mirror of
https://git.code.sf.net/p/quake/website
synced 2024-11-10 07:11:43 +00:00
69 lines
3.5 KiB
HTML
69 lines
3.5 KiB
HTML
<H2>QSG standards version 1 in QuakeForge!</H2>
|
|
<P>Everyone needs to upgrade to recent CVS if they're using any
|
|
version of QuakeForge 0.2-d after view height offset support was
|
|
implemented for MegaTF, how it's done has changed incompatibily.
|
|
The good news is that the reason this happened was because of the
|
|
intruduction of conformance to the draft of QSG standards version 1
|
|
(which hasn't yet been published because we might fit some other
|
|
minor stuff in there maybe..)
|
|
|
|
<P>I don't have a URL for Coderjoe's win32 binaries but I'm going to
|
|
post news on the main page about the QSG standard as soon as we hash
|
|
out the last few issues this standard version will support (mostly I
|
|
think we have to decide if we're even going to touch skyboxes at all
|
|
and what we're going to do with them.
|
|
|
|
<P>Since that's not going to be a requirement for engines to support
|
|
in this version, I've gone ahead and done the *qsg_standard key and
|
|
set it to 1. We are QSG standards compliant!
|
|
|
|
<H2>QuakeLives (again)</H2>
|
|
<P>People keep asking us to work with other engines (including but
|
|
not limited to) <A HREF="http://www.quakelives.com/">QuakeLives</A>..
|
|
I'll say this one more time, we've tried. Every major engine project
|
|
excepting QuakeLives has been part of QSG for some time now. They've
|
|
decided to have BuBBa represent their project in QSG, but if you don't
|
|
mind my opinion in here that seems to be a token gesture on their
|
|
part. If you've talked to BuBBa you know what I mean.
|
|
|
|
<P>Despite their promise to <A HREF="mailto:johnc@idsoftware.com">
|
|
John Carmack</A>, QL 2.54 is available to beta testers without
|
|
source. Of course it's not on their web page but all you have to do
|
|
is agree to their beta testing terms and they'll send you a copy
|
|
happily. Of course their terms include that you don't ask them for
|
|
source and pretty much almost always have.
|
|
|
|
<P>This blatantly violates the GNU GPL under which Quake's source
|
|
was released but so far they've managed to stall, delay, flat out
|
|
lie their way out of being sued by Id Software for it. You're
|
|
invited to investigate the situation for yourself if this is at all
|
|
important to you. A polite message to John with your results may
|
|
be a good idea. I cannot believe after all of this they're still
|
|
trying to get out of releasing source under the GPL. It's truly
|
|
a sad thing to see.
|
|
|
|
|
|
<P> <BR>While on the topic, I got a little (16k) email just an
|
|
hour or so ago from someone who either has a copy of the unauthorized
|
|
QL source or has far too much time on their hands. It describes in
|
|
very good detail exactly how the QL rocket trail effect works. As I
|
|
suspected by looking at screenshots, it's a tri strip which works
|
|
very similar to the existing particle engine. I'd like to thank the
|
|
person properly here for the info but he wishes to remain anonymous
|
|
for very understandable reasons.
|
|
|
|
<P>Why this matters is that I can now implement the effect and it'll
|
|
be a genuine clean-room recreation of their rocket trails. If they
|
|
would've had any legal ground to stand on for a lawsuit if I'd used
|
|
their source (I can't see how since it sounds like a mod to Quake's
|
|
particle engine which is GPL'd) they certainly don't have any ground
|
|
to sue anyone who might use an implementation done by me for QF.
|
|
|
|
<P>This is what happens when you try to screw the GPL. Thanks to
|
|
the guy who sent me the email, you know who you are.
|
|
|
|
<H2>0.2.0 remaining issues</H2>
|
|
<P>A few target-specific issues and some weirdness with dyerfort's
|
|
catapults remain. Other than that we're just about ready for a new
|
|
release. Be on the lookout!
|
|
|