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..)