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new SotC !
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<H2>Mega2k support in QuakeForge committed!</H2>
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<P>You read it here first! (unless you didn't) QuakeForge now works
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100% with Mega2k. I spent several hours trying to tune the flight
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physics for the airscout so they work the way people would hope.
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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>While you MAY be able to connect to a QF server running it with a
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standard 2.3 or 2.4 Id Software release QuakeWorld client, I won't
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recommend it. The first time an airscout goes flying you're likely
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going to confuse your prediction code something terrible! As always
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our implementation is open to other projects (I've sent Endy of QSG
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a copy) and when he gets it working in QWF he'll be making the patch
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available to all of the QSG projects which will hopefully make this
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a non-issue.
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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>Look for a real playable QF server running Mega2k as soon as
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Ambush is ready for beta testing. I'm running a test server now but
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you're not going to get a good game going on my DSL connection so
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it's mostly been there for testing airscout physics.
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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>I might have to put up a screenshot of dyerfort's ducks, they're
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a quack!
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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>Emminent release of 0.2.0</H2>
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<P>You may or may not know this, but I've deliberately held off from
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finishing 0.1.2 because I've been busy tracking down bugs and things
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for 0.2-d.. The reason? It's time to release. Or at least, it's
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time to declare it time to release and fix the remaining obnoxious
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buglets. They're not overly complex but there are several of them
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to fix.
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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>I won't give a release date because if I do I promise we'll miss
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it. Most of the core project people are Debian Linux users after
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all. (if you don't get it, don't worry..)
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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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