Update History.md
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# History
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In November 2016 eukara started work on 'OpenCS', a project which focused
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solely on creating a clean-room implementation of Counter-Strike 1.5 in QuakeC
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for FTEQW, which then was the only Quake engine fork which adhered to the
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GPL and supported the level and model format of Half-Life mostly to spec.
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Its strong game-logic enhancements such as Client-Side QC as well as its
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In November 2016 **eukara** started work on **OpenCS**, a project which focused
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solely on creating a clean-room implementation of **Counter-Strike 1.5** in QuakeC
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for **FTEQW**, which then was the only Quake engine fork which adhered to the
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GPL **and** supported the **level and model format** of **Half-Life** mostly to spec.
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Its strong game-logic enhancements such as **Client-Side QC** as well as its
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QuakeWorld backbone also made it more desirable over other Quake engine forks.
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OpenCS was feature complete with all CS 1.5's content had to offer by December
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of 2016, however the name conflicted with the 'OpenMW' sub-project 'OpenCS',
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**OpenCS** was feature complete with all CS 1.5's content had to offer by December
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of 2016, however the name conflicted with the **OpenMW** sub-project **OpenCS**,
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so eukara changed it to avoid any future conflicts.
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To emphasize the free-software aspect, eukara renamed the project FreeCS.
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To emphasize the free-software aspect, eukara renamed the project **FreeCS**.
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Work on FreeCS had then paused so more work could be done on what would later
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become the 'gs-entbase' component. Another project required more compatibility
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Work on **FreeCS** had then paused so more work could be done on what would later
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become the **gs-entbase** component. Another project (**The Wastes**) required more compatibility
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with the full set of map entities present in Half-Life.
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When those matured, they were then backported to the FreeCS tree.
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In November of 2017, FreeCS was featured on Phoronix.
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When those matured, they were then backported to the FreeCS source tree.
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After the release of The Wastes in April 2018, the game which introduced the
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'gs-entbase' component, more work was done on FreeCS in regards to the netcode.
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Then, in November 2017, **FreeCS** was featured on Phoronix.
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After the release of **The Wastes** in April 2018, the game which introduced the
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**gs-entbase** component, more work was done in the FreeCS source tree in regards to the netcode.
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A lot had been learned about prediction and taking full advantage of the
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custom networking available in FTEQW, but new features have also been
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added to the engine to take full advantage of what the content had to offer.
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Features like interacting with OpenAL's EAX extension, model-events, support
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for WAD3 decal parsing and countless QuakeC extensions were all added by
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either Spike or eukara himself to make FreeCS possible.
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Many projects running on FTE have since taken advantage of these extensions
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as well!
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custom networking available in **FTEQW**, but new features have also been
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added to the engine to take full advantage of what the content had to offer:
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By the summer of 2019, the Half-Life Deathmatch component started taking shape.
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Features like interacting with [OpenAL's EAX extension](EFX.md), [model-events](VVM.md), support
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for WAD3 decal parsing and countless QuakeC extensions were all added by
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either Spike (FTEQW Author) or eukara himself to make everything possible.
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**Many projects running on FTE have since taken advantage of these extensions
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as well!**
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By the summer of 2019, multiple other mods from other engines started taking shape.
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At this point, the tree was overhauled so it would support multiple mods easier
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and that a lot of code would be shared between all of them.
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This is the structure of the src tree we still use to this day.
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So a name had to be thought of that would neatly tie all projects under one
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roof together: Nuclide!
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*So a name had to be thought of that would neatly tie all projects under one
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roof together*: **Nuclide!**
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The name Nuclide calls back to an earlier project, which tried to create
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a work environment similar to GoldSrc for the original Quake engine.
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**Trivia**: *The name Nuclide calls back to an earlier project of ours, which tried to create
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a work environment similar to GoldSrc for the original Quake engine.*
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In April of 2020, the weapons were rewritten to be fully client-side predicted.
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This brought the Counter-Strike component on par with the advances of the other
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games that Nuclide supports.
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So the meaning and scope of Nuclide has changed, mainly to make work easier
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as at one point TW and FreeCS were two seperate code-trees. Now they're unified
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into one. I'd like to consider Nuclide to be FTE's reference SDK for game-logic,
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like 'Source SDK Base' is to 'Source Engine'.
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So the meaning and scope of **Nuclide** has changed, mainly to make work easier
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as at one point The Wastes and FreeCS were two seperate code-trees. Now they're unified
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into one. We'd like to consider Nuclide to be FTE's reference SDK for game-logic,
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like **Source SDK Base** is to **Source Engine**.
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