mirror of
https://git.code.sf.net/p/quake/website
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35 lines
1.6 KiB
HTML
35 lines
1.6 KiB
HTML
<!-- 2 Apr 2000 -->
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<H2>Mega2k support in QuakeForge committed!</H2>
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<P>You read it here first! (unless you didn't) QuakeForge now works
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100% with Mega2k. I spent several hours trying to tune the flight
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physics for the airscout so they work the way people would hope.
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<P>While you MAY be able to connect to a QF server running it with a
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standard 2.3 or 2.4 Id Software release QuakeWorld client, I won't
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recommend it. The first time an airscout goes flying you're likely
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going to confuse your prediction code something terrible! As always
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our implementation is open to other projects (I've sent Endy of QSG
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a copy) and when he gets it working in QWF he'll be making the patch
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available to all of the QSG projects which will hopefully make this
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a non-issue.
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<P>Look for a real playable QF server running Mega2k as soon as
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Ambush is ready for beta testing. I'm running a test server now but
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you're not going to get a good game going on my DSL connection so
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it's mostly been there for testing airscout physics.
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<P>I might have to put up a screenshot of dyerfort's ducks, they're
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a quack!
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<H2>Emminent release of 0.2.0</H2>
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<P>You may or may not know this, but I've deliberately held off from
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finishing 0.1.2 because I've been busy tracking down bugs and things
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for 0.2-d.. The reason? It's time to release. Or at least, it's
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time to declare it time to release and fix the remaining obnoxious
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buglets. They're not overly complex but there are several of them
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to fix.
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<P>I won't give a release date because if I do I promise we'll miss
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it. Most of the core project people are Debian Linux users after
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all. (if you don't get it, don't worry..)
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