From c7d5de751ec76c450903fefb8ae96224423516ec Mon Sep 17 00:00:00 2001 From: Jeff Teunissen Date: Mon, 8 May 2000 12:40:11 +0000 Subject: [PATCH] Remove old SotC files. --- sotc/sotc1.html | 173 ------------------------------------------------ sotc/sotc2.html | 107 ------------------------------ sotc/sotc3.html | 64 ------------------ sotc/sotc4.html | 117 -------------------------------- sotc/sotc5.html | 55 --------------- sotc/sotc6.html | 35 ---------- sotc/sotc7.html | 70 -------------------- 7 files changed, 621 deletions(-) delete mode 100644 sotc/sotc1.html delete mode 100644 sotc/sotc2.html delete mode 100644 sotc/sotc3.html delete mode 100644 sotc/sotc4.html delete mode 100644 sotc/sotc5.html delete mode 100644 sotc/sotc6.html delete mode 100644 sotc/sotc7.html diff --git a/sotc/sotc1.html b/sotc/sotc1.html deleted file mode 100644 index 678a934..0000000 --- a/sotc/sotc1.html +++ /dev/null @@ -1,173 +0,0 @@ - -

I could give a long speech full of lies, half-truths, and shameless - attempts to get you to support my agenda's various components, but - dammit Jim, I'm a coder not a politician! - -

So instead I'll just talk about what's going on with the tree so - people who don't hang out on irc know what the fuck is going on for a - change. Maybe Palisade or someone should see that relevant tidbits - make it to the website's news page. What's here's mostly for other - developers and non-novice users so I'm going to feel free to go into - technical details of things the average non-coder may be confused by. - Tough. => - -

QuakeForge 0.1.1

- -

It's not out yet. In fact, it's not even close to out yet because - I pretty much have become the stable release manager here because like - an idiot I stepped up to the plate when someone needed to in order to - get 0.1.0 out the door.. First lesson: Never volunteer yourself to - do a job that nobody else wants---you'll find out quick why they don't - want it and you won't be able to get them to take it later. ;> - -

What needs to be done for QF 0.1.1: - -

- -

When I'm satisfied that things are working okay, I'll call it 0.1.1 - and make sure archives get made. I'll also upload Debian packages - (since I do that) to potato and woody. They may not ever see potato, - but I'll try since the above would really be just a bugfix release. - Someone who cares will have to make rpms, win32 binaries (if that's - possible in the 0.1.x tree, it may be now and not have been when the - release archives were made I don't know..) - -

 
As a side note, there is talk (since so many of QF's - coders are Debian users and developers) of modifying the UQuake - console version string in 0.1.1 to read "QuakeForge Quack (B-Finn - edition) 0.1.1" or something similar in honor of one of #debian's - most memorable and amusing trolls, B-Finn who always wanted "HELP - FOR PLEASE TO INSTALL QUACK"... He made it clear that he meant Quake - and was obviously trolling (that, stupid beyond belief, or someone's - sick idea of competition to megahal...) It probably won't happen, - but then again .... - -

0.2 development

- -

If you hadn't noticed, a lot is broken lately. Understatement of - the entire 20th Century I realize. We've begun working on the shared - object support. Linux svgalib and X11 work, sortof. X11 is being - broken again because of the seperate input/video things being LAME(!) - and broken anyway, but the results will be cool. - -

You can thank Mercury for breaking the tree with what he knew was a - badly designed module solution, but he did lay the framework needed to - do it right. He's also getting stuck fixing it which is of course - poetic coder justice or something. ;> Currently the shared - objects must be in the dir you run from--taniwha is working on a path - cvar which will be searched. - -

 
Bad news: Someone broke qw's protocol. Client or server - we don't know, but it's broken. Unintentionally, it will be - repaired. At least, as soon as someone else fixes it or I get a - working -ggi target, timestamped server console, and about an hour to - work on it in. - -

Celebrity advice

- -

Good gods, where to begin? If you don't know it you must have - been living under a rock or something: Zoid has taken an interest in - QuakeForge(!) He's asked for cvs write access and has been hanging - around to answer questions, offer suggestions, and generally remind - us that he thinks we're all insane. (He's right, of course..) - -

Here's what he's had to say so far: - -

- -

We're obviously thrilled Zoid's taken such an interest in our - project. We're very grateful to have him working on the project - where time permits him to and for the advice he's offered to us. - diff --git a/sotc/sotc2.html b/sotc/sotc2.html deleted file mode 100644 index 0343187..0000000 --- a/sotc/sotc2.html +++ /dev/null @@ -1,107 +0,0 @@ - -

I'd like to say first off that based on the feedback I've gotten from - my last State of the Code update, I'll probably be doing these more - often. They'll also be showing up on the webpage soon I hope. I'm - keeping archives until that happens. This one's a bit long because a - lot has happened and I should have wrriten this about Friday night. - Sorry for the delay. - -

0.1.1 update

- -

In general, the update for 0.1.1 is coming along nicely. A lot of the - changes I have been working on have actually been committed to thre - tree. If you grab the Release_0_1 tag out of CVS right now, your - version will still say it is 0.1.0, but it should have most of the - bugs fixed. All in all, a very good thing. Here's what I've still got - to do with it: -

- -

That's it! Tentatively, 0.1.1 can be ready to roll as early as this - weekend. You can still grab the Release_0_1_0 tag for the current - release, but please grab the current stuff and "test" the hell out of - it. 0.1.0 was pretty good, but 0.1.1 should fix every known issue I've - been told about since then. Break it if you can, please! - -

Unstable updates

- -

If you have been living under a rock and don't know it, unstable works - again! Mostly. Mercury has, in fear for his mortal life, undone many - of the changes made to unstable which caused so much breakage before. - The only target not working again is the SDL target because nobody - else but me seems to be building -sdl and just because I build it - doesn't mean I understand that target. (Remember, my areas are the QF - build system and some of the stuff deep in the engine core!) If you - can fix it, step up and do so. - -

Win32 support. xC and Endy have Win32 "working" again under VC++, for - some versions of working. xC is working on the problems, but could use - a hand if you can help him. Here's what's broken: -

- -

The protocol breakage between the QW clients and server has been - fixed. We are still (unfortunately) compatible with Win32 2.3x clients - with all the problems that invites. We'll probably so remain until - we're done with the merge because we don't want to change the protocol - on win32 people until we know we can support them. Currently we just - don't have enough win32 developers with their hands in the code to - make sure it remains working. - -

I've begun working on QER/QSG colored lighting in QF. It's the first - QER feature I'm working on in the hope that we'll eventually be - working from a common codebase. That's up to them of course but we all - know the QF tree is superior to the q1source tree. Still, they may not - want to have to work around software renderer limitations, so we'll - see. - -

The merge continues at impressive speeds. The merge hall of fame has - a new face today as taniwha has proven his insanity by filling the CVS - list with commits of merged files. - -

Project relations

- -

We've been talking to QuakeWorld Forever about their secure QuakeWorld - implementation. I will probably at some point be helping them - implement public key cryptography. I've explored the best way to do - this (Netrek uses a similar strategy) and have a few ideas. We'll see - how they pan out. - -

As I mentioned above, I'm implementing some QER features and Endy from - QSG has been picking away at a few of our Win32 problems. I generally - consider these two groups to be closely related, but we're going to be - working with them more to make this a truly multi-project effort and - ensure some standardization and compatibility between our projects. - -

If you haven't heard, you've lived under a rock for quite some time - now. QuakeLives is and has been almost since the project's inception, - in violation of the GNU GPL. They tell us that they did not and do not - have Copyright infringement problems with that license, the GNU GPL. - They demanded we remove any statement saying otherwise from our - website. (Mercury says he left QuakeLives because of GPL - violations---this is noted on our news page.) Since we can prove - otherwise, we've refused. - -

Speaking of QuakeLives, the MegaTF website was distributing copies of - a release marked 2.54 without source. Slade of QuakeLives told us that - MegaTF was distributing "warez" and later denied making that - statement. We've got logs if anybody cares enough to read them, - naturally. At any rate, Ambush has removed the offending binaries - until he has some idea where things really stand with QuakeLives. He - is not retargetting MegaTF in the meantime. Talk to him, not to us, - etc. - diff --git a/sotc/sotc3.html b/sotc/sotc3.html deleted file mode 100644 index ef03d14..0000000 --- a/sotc/sotc3.html +++ /dev/null @@ -1,64 +0,0 @@ - -

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. - -

How stable is stable?

-

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. - -

How unstable is unstable?

- -

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. - -

Standardize this!

- -

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. - diff --git a/sotc/sotc4.html b/sotc/sotc4.html deleted file mode 100644 index ec2a8b5..0000000 --- a/sotc/sotc4.html +++ /dev/null @@ -1,117 +0,0 @@ - -

How are things going? Your SotC update is late again.

-

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. - -

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: - -

Will QuakeForge be able to run Mega2k?

-

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. - -

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. - -

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. - -

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. - -

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. - -

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 YOU 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. Yes 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. - -

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. - -

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. - -

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. - -

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! - -

The actual technical stuff

-

If you're still here after all of that, I'm impressed. Release - of 0.1.2 hasn't happened yet, but could really anytime now. Mostly - I have just had other issues on my mind. Plus I don't want to give - too much false hope here, but I really think a release of 0.2.0 - isn't all that far off. I've been focusing my efforts in that - direction. diff --git a/sotc/sotc5.html b/sotc/sotc5.html deleted file mode 100644 index ab19100..0000000 --- a/sotc/sotc5.html +++ /dev/null @@ -1,55 +0,0 @@ - -

The fastest SotC update ever!

-

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. - -

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! - -

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. - -

QuakeForge and Mega2k, redux..

-

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. - -

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. - -

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. - -

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? - -

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. - -

The actual technical stuff

-

If you're still here after all of that, I'm impressed. Release - of 0.1.2 hasn't happened yet, but could really anytime now. Mostly - I have just had other issues on my mind. Plus I don't want to give - too much false hope here, but I really think a release of 0.2.0 - isn't all that far off. I've been focusing my efforts in that - direction. diff --git a/sotc/sotc6.html b/sotc/sotc6.html deleted file mode 100644 index b55235c..0000000 --- a/sotc/sotc6.html +++ /dev/null @@ -1,35 +0,0 @@ - -

Mega2k support in QuakeForge committed!

-

You read it here first! (unless you didn't) QuakeForge now works - 100% with Mega2k. I spent several hours trying to tune the flight - physics for the airscout so they work the way people would hope. - -

While you MAY be able to connect to a QF server running it with a - standard 2.3 or 2.4 Id Software release QuakeWorld client, I won't - recommend it. The first time an airscout goes flying you're likely - going to confuse your prediction code something terrible! As always - our implementation is open to other projects (I've sent Endy of QSG - a copy) and when he gets it working in QWF he'll be making the patch - available to all of the QSG projects which will hopefully make this - a non-issue. - -

Look for a real playable QF server running Mega2k as soon as - Ambush is ready for beta testing. I'm running a test server now but - you're not going to get a good game going on my DSL connection so - it's mostly been there for testing airscout physics. - -

I might have to put up a screenshot of dyerfort's ducks, they're - a quack! - -

Emminent release of 0.2.0

-

You may or may not know this, but I've deliberately held off from - finishing 0.1.2 because I've been busy tracking down bugs and things - for 0.2-d.. The reason? It's time to release. Or at least, it's - time to declare it time to release and fix the remaining obnoxious - buglets. They're not overly complex but there are several of them - to fix. - -

I won't give a release date because if I do I promise we'll miss - it. Most of the core project people are Debian Linux users after - all. (if you don't get it, don't worry..) - diff --git a/sotc/sotc7.html b/sotc/sotc7.html deleted file mode 100644 index ae592b4..0000000 --- a/sotc/sotc7.html +++ /dev/null @@ -1,70 +0,0 @@ - -

QSG standards version 1 in QuakeForge!

-

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..) - -

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. - -

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! - -

QuakeLives (again)

-

People keep asking us to work with other engines (including but - not limited to) QuakeLives.. - 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. - -

Despite their promise to - John Carmack, 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. - -

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. - - -

 
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. - -

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. - -

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. - -

0.2.0 remaining issues

-

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! -