mirror of
https://git.code.sf.net/p/quake/website
synced 2024-11-24 13:11:46 +00:00
64 lines
3.2 KiB
HTML
64 lines
3.2 KiB
HTML
<!-- 8 Mar 2000 -->
|
|
<P>Palisade's away for a bit. He should be back sooner or later but
|
|
until then things are a bit muddled---sometimes life doesn't leave
|
|
us with the opportunity to prepare for a need to become scarce for
|
|
awhile. Since the show must go on regardless, the project's core
|
|
coders have been picking up some of the administrative tasks 'till
|
|
he gets back. Bear with us, it ain't exactly our department.
|
|
|
|
<P>This update will probably not be as frequent as many of you might
|
|
want. I'm going to stick to development issues mostly, but I'll
|
|
cover them in detail. Usually after the fact. But it will be
|
|
updated.
|
|
|
|
<H2>How stable is stable?</H2>
|
|
<P>Pretty damned stable from what I'm hearing, unless you run win32.
|
|
Sorry about that, I don't do windoze so it didn't get tested. I
|
|
have and will apply pretty soon a fix for that. Look for 0.1.2 to
|
|
be released. Want a release date? Tough, I know better than to
|
|
offer you one. We'll make sure it gets spammed to the usual sites
|
|
when it's ready believe me.
|
|
|
|
<P>If you have a patch for something you want to go in to stable,
|
|
send it to me! Now's the time to do it. I have patches for the
|
|
cache mismatch bug planned. Our newest win32 coder, Tonik, has a
|
|
fix for the win32 stuff in my inbox right now.
|
|
|
|
<H2>How unstable is unstable?</H2>
|
|
|
|
<P>Well, dispite some problems with COM_Parse() that are screwing
|
|
with QW, unstable works rather nicely. taniwha is working on it,
|
|
should be fixed soon.
|
|
|
|
<P>raptor has been playing with volfog again and has it replacing
|
|
the water brush for testing purposes. Give Necropolis a very nifty
|
|
effect by grabbing yourself a watervis'd map and trying it out.
|
|
raptor recommends r_wateralpha .3, r_volfog .0009, and r_waterripple
|
|
5. Be forewarned that the volfog code currently uses the stencil
|
|
buffer which is almost guaranteed to not be hardware accellerated.
|
|
Expect a FPS drop. Using the stencil buffer is really not a good
|
|
idea and raptor will fix it if I don't first. He's got other visual
|
|
toys in mind too.
|
|
|
|
<P>We've decided it's time to kill the UQUAKE and QUAKEWORLD defines
|
|
in common. Some of them won't go away, but many of them will. And
|
|
soon. This brings us one step closer to a single unified game.
|
|
Before that can happen though, we need to be able to build a UQuake
|
|
dedicated server. Remember unixded? Of course you don't, it's
|
|
ancient and it sucked. Well anyway, it needs to be able to be built
|
|
and used once again so we have a point of reference for putting a
|
|
server inside the QW clients. These two things are the last major
|
|
hurtles to a unified game and tree. Everyone is encouraged to help,
|
|
whether they're actually part of the project or not.
|
|
|
|
<H2>Standardize this!</H2>
|
|
|
|
<P>QuakeForge has joined the QE.. uh, right. QuakeForge has joined
|
|
the QSG mailing list to hash out standards with other projects.
|
|
We've generally agreed that we've all gotten a few nifty features
|
|
implemented while we've been getting used to the new codebase (and
|
|
in QF's case, rewriting it in the process!) We're just about at the
|
|
point that we're starting to talk about where to go from this point
|
|
to establish and maintain working standards. More news on that will
|
|
become available as soon as we figure it out for ourselves.
|
|
|