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Remove old SotC files.
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<!-- 14 Feb 2000 -->
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<P>I could give a long speech full of lies, half-truths, and shameless
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attempts to get you to support my agenda's various components, but
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dammit Jim, I'm a coder not a politician!
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<P>So instead I'll just talk about what's going on with the tree so
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people who don't hang out on irc know what the fuck is going on for a
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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
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developers and non-novice users so I'm going to feel free to go into
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technical details of things the average non-coder may be confused by.
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Tough. =>
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<H2>QuakeForge 0.1.1</H2>
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<P>It's not out yet. In fact, it's not even close to out yet because
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I pretty much have become the stable release manager here because like
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an idiot I stepped up to the plate when someone needed to in order to
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get 0.1.0 out the door.. First lesson: Never volunteer yourself to
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do a job that nobody else wants---you'll find out quick why they don't
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want it and you won't be able to get them to take it later. ;>
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<P>What needs to be done for QF 0.1.1:
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<UL>
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<LI>There's at least one reproducable bug in at least UQuake
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I can find.. go to the start map and walk over to the hard
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hallway. Wait for the message about hard skill and take a
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hot bath. It's quite likely that when you die, you'll sig11.
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Don't try this in an OS less than any good unix folks---a
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sig11 is death to your box in win32. I _don't_ know what's
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causing this per se other than that it seems to be
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reproducable in cases where that center message is on the
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screen. However the seg is in Sbar_DrawFace()... I'll
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probably add some sanity checks to that routine and see what
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happens.
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<LI>There's another generic report of a segfault. It may be
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the above bug.
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<LI>qw-client seems to work fine. At least, I haven't gotten
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reports of bugs. qw-server also hasn't got any reports of
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problems yet.
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<LI>I have a report that under the -3dfx target the oldstyle
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status bar is missing the background tile and therefore has
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a "void area" around the edges of the statusbar. I _thought_
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I fixed this before release but then I only tested UQuake and
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then only the -gl and -ggi targets. It's a minor fix and I
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know how to fix it if it's still broken.
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<P>Mission packs in -gl target all work already, save
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hipnotic. -gl dies saying the scrap texture is full. There's
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already a fix for this in the code, I just need to enable it.
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Currently unstable allows four scrap textures whereas stable
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allows only one. Four is overkill (all hipnotic needs is two)
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but I figure there's got to be at least one other mod out
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there that needs the extra space for tiny textures.
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<LI>UQuake noclip mode... If you've tried it in -gl or -3dfx,
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you know that if you walk outside the map you get a very
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doom-like result (ie, the engine doesn't know what to draw so
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draws nothing) rather than quake's nice "void" color. I fixed
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this in unstable, the fix was again minor.
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</UL>
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<P>When I'm satisfied that things are working okay, I'll call it 0.1.1
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and make sure archives get made. I'll also upload Debian packages
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(since I do that) to potato and woody. They may not ever see potato,
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but I'll try since the above would really be just a bugfix release.
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Someone who cares will have to make rpms, win32 binaries (if that's
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possible in the 0.1.x tree, it may be now and not have been when the
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release archives were made I don't know..)
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<P> <BR>As a side note, there is talk (since so many of QF's
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coders are Debian users and developers) of modifying the UQuake
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console version string in 0.1.1 to read "QuakeForge Quack (B-Finn
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edition) 0.1.1" or something similar in honor of one of #debian's
|
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most memorable and amusing trolls, B-Finn who always wanted "HELP
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FOR PLEASE TO INSTALL QUACK"... He made it clear that he meant Quake
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and was obviously trolling (that, stupid beyond belief, or someone's
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sick idea of competition to megahal...) It probably won't happen,
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but then again ....
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<H2>0.2 development</H2>
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<P>If you hadn't noticed, a lot is broken lately. Understatement of
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the entire 20th Century I realize. We've begun working on the shared
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object support. Linux svgalib and X11 work, sortof. X11 is being
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broken again because of the seperate input/video things being LAME(!)
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and broken anyway, but the results will be cool.
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<P>You can thank Mercury for breaking the tree with what he knew was a
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badly designed module solution, but he did lay the framework needed to
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do it right. He's also getting stuck fixing it which is of course
|
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poetic coder justice or something. ;> Currently the shared
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objects must be in the dir you run from--taniwha is working on a path
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cvar which will be searched.
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<P> <BR>Bad news: Someone broke qw's protocol. Client or server
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we don't know, but it's broken. Unintentionally, it will be
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repaired. At least, as soon as someone else fixes it or I get a
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working -ggi target, timestamped server console, and about an hour to
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work on it in.
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<H2>Celebrity advice</H2>
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<P>Good gods, where to begin? If you don't know it you must have
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been living under a rock or something: Zoid has taken an interest in
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QuakeForge(!) He's asked for cvs write access and has been hanging
|
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around to answer questions, offer suggestions, and generally remind
|
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us that he thinks we're all insane. (He's right, of course..)
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<P>Here's what he's had to say so far:
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<UL>
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<LI>The SVGALib code is an evil hack. [We knew this.]
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<LI>He has no idea why we're merging the two code trees. He
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points out that a single player QW game won't work too well
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because of the physics differences. Probably we'd have an
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easier time of it if we just merged obviously common stuff
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like the renderers and called it good.
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<LI>He says he's going to see about merging Q3A's X11 mouse
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code into our tree. It'll do us wonders.
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<LI>The way we're doing input (and probably by this time next
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week video and sound and who knows what else) modules is
|
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pretty much exactly how Quake2 does them. He's offered some
|
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ideas and opinions to all of us working on them.
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<LI>The brightness control in gl targets.. Just gamma correct
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the pallete, not too hard to do. This will work for MANY (not
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all) cards and has the advantage of being cheap. No framerate
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loss is cheap. =>
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<LI>The pixel splatter after a cshift or in certain places
|
||||
(like the start map's lava) are related to t-junctions. He
|
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explained it to me and if someone is bored and wants to play
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with it I'll dig up the irc log. Essentially we need to clip
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textures before thee video card has a chance to fuck up
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trying to draw them. This only needs to be done at
|
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t-junctions which is why the problem is some places and not
|
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others.
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<LI>He's admitted that Quake2 is essentially Quake1 with
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shared object renderers, colored lighting (GL only, it's just
|
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not colored in software), and not really a whole lot more
|
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than what we have now in uquake that is #ifdef QUAKE2'd..
|
||||
[This leads me to believe that it is possible, even
|
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reasonable that we might be able to make QF able to read and
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play a game of Quake2.. That would ROCK IMO...]
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<LI>Surprisingly, Zoid thinks we should break the QW protocol.
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He's got good reasons too: The smurf attack possible with the
|
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current server, the exploit or two which will down any QW
|
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server out there, and the time cheat problem. Turns out that
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win32 people running qwcl 2.3x for anything longer than abou
|
||||
t a day or so are likely to be caught for cheating because
|
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they actually are! They might not even know it either. The
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2.40 (source) release fixed this problem, but a 2.40 server
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is backwards compatible with older clients. [We'll be
|
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working with QSG to make sure that the protocol changes in
|
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question are supported by everyone. The client will be able
|
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to be compatible with both 2.40 and the new protocol real
|
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easily so we'll probably maintain compatibility there.]
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</UL>
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<P>We're obviously thrilled Zoid's taken such an interest in our
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project. We're very grateful to have him working on the project
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where time permits him to and for the advice he's offered to us.
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|
107
sotc/sotc2.html
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|
@ -1,107 +0,0 @@
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<!-- 22 Feb 2000 -->
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<P>I'd like to say first off that based on the feedback I've gotten from
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my last State of the Code update, I'll probably be doing these more
|
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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
|
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lot has happened and I should have wrriten this about Friday night.
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Sorry for the delay.
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<H2>0.1.1 update</H2>
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<P>In general, the update for 0.1.1 is coming along nicely. A lot of the
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changes I have been working on have actually been committed to thre
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tree. If you grab the Release_0_1 tag out of CVS right now, your
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version will still say it is 0.1.0, but it should have most of the
|
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bugs fixed. All in all, a very good thing. Here's what I've still got
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to do with it:
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<UL>
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<LI>Report of a segfault somewhere. This should be fixed now, but if
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it's not fixed I need to know.
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<LI>I don't like my current fix for noclip in unstable and I don't
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want to backport it. In a few days I hope I will know if there is
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a better solution. I'll fall back on the working solution I have
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in unstable if I can't find a better solution. If I change what
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I'm doing, it'll be tested on unstable first for quality control.
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<LI>Report the backtile isn't getting drawn around the classic
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||||
statusbar in the -3dfx target. It gets drawn for all the others
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and testing this target isn't easy for me to do, so I haven't done
|
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it yet. Will soon.
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</UL>
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<P>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
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been told about since then. Break it if you can, please!
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<H2>Unstable updates</H2>
|
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<P>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.
|
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The only target not working again is the SDL target because nobody
|
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else but me seems to be building -sdl and just because I build it
|
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doesn't mean I understand that target. (Remember, my areas are the QF
|
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build system and some of the stuff deep in the engine core!) If you
|
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can fix it, step up and do so.
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<P>Win32 support. xC and Endy have Win32 "working" again under VC++, for
|
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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:
|
||||
<UL>
|
||||
<LI>asm code in software (gas2nasm problems?)
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||||
<LI>software renderer isn't at the moment
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||||
<LI>qw-server seems to be having issues
|
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</UL>
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||||
|
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<P>The protocol breakage between the QW clients and server has been
|
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fixed. We are still (unfortunately) compatible with Win32 2.3x clients
|
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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
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on win32 people until we know we can support them. Currently we just
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don't have enough win32 developers with their hands in the code to
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make sure it remains working.
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<P>I've begun working on QER/QSG colored lighting in QF. It's the first
|
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QER feature I'm working on in the hope that we'll eventually be
|
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working from a common codebase. That's up to them of course but we all
|
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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
|
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see.
|
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|
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<P>The merge continues at impressive speeds. The merge hall of fame has
|
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a new face today as taniwha has proven his insanity by filling the CVS
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list with commits of merged files.
|
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|
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<H2>Project relations</H2>
|
||||
|
||||
<P>We've been talking to QuakeWorld Forever about their secure QuakeWorld
|
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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.
|
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|
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<P>As I mentioned above, I'm implementing some QER features and Endy from
|
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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
|
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ensure some standardization and compatibility between our projects.
|
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|
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<P>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
|
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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.
|
||||
|
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<P>Speaking of QuakeLives, the MegaTF website was distributing copies of
|
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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.
|
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|
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@ -1,64 +0,0 @@
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<!-- 8 Mar 2000 -->
|
||||
<P>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.
|
||||
|
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<P>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.
|
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|
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<H2>How stable is stable?</H2>
|
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<P>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.
|
||||
|
||||
<P>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.
|
||||
|
||||
<H2>How unstable is unstable?</H2>
|
||||
|
||||
<P>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.
|
||||
|
||||
<P>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.
|
||||
|
||||
<P>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.
|
||||
|
||||
<H2>Standardize this!</H2>
|
||||
|
||||
<P>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.
|
||||
|
117
sotc/sotc4.html
117
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|
@ -1,117 +0,0 @@
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<!-- 18 Mar 2000 -->
|
||||
<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.
|
||||
|
||||
<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:
|
||||
|
||||
<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'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.
|
||||
|
||||
<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>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>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>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!
|
||||
|
||||
<H2>The actual technical stuff</H2>
|
||||
<P>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.
|
|
@ -1,55 +0,0 @@
|
|||
<!-- 19 Mar 2000 -->
|
||||
<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>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!
|
||||
|
||||
<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.
|
||||
|
||||
<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>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>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>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>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
|
||||
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.
|
|
@ -1,35 +0,0 @@
|
|||
<!-- 2 Apr 2000 -->
|
||||
<H2>Mega2k support in QuakeForge committed!</H2>
|
||||
<P>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.
|
||||
|
||||
<P>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.
|
||||
|
||||
<P>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.
|
||||
|
||||
<P>I might have to put up a screenshot of dyerfort's ducks, they're
|
||||
a quack!
|
||||
|
||||
<H2>Emminent release of 0.2.0</H2>
|
||||
<P>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.
|
||||
|
||||
<P>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..)
|
||||
|
|
@ -1,70 +0,0 @@
|
|||
<!-- 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> <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!
|
||||
|
Loading…
Reference in a new issue