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<!-- 16 Apr 2000 -->
<H2>QSG standards version 1 in QuakeForge!</H2>
<P>Everyone needs to upgrade to recent CVS if they're using any
version of QuakeForge 0.2-d after view height offset support was
implemented for MegaTF, how it's done has changed incompatibily.
The good news is that the reason this happened was because of the
intruduction of conformance to the draft of QSG standards version 1
(which hasn't yet been published because we might fit some other
minor stuff in there maybe..)
<P>I don't have a URL for Coderjoe's win32 binaries but I'm going to
post news on the main page about the QSG standard as soon as we hash
out the last few issues this standard version will support (mostly I
think we have to decide if we're even going to touch skyboxes at all
and what we're going to do with them.
<P>Since that's not going to be a requirement for engines to support
in this version, I've gone ahead and done the *qsg_standard key and
set it to 1. We are QSG standards compliant!
<H2>QuakeLives (again)</H2>
<P>People keep asking us to work with other engines (including but
not limited to) <A HREF="http://www.quakelives.com/">QuakeLives</A>..
I'll say this one more time, we've tried. Every major engine project
excepting QuakeLives has been part of QSG for some time now. They've
decided to have BuBBa represent their project in QSG, but if you don't
mind my opinion in here that seems to be a token gesture on their
part. If you've talked to BuBBa you know what I mean.
<P>Despite their promise to <A HREF="mailto:johnc@idsoftware.com">
John Carmack</A>, QL 2.54 is available to beta testers without
source. Of course it's not on their web page but all you have to do
is agree to their beta testing terms and they'll send you a copy
happily. Of course their terms include that you don't ask them for
source and pretty much almost always have.
<P>This blatantly violates the GNU GPL under which Quake's source
was released but so far they've managed to stall, delay, flat out
lie their way out of being sued by Id Software for it. You're
invited to investigate the situation for yourself if this is at all
important to you. A polite message to John with your results may
be a good idea. I cannot believe after all of this they're still
trying to get out of releasing source under the GPL. It's truly
a sad thing to see.
<P>&nbsp;<BR>While on the topic, I got a little (16k) email just an
hour or so ago from someone who either has a copy of the unauthorized
QL source or has far too much time on their hands. It describes in
very good detail exactly how the QL rocket trail effect works. As I
suspected by looking at screenshots, it's a tri strip which works
very similar to the existing particle engine. I'd like to thank the
person properly here for the info but he wishes to remain anonymous
for very understandable reasons.
<P>Why this matters is that I can now implement the effect and it'll
be a genuine clean-room recreation of their rocket trails. If they
would've had any legal ground to stand on for a lawsuit if I'd used
their source (I can't see how since it sounds like a mod to Quake's
particle engine which is GPL'd) they certainly don't have any ground
to sue anyone who might use an implementation done by me for QF.
<P>This is what happens when you try to screw the GPL. Thanks to
the guy who sent me the email, you know who you are.
<H2>0.2.0 remaining issues</H2>
<P>A few target-specific issues and some weirdness with dyerfort's
catapults remain. Other than that we're just about ready for a new
release. Be on the lookout!

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