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