new SotC !

This commit is contained in:
Joseph Carter 2000-04-16 13:05:07 +00:00
parent a6f37b5c8b
commit cb641374db

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<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.
<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>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>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>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>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>I might have to put up a screenshot of dyerfort's ducks, they're
a quack!
<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>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>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>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..)
<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!