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Pontus Lidman is now maintaining IPV6 support. Jason Nelson is now maintaining the VC++ and win32 support. QSG has joined QuakeForge in efforts to pull the Quake development community together. Phoenix from the QER project is redesigning the QER engine to be based off of QuakeForge and to also merge features from QER into the QuakeForge engine for mutual compatibility.
Geoff Winans has offered to become a mirror.
Zephaniah E. Hull has resigned as Interproject Relations Specialist for QuakeLives over a violation of the GPL. Nelson Rush has committed tty support, but it needs a target and to be debugged since it hasn't been tested yet. Joseph Carter has rewritten the TODO file to be more informative. Eric Windisch is currently working on the initial efforts to merge Aftershock.
The waterwarp bug has been fixed, set r_waterwarp 1 to use it.
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.
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.
Update: The Quest Map editor is GPL'd, the older version was not. Nelson Rush 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.
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] ...
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