<P>The State of the Code address is a not-frequenetly-enough updated
	article written by <a href="mailto:knghtbrd@debian.org">Knghtbrd</a>
	primarily for QuakeForge developers and other people who consider
	themselves to be knee deep in the code, whether they happen to be
	writing it or just testing it.  What you won't find here is a lot of
	the fluff news that tells the casual onlooker that the project is
	actually doing stuff without really telling you what the state of
	things are.

	<P>No attempt will be made to soften technical issues so anyone can
	understand them.  If you want to really know what's going on, you
	probably don't want details left out because they might not make a
	whole lot of sense to a non-coder.  Feedback is always welcome.  So
	are corrections if they're necessary - contrary popular (with him)
	belief, Knghtbrd has in fact been known to be wrong sometimes.  He
	isn't afraid to admit it either (most of the time..)
	
<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.