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2000-1-26
pak3 (Q3A pak file format) support has been implemented.

The waterwarp bug has been fixed, set r_waterwarp 1 to use it.


2000-1-23
3Dfx and VA Linux have graciously offered to donate hardware, in addition VA will be supplying t-shirts and bumper stickers to the QuakeForge team. The logo on the t-shirt and stickers will not be the one you've seen on the website so far we'll be replacing that as soon as possible by request of id Software. Due to demand for t-shirts from outside of the core team Copyleft will be selling QuakeForge t-shirts as soon as we give them the logo.

2000-1-21
Release 0.1.0 has been branched, since many bugs have popped up since we branched, we will not be releasing tonight. There is no set release date.
Feature freeze is officially over.

Bill Currie has completed the RPM building scripts and Joseph Carter has completed the DEB building scripts.

Old news that should be mentioned:

In uquake, the chasecam cvar is now cl_chasecam just like it is in qw-client.

qw-client's crosshair 2 is now supported in uquake.

A new GL-renderer-only experimental crosshair 3 has been added.

The check for a copy of the registered pak files has been removed.

The GL renderer now supports fullbright textures.

Code to detect clients attempting various time related cheats has been added.

Options for fullscreen and use mouse have been added to some targets.

Preliminary support for the wheels found on some mice has been added to the Linux SVGALib target. To use it bind MHWHEELDOWN and MHWHEELUP to whatever you want to use the wheel for.

New cvar: r_waterripple When set to 1 this will create a small wave effect under the GL renderer.

new ./configure option: --enable-newstyle
Currenly all this does is use "base" instead of "id1" for the default place to look for your game data.

cvar show_fps
show_fps 1 now works in uquake as well as qw-client. No more need to use timedemo to check performance! Much more accurate in showing where performance is good and where it isn't.

removed cvar r_mirroralpha
This was a cheap hack which affected one texture on one map of the entire game. It also wasn't working right, so it's been removed.

You may now specify multiple game directories with -game. If for example you wanted to use the original registered game with MegaTF on a new style binary you would use -game id1,megatf. It does work with traditional style binaries and you may specify as many dirs as you like seperated by commas.


2000-1-20
Bill Currie will be maintaining the RPM package and Joseph Carter will be maintaining the DEB package. We will support gzipped and bzip2'd tarballs and zip packages, Nelson Rush will maintain those.

Linux.com did an interview with Nelson Rush (palisade), this is late news but I thought I'd mention it.

The QuakeWorld Forever project has agreed to work with the QuakeForge project toward a better QuakeWorld.

FreeBSD support is complete, now to smooth out the edges.

John Carmack has been sent the GPL'd mdfour replacement (i think my previous message about it was overlooked) again, and hopefully he provides it as a standard fix to the Quake development community.

Win95/98 is supported now with mingw32 and MSVC, thanks to Marcus Sundberg (mingw32), Jeff Teunissen (gas2masm fix) and Jason Nelson (VC fix).

We are rolling CVS snapshots every 15 minutes, you can grab a copy in the downloads section.


2000-1-19
The Quest Quake map editor is actually GPL'd (Win32/DOS) and the unix port is outdated, the authors have been contacted about releasing the unix port under the GPL as well. If it is, then Quest will be QuakeForge's official editor of choice and we'll help to maintain it and port it to more platforms.

Update: The Quest Map editor is GPL'd, the older version was not.

Palisade has released a working tweak of the GPL'd Quest map editor for Linux. You can find it in the downloads section under "Linux/BSD/UNIX".

Mercury has finalized his speed cheat fixes, that should about do it.

VA Linux will be making "QuakeForge" T-shirts for the QuakeForge core developers. Just so developers and users outside the project aren't left out, Copyleft will be selling QuakeForge T-shirts as well.

Raptor's global volumetric fog can now be used with r_fog < n >.
"ok, if you wanna use fog for now on, id suggest r_fog .0005", raptor in #quakeforge

We need to redesign the QuakeForge logo, it seems we're not allowed to use the Quake 1 symbol in it according to the CEO of id Software, Todd Hollenshead.

Joao Miguel is working on rewriting the Quake Engine's rendering pipeline in order to add DirectX support, which includes Direct3D, DirectMusic, etc. He says things are going pretty well and that he should have something usable in a week or so.


2000-1-18
Palisade is working aavga into a vid_tty.c handler to make text QuakeForge embedded.


2000-1-14
Laurent Giroud is working on merging Amiga support into QuakeForge, cross your fingers!


2000-1-13
The Aftershock engine is currently being maintained on our CVS by Stephen Taylor, the author of Aftershock. Stephen is also working with us to merge QuakeForge and Aftershock. Aftershock is a Q3A-like rendering engine which can render Q3A levels almost perfectly. You can join in on the discussion by subscribing to the quake-aftershock mailing list.


2000-1-12
Palisade has set up a project called QuakePolicy to help projects inter-communicate on Quake(R) development. Project leaders, members, or anyone interested in collaborating to maintain compatibility and feature sets across all Quake projects can visit the QuakePolicy homepage and subscribe to the mailing list. QuakePolicy is a seperate organization from QuakeForge and it's only goal is inter-project collaboration. Beyond mailing lists, we might also host projects in the CVS for mutual development, and we could host patches for fixes and feature additions for other projects out there who need them.


2000-1-11
Sam Lantinga is working with the QuakeForge project on maintaining SDL support. Here is a portion of an email I recieved from him:

From: Sam Lantinga
To: Nelson Rush
...
[NR] Btw, I've been talking with Carmack, I mentioned the SDL and GGI support and your and Maas work on getting SDLQuake in the tree. I think he likes the project so far, I'll be keeping in contact with him... we've already fixed lots of things by questioning him. If you need any fixes for your version of SDLQuake...[NR]

[SL] I'd rather help complete the SDL merge and just point to you guys. You rock, BTW. :) [SL]
...



2000-1-10
We need help implementing IPv6, fixing Svgalib, merging the Aftershock renderer, porting to Amiga, MacOS, BeOS, or any other platforms. We also could use a hand in devising free replacements for the textures/maps/models/etc. Join our mailing list to see about contributing.


2000-1-9
Feature FREEZE, unstable release 0.1.0 coming soon.


2000-1-7
Vote in this survey for the new Quake(R) and QuakeWorld(R) engine name.


2000-1-6
**Critical** download, grab our GPL'd mdfour replacement for the proprietary md4 code accidently left in the q1source release from our downloads section.


SourceForge Sign The Linux Driver Petition Aftershock


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