVS if they're using any
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version of QuakeForge 0.2-d after view height offset support was
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implemented for MegaTF, how it's done has changed incompatibily.
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The good news is that the reason this happened was because of the
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intruduction of conformance to the draft of QSG standards version 1
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(which hasn't yet been published because we might fit some other
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minor stuff in there maybe..)
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<P>I don't have a URL for Coderjoe's win32 binaries but I'm going to
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post news on the main page about the QSG standard as soon as we hash
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out the last few issues this standard version will support (mostly I
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think we have to decide if we're even going to touch skyboxes at all
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and what we're going to do with them.
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<P>Since that's not going to be a requirement for engines to support
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in this version, I've gone ahead and done the *qsg_standard key and
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set it to 1. We are QSG standards compliant!
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<H2>QuakeLives (again)</H2>
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<P>People keep asking us to work with other engines (including but
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not limited to) <A HREF="http://www.quakelives.com/">QuakeLives</A>..
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I'll say this one more time, we've tried. Every major engine project
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excepting QuakeLives has been part of QSG for some time now. They've
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decided to have BuBBa represent their project in QSG, but if you don't
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mind my opinion in here that seems to be a token gesture on their
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part. If you've talked to BuBBa you know what I mean.
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<P>Despite their promise to <A HREF="mailto:johnc@idsoftware.com">
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John Carmack</A>, QL 2.54 is available to beta testers without
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source. Of course it's not on their web page but all you have to do
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is agree to their beta testing terms and they'll send you a copy
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happily. Of course their terms include that you don't ask them for
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source and pretty much almost always have.
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<P>This blatantly violates the GNU GPL under which Quake's source
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was released but so far they've managed to stall, delay, flat out
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lie their way out of being sued by Id Software for it. You're
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invited to investigate the situation for yourself if this is at all
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important to you. A polite message to John with your results may
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be a good idea. I cannot believe after all of this they're still
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trying to get out of releasing source under the GPL. It's truly
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a sad thing to see.
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<P> <BR>While on the topic, I got a little (16k) email just an
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hour or so ago from someone who either has a copy of the unauthorized
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QL source or has far too much time on their hands. It describes in
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very good detail exactly how the QL rocket trail effect works. As I
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suspected by looking at screenshots, it's a tri strip which works
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very similar to the existing particle engine. I'd like to thank the
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person properly here for the info but he wishes to remain anonymous
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for very understandable reasons.
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<P>Why this matters is that I can now implement the effect and it'll
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be a genuine clean-room recreation of their rocket trails. If they
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would've had any legal ground to stand on for a lawsuit if I'd used
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their source (I can't see how since it sounds like a mod to Quake's
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particle engine which is GPL'd) they certainly don't have any ground
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to sue anyone who might use an implementation done by me for QF.
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<P>This is what happens when you try to screw the GPL. Thanks to
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the guy who sent me the email, you know who you are.
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<H2>0.2.0 remaining issues</H2>
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<P>A few target-specific issues and some weirdness with dyerfort's
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catapults remain. Other than that we're just about ready for a new
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release. Be on the lookout!
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115
state.html
115
state.html
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@ -1,69 +1,56 @@
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<H2>QSG standards version 1 in QuakeForge!</H2>
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<P>Everyone needs to upgrade to recent CVS if they're using any
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version of QuakeForge 0.2-d after view height offset support was
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implemented for MegaTF, how it's done has changed incompatibily.
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The good news is that the reason this happened was because of the
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intruduction of conformance to the draft of QSG standards version 1
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(which hasn't yet been published because we might fit some other
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minor stuff in there maybe..)
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<!-- 2 May 2000 -->
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<H2>What are you people doing? Update SotC already!</H2>
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<P>Okay okay okay OKAY already! Here's your update. What have we
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been doing? Fixing bugs, what else? Here's the short list of what
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we've done:
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<UL>
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<LI>Our rocket trail fire effect has been finished. taniwha
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finished up where I left off and made the trail look exactly
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like the one in QL. So people can stop whining now.
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<LI>Of course people whined they don't like the new trail,
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there's a new cvar gl_fires to disable them.
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<LI>_windowed_mouse is now in_grab
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<LI><EM>DGA mouse works!</EM> at long last
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<LI>Fullscreen support has been added for X11 and GLX
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<LI>The SVGALib target's failure to restore keyboard settings
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properly has been fixed.
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</UL>
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<P>I don't have a URL for Coderjoe's win32 binaries but I'm going to
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post news on the main page about the QSG standard as soon as we hash
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out the last few issues this standard version will support (mostly I
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think we have to decide if we're even going to touch skyboxes at all
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and what we're going to do with them.
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<P>Since that's not going to be a requirement for engines to support
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in this version, I've gone ahead and done the *qsg_standard key and
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set it to 1. We are QSG standards compliant!
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<P>What's left for release then?
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<UL>
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<LI>make install doesn't work right for win32 targets
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<LI>On TF maps, the crosshair gets drawn in the middle of the
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sky.. This is cosmetic, but it's annoying.
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<LI>skybox loading is broken at the moment, since we call it a
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supported feature we have to fix it.
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<LI>A pile of win32 bugs
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<LI>In MegaTF 6.1.99 it's possible to jetjump as any class on
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a QF server. No idea what is causing that so far, but we do
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intend to find out.
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<LI>DGA works nicely, but we need to warp the pointer to some
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place NOT on the screen.
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<LI>Anything else you make sure we know about..
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</UL>
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<H2>QuakeLives (again)</H2>
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<P>People keep asking us to work with other engines (including but
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not limited to) <A HREF="http://www.quakelives.com/">QuakeLives</A>..
|
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I'll say this one more time, we've tried. Every major engine project
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excepting QuakeLives has been part of QSG for some time now. They've
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decided to have BuBBa represent their project in QSG, but if you don't
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mind my opinion in here that seems to be a token gesture on their
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part. If you've talked to BuBBa you know what I mean.
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<H2>What is the relationship between QuakeForge and MegaTF?</H2>
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<P>MegaTF is a mod in development. The developer wants to see new
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features in QF and we'll do our best to try and accomidate his
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requests. I don't consider QF to be an extension of the upcoming
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Mega2k release. A lot of QF people don't even play MegaTF despite my
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best efforts to convert them. ;>
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<P>Despite their promise to <A HREF="mailto:johnc@idsoftware.com">
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John Carmack</A>, QL 2.54 is available to beta testers without
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source. Of course it's not on their web page but all you have to do
|
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is agree to their beta testing terms and they'll send you a copy
|
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happily. Of course their terms include that you don't ask them for
|
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source and pretty much almost always have.
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<P>There are other mods in development and as they surface with
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requests for new features we'll do our best to make them happen. The
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biggest request everyone seems to have is that the cheats get fixed.
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Problem with fixing them outright as QWF has done is that their
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solution is not open to other engines to be able to use it (yet)
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because it's based on a symmetrical key system.
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<P>This blatantly violates the GNU GPL under which Quake's source
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was released but so far they've managed to stall, delay, flat out
|
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lie their way out of being sued by Id Software for it. You're
|
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invited to investigate the situation for yourself if this is at all
|
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important to you. A polite message to John with your results may
|
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be a good idea. I cannot believe after all of this they're still
|
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trying to get out of releasing source under the GPL. It's truly
|
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a sad thing to see.
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|
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|
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<P> <BR>While on the topic, I got a little (16k) email just an
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hour or so ago from someone who either has a copy of the unauthorized
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QL source or has far too much time on their hands. It describes in
|
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very good detail exactly how the QL rocket trail effect works. As I
|
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suspected by looking at screenshots, it's a tri strip which works
|
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very similar to the existing particle engine. I'd like to thank the
|
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person properly here for the info but he wishes to remain anonymous
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for very understandable reasons.
|
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<P>Why this matters is that I can now implement the effect and it'll
|
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be a genuine clean-room recreation of their rocket trails. If they
|
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would've had any legal ground to stand on for a lawsuit if I'd used
|
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their source (I can't see how since it sounds like a mod to Quake's
|
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particle engine which is GPL'd) they certainly don't have any ground
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to sue anyone who might use an implementation done by me for QF.
|
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<P>This is what happens when you try to screw the GPL. Thanks to
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the guy who sent me the email, you know who you are.
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<H2>0.2.0 remaining issues</H2>
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<P>A few target-specific issues and some weirdness with dyerfort's
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catapults remain. Other than that we're just about ready for a new
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release. Be on the lookout!
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<P>I say yet because they want to change that and several QF people
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have agreed to help them do it. But this raises another serious
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problem. Once the key system is in place and we have clients and
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servers which will use it, we have to get everybody to upgrade to a
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new QW client. Several people I've talked to have flat out told me
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they won't do that. I resisted the urge to accuse them of supporting
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cheaters even though that's exactly what they're doing.
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