mirror of
https://git.code.sf.net/p/quake/website
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173 lines
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173 lines
8.1 KiB
HTML
<!-- 14 Feb 2000 -->
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<P>I could give a long speech full of lies, half-truths, and shameless
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attempts to get you to support my agenda's various components, but
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dammit Jim, I'm a coder not a politician!
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<P>So instead I'll just talk about what's going on with the tree so
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people who don't hang out on irc know what the fuck is going on for a
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change. Maybe Palisade or someone should see that relevant tidbits
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make it to the website's news page. What's here's mostly for other
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developers and non-novice users so I'm going to feel free to go into
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technical details of things the average non-coder may be confused by.
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Tough. =>
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<H2>QuakeForge 0.1.1</H2>
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<P>It's not out yet. In fact, it's not even close to out yet because
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I pretty much have become the stable release manager here because like
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an idiot I stepped up to the plate when someone needed to in order to
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get 0.1.0 out the door.. First lesson: Never volunteer yourself to
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do a job that nobody else wants---you'll find out quick why they don't
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want it and you won't be able to get them to take it later. ;>
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<P>What needs to be done for QF 0.1.1:
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<UL>
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<LI>There's at least one reproducable bug in at least UQuake
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I can find.. go to the start map and walk over to the hard
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hallway. Wait for the message about hard skill and take a
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hot bath. It's quite likely that when you die, you'll sig11.
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Don't try this in an OS less than any good unix folks---a
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sig11 is death to your box in win32. I _don't_ know what's
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causing this per se other than that it seems to be
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reproducable in cases where that center message is on the
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screen. However the seg is in Sbar_DrawFace()... I'll
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probably add some sanity checks to that routine and see what
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happens.
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<LI>There's another generic report of a segfault. It may be
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the above bug.
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<LI>qw-client seems to work fine. At least, I haven't gotten
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reports of bugs. qw-server also hasn't got any reports of
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problems yet.
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<LI>I have a report that under the -3dfx target the oldstyle
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status bar is missing the background tile and therefore has
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a "void area" around the edges of the statusbar. I _thought_
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I fixed this before release but then I only tested UQuake and
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then only the -gl and -ggi targets. It's a minor fix and I
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know how to fix it if it's still broken.
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<P>Mission packs in -gl target all work already, save
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hipnotic. -gl dies saying the scrap texture is full. There's
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already a fix for this in the code, I just need to enable it.
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Currently unstable allows four scrap textures whereas stable
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allows only one. Four is overkill (all hipnotic needs is two)
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but I figure there's got to be at least one other mod out
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there that needs the extra space for tiny textures.
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<LI>UQuake noclip mode... If you've tried it in -gl or -3dfx,
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you know that if you walk outside the map you get a very
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doom-like result (ie, the engine doesn't know what to draw so
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draws nothing) rather than quake's nice "void" color. I fixed
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this in unstable, the fix was again minor.
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</UL>
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<P>When I'm satisfied that things are working okay, I'll call it 0.1.1
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and make sure archives get made. I'll also upload Debian packages
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(since I do that) to potato and woody. They may not ever see potato,
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but I'll try since the above would really be just a bugfix release.
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Someone who cares will have to make rpms, win32 binaries (if that's
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possible in the 0.1.x tree, it may be now and not have been when the
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release archives were made I don't know..)
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<P> <BR>As a side note, there is talk (since so many of QF's
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coders are Debian users and developers) of modifying the UQuake
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console version string in 0.1.1 to read "QuakeForge Quack (B-Finn
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edition) 0.1.1" or something similar in honor of one of #debian's
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most memorable and amusing trolls, B-Finn who always wanted "HELP
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FOR PLEASE TO INSTALL QUACK"... He made it clear that he meant Quake
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and was obviously trolling (that, stupid beyond belief, or someone's
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sick idea of competition to megahal...) It probably won't happen,
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but then again ....
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<H2>0.2 development</H2>
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<P>If you hadn't noticed, a lot is broken lately. Understatement of
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the entire 20th Century I realize. We've begun working on the shared
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object support. Linux svgalib and X11 work, sortof. X11 is being
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broken again because of the seperate input/video things being LAME(!)
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and broken anyway, but the results will be cool.
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<P>You can thank Mercury for breaking the tree with what he knew was a
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badly designed module solution, but he did lay the framework needed to
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do it right. He's also getting stuck fixing it which is of course
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poetic coder justice or something. ;> Currently the shared
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objects must be in the dir you run from--taniwha is working on a path
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cvar which will be searched.
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<P> <BR>Bad news: Someone broke qw's protocol. Client or server
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we don't know, but it's broken. Unintentionally, it will be
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repaired. At least, as soon as someone else fixes it or I get a
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working -ggi target, timestamped server console, and about an hour to
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work on it in.
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<H2>Celebrity advice</H2>
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<P>Good gods, where to begin? If you don't know it you must have
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been living under a rock or something: Zoid has taken an interest in
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QuakeForge(!) He's asked for cvs write access and has been hanging
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around to answer questions, offer suggestions, and generally remind
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us that he thinks we're all insane. (He's right, of course..)
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<P>Here's what he's had to say so far:
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<UL>
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<LI>The SVGALib code is an evil hack. [We knew this.]
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<LI>He has no idea why we're merging the two code trees. He
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points out that a single player QW game won't work too well
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because of the physics differences. Probably we'd have an
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easier time of it if we just merged obviously common stuff
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like the renderers and called it good.
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<LI>He says he's going to see about merging Q3A's X11 mouse
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code into our tree. It'll do us wonders.
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<LI>The way we're doing input (and probably by this time next
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week video and sound and who knows what else) modules is
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pretty much exactly how Quake2 does them. He's offered some
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ideas and opinions to all of us working on them.
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<LI>The brightness control in gl targets.. Just gamma correct
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the pallete, not too hard to do. This will work for MANY (not
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all) cards and has the advantage of being cheap. No framerate
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loss is cheap. =>
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<LI>The pixel splatter after a cshift or in certain places
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(like the start map's lava) are related to t-junctions. He
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explained it to me and if someone is bored and wants to play
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with it I'll dig up the irc log. Essentially we need to clip
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textures before thee video card has a chance to fuck up
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trying to draw them. This only needs to be done at
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t-junctions which is why the problem is some places and not
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others.
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<LI>He's admitted that Quake2 is essentially Quake1 with
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shared object renderers, colored lighting (GL only, it's just
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not colored in software), and not really a whole lot more
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than what we have now in uquake that is #ifdef QUAKE2'd..
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[This leads me to believe that it is possible, even
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reasonable that we might be able to make QF able to read and
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play a game of Quake2.. That would ROCK IMO...]
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<LI>Surprisingly, Zoid thinks we should break the QW protocol.
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He's got good reasons too: The smurf attack possible with the
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current server, the exploit or two which will down any QW
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server out there, and the time cheat problem. Turns out that
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win32 people running qwcl 2.3x for anything longer than abou
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t a day or so are likely to be caught for cheating because
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they actually are! They might not even know it either. The
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2.40 (source) release fixed this problem, but a 2.40 server
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is backwards compatible with older clients. [We'll be
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working with QSG to make sure that the protocol changes in
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question are supported by everyone. The client will be able
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to be compatible with both 2.40 and the new protocol real
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easily so we'll probably maintain compatibility there.]
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</UL>
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<P>We're obviously thrilled Zoid's taken such an interest in our
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project. We're very grateful to have him working on the project
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where time permits him to and for the advice he's offered to us.
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