News from 1999
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Took the time to work through my personal mails and updated the bug pages with new bugs and wishes again.
I also noticed that I forgot to mention Michael Tsao's page, who also explains how to compile the sourcecode with Visual C++ and will try to get it compile with NASM, a freeware assembler.
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Last but not least I updated again the engine fixes and the bug pages accordingly.
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Updated the engine fixes again and the bug pages accordingly.
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Another allie of the Quake Standards Group has moved to PlanetQuake (whose new news site totally sucks, as it sometimes does not load because of their banner - now for something completly different...) and added some new tutorials to their site. Go and check out the Quake Engine Resources.
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More problems arised when compiling with MS VC++ 5.0, so it is recommended to use "default" optimizations.
You can find the settings under "Project -> Settings...", then select a release configuration, choose the "C/C++" register.
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Updated the bug pages with information from the released sourcecode and my fixes.
Problems/questions releated to the sourcecode release:
- When recompiling WinQuake, I have a small border of the background to the left and right, although the viewsize is 100%
- Gfx bug in GLQuake on start map with fov 20, does not happen with GLQuakeWorld
- Why is GLQuake up to 1.0 (although it seems to be 0.98 beta) and WinQuake down to 0.996?
- Client get stuck when using QW 2.40
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If you want to compile WinQuake with M$ VisualC++ 5.0, note this:
- it can not recognize the format of the 6.0 NCB file, which doesn't matter
- you have to set the optimizations for "mathlib.c" to "default"
* right click the file
* choose "Setting..." from the context menu
* under the "C/C++" tab choose "Maximize Speed" for "Optimizations" (taken from QW workspace)
Matt Barnett mentioned that he narrowed it down to the R_ConcatRotations() function.
But I think that there's something wrong in the project profile, as this only happens when compiling WinQuake Release and it uses the same routine in QW.
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I fixed some bugs in the recently released sourcecode, get the updated files on the download page.
Me goes to bed now.
Update:
I forgot to mention our new allie, the Quake Sourceforge. I still have to learn how to use those CVS, maybe a good topic for a tutorial on the Quake Standards Group.
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Could not compile the source with M$ VC++ 5.0, it hangs when compiling "mathlib.c" :(
Is anybody out there who can compile it with LCC Win32 and tell me how to do it? Thanks in advance.
By the way my engine fixes still apply to the released source.
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Yesterday god (namely John Carmack) gave a very nice present to "quakekind": the Classic Quake sourcecode :)
If you are interested in the sourcecode please join the Quake Sourcecode Mailing List and visit the recently opened Quake Standards Group. QIP and QSG will work hand in hand to avoid many incompatible Classic Quake ports and bring you the best Classic Quake ever.
Don't forget to check out the Engine page with already provided bug fixes.
Now go and grab the source through the download page.
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The latest version 0.5b of Tyrann's TyrLite is already the ultimate LIGHT replacment you can find on earth.
I made some more suggestions and it seems most of them will be included in the next version, so it will make ArghLite obsolete then (sorry Argh).
Tyrann also promised to release the sourcecode of the final version, when it's done.
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Just edited the Q3A bug list again and finally updated the bookmarks.
Enjoy the holidays.
Maddes
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Couldn't recover the data from my crashed harddisk yet.
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Finally got a response from Mr. Elusive and he told me that MEQCC and BSPC use copyrighted source, so he can not release the sourcecode, I'm afraid.
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Added the following links to the bug pages: QuakeC Reference Manual, support pages of id Software, GT Interactive and Activision.
A solution for the sky ripples under GLQuake was found, map bugs of E1M4 and HIP2M4 were added and the corresponding map fixes are available for download, and much more...
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Added the first and very disturbing bug(?) to the Quake 3 Arena bug list.
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If you are new to C, then check out Erik's C/C++ tutorial, although the page background is disgusting ;)
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Heard about the released map of Ritual's Tom Mustaine called Paradox?
I wonder why he released it in two versions, one without the powerups, as in Q3Test entities had some special attributes like "noffa" and "noctf".
It seems that the map could have been released in only version, which would fit everything.
As I'm not a mapper we'll have to see if mappers are going to optimze there maps for all gametypes.
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As you already recognized I restructured the page, to prepare it for the expansion of the Quake 3 Arena section during the next year.
Please mail me any suggestions for the layout and about any broken links. Thanks.
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Unfortunately one of my harddisks has a malfunction and all the professional recovery services are too expensive.
Sadly there were a lot of Quake-related files on it, a lot of them which I get from other people personally.
Now I have to download all the things again (~1.2GB), if I can remember and find them :(
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Thanks for your replies, halo 12 was the "Closure" video (which I already own :).
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Finally got back to do some Quake research again.
Numb is still hammering out new versions of his CTF FrogBot, I suggest you check out the this link once a week.
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Created another tool for maps, the BSP Entity Extractor.
It can extract the entity list from QTest, Classic Quake, Quake II and Quake 3 Arena maps.
There's also an option to invert the attribute order within entities to get the original order back which QBSP inverted before.
The "WorldCraft 2 for Quake 1" package (short: WC2_4_Q1) has been updated with information about how to compile Hexen II maps from within WorldCraft 1 with this package (brought up by Joshua "halo 9" Klint).
Get them from the download page.
P.S.: halo 9 is "The Downward Spiral" from Nine Inch Nails.
Does anybody know what the halo 12 cd is? Must have been released between "The Perfect Drug" (halo 11) and "The Day The World Went Away" (halo 13).
The concert in Düsseldorf/Germany was great although the hall sucks a lot as the stage is too low.
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New bugs are present on the buglist:
Sky ripples in GLQuake, not all players are processed when the fraglimit is hit due to being checked in the player's think functions, entities not warped under water, DOSQuake 1.01/1.06 prints developer messages although developer is set to 0 and the tool recommendations have been updated.
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Got Unreal Tournament this week and I must admit that I like it.
It is much better than Unreal, but still lacks the cool Quake feeling.
Now I'm waiting for EBWorld to ship my Quake 3 Arena Elite Edition to me here in Germany (I guess it will arrive during the next week).
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Hi again, this update is mainly about tools.
If you haven't noticed (just like me :), MEQCC 1.4 was released two weeks ago, so get it if you're into QuakeC.
Numb was also busy working on his CTF FrogBot to bring it up to v0.33, get the latest version here.
URQP development will continue at the end of November. Athos send me a good looking solution for multi damages and shoot-throughs.
Replaced all non-transparent static GIFs with PNGs to support the Open Source Community, hopefully the browsers will support PNG transparency soon.
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Now you can map for Classic Quake with WorldCraft 2, the HalfLife edition.
I created the "WorldCraft 2 for Quake 1" package (short: WC2_4_Q1), which allows you to edit and compile Classic Quake maps just like in WorldCraft 1.
It is based on the idea and solution by Daniel "Armadillo" Roberts.
The main difference is the use of WAD3s in WorldCraft 2, but with my little tool called "Map Attribute Changer" you can easily replace the WAD3 references in the map file to WAD2 references for the Quake 1 compiling tools.
Download the small package (~140KB) and start mapping with the enhanced WorldCraft 2.
If you use "Map Attribute Changer" for other useful tasks, let me know so I can include them in the readme as examples.
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BSPTxRen is now at v1.20. Functionality has not changed besides that it looks for the ini file in the current or stated directory first and then in the program's directory.
The code was changed to include and fit the newer functions of the Map Attribute Changer (hopefully still Unix compatible).
A new "glfix.ini" is currently developed which will resolve the GLQuake cache problem of different textures with the same name.
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Last but not least, the buglist is still growing:
While testing the WC2_4_Q1 package, I realized that QBSP inverts the order of the attributes within entities (will update my mapfixes soon).
Frika C reported a lot of wishes for a new Quake port, which got added to the wish list.
Also there's a weird bug with the JVX1 map in conjunction with QuakeWorld 2.30.
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Unfortunately I had a bad cold the last days, and now my mailbox is filled up with 80+ mails.
If you expect an answer from me, please have some patience, as I only started my computer to bring this update online, which I nearly finished last weekend.
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A change to the custom gravity for maps in URQP:
I reinstalled Quake 2 to check out its naming conventions for custom gravity. The console variable was called "sv_gravity" like in Classic Quake and the worldspawn attribute was called "gravity".
Hence I decided to do it the same way, so you have to add a "gravity" attribute to the worldspawn entity, not "sv_gravity". Informed RocketMan about it too.
For custom wateralpha you have to add a "wateralpha" attribute to worldspawn. Unfortunately wateralpha is only set on the server, not on connecting clients, this works out great in SinglePlayer.
Finally a beta version of URQP 1.05 including the new fish model and an example for custom gravity are available for download.
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Again many changes and additions to the bug pages.
I finally found out what is causing the DM4 teleporter triggering without being teleported, it's a problem with the "info_teleport_destination" definition in most level editors. The origin of the destination should be directly on the floor, as the QuakeC code adds 27 units to the height, so that the player does not get stuck. Unfortunately most editors already add 24 to its origin, resulting in fall downs out of teleporters or getting stuck in the ceiling like in DM4. Have a look at it on the map bugs page and check your level editor. A fix for DM4 is available on the download page.
Corrected some bug statements about MEQCC (Sorry!) and the TreeQBSP 1.63 executable has been released.
Added the long missing bug that +USE is not bound to .button1 as stated in the QuakeC source.
I created an engine fix for this, and in conjunction with adding an EndFrame function to the engine I also developed a way to keep compatibility with existing PROGS.DAT in new ports.
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Last but not least a new version of my BSP Texture Renamer has been released, fixing a small but dangerous bug and allowing for longer new texture names. Added BSPCLEAN to the package which removes garbarge bytes behind texture names. The BSPXTREN package is now at v1.10 and this update is recommended.
I still miss a tool which checks all brushes in a map for sky textures and sets the CONTENTS_SKY flag accordingly. If you know such a tool or are willing to code it then please let me know.
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It's always the same - you think you have some time to relax and then you get several new bug reports and this time even a mail from Zoid :) - here we go...
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Zoid informed me that the discharge bug is not a bug and works as designed, here's an excerpt of his comments:
The LG in water explodes, it does NOT electricify the water. Just imagine there is a really, really big explosion and fireball when the LG goes off. I'm guessing the art just wasn't there. John Cash wrote that original code and the explosion and effect is as intended.
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Another funny engine bug was reported to me: with a low SV_MAXVELOCITY setting (e.g. 20) rockets fly very weird and it also affects the player's movement in normal Quake. I already developed an engine fix for it.
I could also approve the missing 2nd jump bug in QuakeWorld and posted some other things.
Get the whole story on my bug pages, remember that the description of the "new" images contain the date of the change or addition.
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URQP 1.05 is nearly finished, if you are interested you can download the beta sourcecode.
The discharge fix is reverted back to id's original code, but I reduced the damage from 35*cells to 7*cells - it is still very powerful, e.g. 15 cells cause a damage of 105 similar to a grenade explosion and 100 cells will create a huge splash of 700, still enough to kill people on the balcony in DM3.
Plus added a particle explosion to show that the discharge is a explosion.
A requested feature from the QBoard was custom gravity for maps (added to the list too).
I talked with RocketMan from the RocketLand addon about this as he already implemented it.
He convinced me to use a new worldspawn attribute called "sv_gravity", so mappers can use it like in Quake II maps.
With non-custom-gravity-prepared addons this will cause a warning message on map start: "sv_gravity" is not a field.
The map will play as usual but with Quake's standard gravity of 800, so mappers should check their maps with standard gravity as well.
Changed the used cvars by URQP again, sorry - "savedgamecfg" now keeps all your settings and not "saved1".
Added a useful option to delay powerup spawning by 13-17 seconds on map start.
Is anybody out there who is willing and has enough time to include URQP 1.05 into CTF? Just mail me, any references are appreciated.
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Forced myself to check out id's fish model bug and some map bugs in the mission packs. As always get the details on the bug pages and download the map fixes.
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Hi!
Found some time do some bug researching again. You can read about everything I found on the bug pages, like the MOVETYPE_PUSH error, WinQuake's RenderView error, the de-mystification of the CRITTERS bug, etc.
An engine fix for the MOVETYE_PUSH error is already developed, although the error message is wrong, but read for yourself. A fix for the CRITTERS map is also available for download.
And there are still some bugs left to research, e.g. quirk in the death scene of the fish model or checking some map bugs in the mission packs.
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And while checking out some bugs I restructed some code in my URQP and added some new functions.
The source of the latest development version is available for download too.
Last but not least I rewrote and extended the QuakeC hints for console variables.
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Back in Germany and I enjoyed New York City a lot, although it's very hectical and dirty.
Right now I'm catching up with my email and have posted some of the reported bugs in this update.
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The bug report formular has been changed.
Now you can choose when it should store the data in the browser's cookies and there's a function to delete the cookies.
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Another small update before I leave for New York City:
The code for the coop/deathmatch setting fix is available on the engine page.
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Forgot to add the "Walkframe leak bug", present in Quake and QuakeWorld, and the wrongs skies in some maps.
The solution for grenades bouncing off skies has been corrected.
The lastest source of the next URQP release, currently in development, is available for download.
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Help and advice needed for my New York Trip in September:
I'm going to stay in New York City from September 9th to 20th, and want to see a home game of the N.Y. Giants, unfortunately the game is sold out. Can somebody help me to get a ticket for it (e.g. from a friend who is on vacation then, etc.)? Thanks in advance.
I also want to meet some Quakers there, so if you are living in/near NYC and interested in meeting me and some other Quakers, just drop me a line and will see how we can manage this.
I will also be on the Ground Zero event.
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More bugs including demos have been posted to the buglist. The bug report formular has been enhanced for your convenience, now you are able to state in which source a bug exist and can append a file to the report.
Some new tips and another solution for the ghosts have been added to the QuakeC section.
The download section is also cleaned up and restructured.
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A few new VISPatches from me are now available on the WaterVIS page. Check it out.
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Can somebody point out what the LIGHT errors "texture axis perpendicular to face" and "bad surface extents" mean? And what measures can be taken against them?
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Please help Tree to bugfix his TreeQBSP.
We need a map where TreeQBSP 1.62 creates a leakfile although the map is 100% perfect.
This only happens on rare occasions normally on huge and complex maps.
Any help is greatly appreciated.
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As always: Check out the buglist and QuakeC section for latest information.
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People interested in maps should check out QBoard where all the great mappers discuss their problems.
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Recommended LIGHT replacements are Tyrann's TyrLite and Argh's ArghLite (ArghLite can only be found on CDROM.COM), both provide similar enhanced functionalities.
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And while we talk about the Quake utilities I recognized that they should not be compiled with DJGPP's GCC as it does not compile them like Microsoft's MS VC++ 5.0 does, which leads to some unexpected results.
If you know how to compile them correctly with GCC please mail me. I assume it has something to do with the variable handling, e.g. sizes, sign, etc.
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Update to news entry 1999-07-31:
Fixed the Quake 3 section for Internet Explorer 4, you should now see the page instead of a blank window.
And I forgot to mention The firmware page, where you can get all the latest firmwares for your devices (e.g. DVD-ROMs).
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Thanks to Telefragged, Blue's News (he's a real Classic) and PlanetQuake for their news posts.
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More information have been added to the bug list, to the QuakeC and engine section.
Greg Lewis told me he would include my fixes into TreeQBSP, he also wanted to fix an annoying but unserious bug in TreeQBSP's leakfile handling. Seems like TreeQBSP is really the best QBSP out there, only support for Quark's enhanced positioning is missing (hint to Armin :)
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A new interesting bot is born: CronosBot. And if you are interested in textures then check out Tex-Mex, it's a nice little proggy to handle and create textures.
Help the authors to find bugs and write them your suggestions.
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As you may have recognized I restructured the site.
The bug report formular now uses cookies to save your name, email address and homepage.
All javascripts have been enhanced to work 100% with non-framecapable browsers (you should always check for "window.top" when you are going to access "top", same for "parent", just like you have to check for "document.images" before you access an image).
If you find a broken link or other problems then send me a mail. Thanks.
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I bought some new hardware: an Asus P5A-B and V3400TNT/TV, a Toshiba DVD-ROM SD-M1212 and finally a Sigma Designs RealMagic Hollywood Plus MPEG-Decoder (H+).
Hence I collected some valuable information about TNT issues and put them in a file, which you can read here if interested.
For code free and unprotected DVD enjoyment with H+ get ZoneSelector. Version 3.0 works with the latest H+ drivers, currently at 1.7. Here is how to use it best:
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Start ZoneSelector first (DVD Station must be launched through ZoneSelector).
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Select your region on the "Launch" tab.
Note: This must be the same region as you selected during the installation of the H+ applications.
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On the "Configuration" tab you must state the directory where DVD Station is installed.
Additionally you should state the letter of your DVD-ROM, especially if you want to enable AutoPlay, as ZS needs to know which drive to check for a movie DVD.
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Disable Macrovision on the "Macrovision" tab if wanted.
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Start DVD Station through the "Launch" tab.
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Don't forget to save your configuration (params.ini).
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Tip: Put ZoneSelector in your autostart group.
Additionally I tested a Pioneer A103S, but it's CD-ROM error correction was horrible for my self-made cdroms, and also a MPEG decoder from Yuan where the DVD player always crashed.
At last: Did you know that you can not boot Win98 from a FAT32 primary partition on your 2nd harddisk?
But when it's a FAT16 partition everything works fine (typical M$ stuff).
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Unfortunately there was a typo in the source for URQP 1.04 so "Resume" was activated by bit value 512 (="Drop Quad") instead of 4096.
I also released a test version of URQWP instead of a final version ... cough ...
New versions are available for download.
The latest beta and final versions of URQWP can be found on Numb's Homepage.
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Some bugs have been added to the bug list and the wishes for a new Quake port are now on a separate page.
Your opinion on the new "shotgun shooting at multiple targets" bug is requested, tell me what you think about it and how it should be fixed.
Don't forget to send in your bug reports and wishes through this formular.
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A new package of the QUtils fixes is available for download, all unnecessary files (e.g. MS VC++ workspace files) have been removed so it's only half the size of id's original package. Switchable Hipnotic support is included, and I fixed include pathes and created some batch files to make it directly compile with DJGPP's GNU C compiler.
A recommended QBSP replacement is Greg "Tree" Lewis's TreeQBSP, it contains many fixes and much more enhancements (much better than my fixed QBSP).
As Ken Alverson lost the source code of WQBSP, it is unlikely that there will be a new version of WQBSP.
Hopefully Tree will also implement my fixes into TreeQBSP to create a real bug-free QBSP.
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A new version of Gerard "Numb" Ryan's URQWP is available for download, which fixes some bugs and implements new features.
There's also an URQWP server running at quake.macquakeinfinity.com:27888 in New York.
Let us see how many people this server can handle :)
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Important sites to check out:
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If you are interested in bot AI coding, then you have to get a coffee at Minion's AI Cafe. There you can learn how bot works, how you can improve your existing bot or how you can implement his tutor bot in your own addon. This page is highly recommended.
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There's an ambitious project going on to port Action Quake2 back to classic Quake.
They are still searching for talented QuakeC coders.
If you are willing to help or just interested about their process then check out their homepage.
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Paroxysm has been released in a final version, a cool addon coded by an excellent Mac Quaker. Go give it a try.
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Ever played the Warfare maps from Gonzomatic?
No, then give them a try. Gonzo is also working hard on his gorgeous Warfare map #3 (screenshots here and there).
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If you maintain a homepage or are going to start a new one, then take a look at QHTML - a lot of web design tips from a follow Quaker.
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You like WinZip but can not afford it to register it?
Then check out EasyZIP, it will look familar to you and it is free for all purposes.
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Gerard "Numb" Ryan found a little teamplay bug in his Ultimate Regular QuakeWorld Patch (URQWP), the new version is now available for download.
It has also been renamed to "urqwp10.zip" to make sure you have the right version.
Sorry, for the inconvenience.
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Sorry for the long delay, but I had to handle some important Real LifeTM issues. On the other hand I had to check out the opportunities of my new host. Everything should work now from the banner code to the download functions. Enjoy.
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URQP 1.04 has been released. The used console variables were changed and some nice functions have been added (e.g. resume) beside some minor bugfixes. Here's the readme.
By the way URQP 1.04 will be the last version, because I'll spent my leisure time to fix my favourite addon Defusion and the Quake tools.
Don't be disappointed, there's an Ultimate Regular QuakeWorld Patch (URQWP) now available for download, created by Gerard "Numb" Ryan, member of the Holy Wars team. As always checking out the readme is recommended.
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When I contacted Ken Alverson to ask him for the sourcecode of his WQBSP, he told me that he lost the source due to a harddisk crash. Fortunately he was on a class excursion to Munich here in Germany, visited me for one day and showed me the most important fixes to QBSP.
I still have to go through his changes and put them on the bug list. Or did you know that QBSP handles skies as transparent? Now I know why levels with skies where always slow under GLQuake.
If you know other bugs in QBSP or the history of QBSP's alternate axis, then do not hesitate and send me your bug report.
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Just want to let you know that Nothing Records is finally online. Nothing Records is the label of Trent Reznor, who's famous for his project Nine Inch Nails.
Update: Seems it was just online for a day, maybe for testing purposes. There where links to NIN, Einstürzende Neubauten, etc. Hope they will go online soon.
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Comment:
Here in Germany "Star Wars Episode 1: The Phantom Menace" will be shown starting August 19th (already got some tickets), but I had the possibilty to see a leaked copy of the English version at a friend's house (MPEG from Group Z, two cds, displayed on a big TV screen, picture quality acceptable, sound mono).
During the last month I read a lot comments on the net, which mainly "maul" about Jar Jar Binks.
I think Jar Jar Binks is not as annoying as most people claim.
Ok, sometimes he gets too much focus, but only for some seconds.
He's got the funny part or better slapstick part in the movie.
By the way do you know that Jar Jar Binks is speaking German? For example during the pod race: "KÄMPFEN ANI!" (German for "FIGHT ANI!":)
But somehow all these people did not recognized a real annoying thing: the lasersaber fight in Naboo!!!
"Hey, it's a marvelous fight!" you might say - you are right.
But one thing is missing: a dialog which brings the story much further.
The council is very interested in how the Sith returned, but Qui-Gon does not even try to get some information from Darth Maul during the fight. On the other hand Darth Maul is full of hate against the Jedis: "...at last we will have revenge", but he does not tease the Jedis with words.
A good point to start a conversation was in the force fields when Qui-Gon started to meditate, Darth Maul could told him how lame the light side is and that his thirst for revenge will overcome Qui-Gon's power. This would be a typical Jedi conversation, Qui-Gon could try to get some information about Darth Maul's roots and Darth Maul would become a character with more depth. Unfortunately Maul's character is very weak in the story.
In the end it was definitely a Star Wars movie, where hours pass by like minutes.
Another thing which many people did wrong was to expect all three previous movies in one movie.
Episode 1 is exactly like Episode 4, but this time it's the story of Anakin Skywalker, not Luke, and how he is introduced to the force.
I'm still excited to see Episode 1 on a big screen, and does somebody know when Episode 2 will be in cinemas? :)
At last if you want a racing game that's fun, I recommend Lucas Arts' Pod Racer. It's fast, easy and a lot of fun in multiplayer just like NFS3.
Congratulations to George Lucas, I wish him a very long life so everybody can enjoy Episode 7-9 too.
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Quake Info Pool is finally back in business and is now hosted on a great and well-known site: Inside 3D, a member of the Telefragged network.
Thanks to Alex for hosting me well on Egoshooters.
GamesMania changed its owner, switched servers and forgot about Egoshooters.com, unfortunately they never reacted on any email. Hence my advice: "Never get hosted by someone who is not a part of the community".
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The link page is gone as it was too annoying to keep them up-to-date.
Currently files are only accessable from CDROM.COM, but soon all the files can also be found on Telefragged mirrors.
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Again some new bugs were found, check out the bug list for details.
A fixed QBSP is available for download.
By the way a member of the Holy Wars team is currently doing an Ultimate Patch for QuakeWorld.
URQP 1.04 is coming soon, first I have to manage some other things, so I have some time to test it before releasing.
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Important sites to check out:
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A marvelous text editor to check out is UltraEdit. It features projects/workspaces, editing files up to 2GB, hex-editing, syntax-highlightning, a superb special function: column-editing (sometimes called block-editing), spell checking, find/replace in files and lots more.
It's shareware and available in English, French and German.
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QuakeFiles is the best place to search for Quake-related files, and make sure that you register your own files too.
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Although it's not going to be public yet, you can already access the new Defusion homepage.
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The new Logitech MouseWare Drivers 8.40 provide the ability to set the PS/2 sampling rate of your mouse. Nomore need for extra tools to do this. Download the whole MouseWare package in English or German right here.
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I had some problems with my mailbox in mid-April, so I hope no mails were lost.
If you sent me a mail and got no reply for weeks, please mail me again.
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There's a new and final redirection address:
http://www.bigfoot.com/~maddes.
New visitors are advised to check out the older news too.
The menu is now splitted into English and German pages to keep it more organized.
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A few GLQuake/GLQW bugs have been added again.
Also you will find a new page on the bug list, which deals about the already released Quake tools.
So if you know any problem with QBSP, LIGHT, VIS, etc. then please let me know.
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If you have experience in C coding and want to help fixing problems in the Quake tools and later in Quake itself, then send me a mail. As my C experiences are nearly 10 years old (remember the Amiga times with blitter and copper? :) I'm glad for any advice on setting up and using DJGPP or LCC under Windows 95 in an effective way (still have to read a lot of documentation). Any hints to a free Win32 IDE for these compilers or how to incorporate them into UltraEdit, plus info how to use the makefiles provided with QUtils package with these compilers are greatly appreciated.
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Finally got in contact with the Defusion team, maybe you will see a new version in June/July.
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The entity fixes for ThunderWalker CTF's TWCTF9 and AllStar CTF's start map are now separated.
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I got some comments on my last comment, so here's an addition:
Levels do not get unfair with transparent water enabled and nearly everyone owns a sufficient 3D accelerator (a Voodoo 1 card is really cheap today).
I know that non-GLQuake executables can not display transparent water, but even then you can use Dr. Splat's WaterHack to overcome this problem (Warning! This collides with QW's mapchecksumming).
On LAN parties it should be no problem to convince everybody to use "r_wateralpha 1".
And you can disable tranparent water on QW servers, which are mainly used on the internet.
So having a level with transparent water support will give you all opportunities.
Fortunately everybody can re-vis a level today, which gives an advantage to those who know how to get transparent water support, that's unfair to me.
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Important sites to check out:
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GameHost from Xoanan Industries is the easiest way to maintain dedicated servers on a LAN or the internet.
It's amazing to see how simple it is to do changes on a running server.
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MDQNet released an addon for QuakeWorld which gives you visible weapons (short: VWep), so you can see how you will be fragged :)
It's still in development, but it's a must-see.
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If you encounter "stuttering" in your games at high framerates, the reason is normally the low sampling rate of your mouse. Check out Blue's News mouse sampling page to raise the sampling rate of your PS/2 mouse.
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Flocutus' Ultimative Quake Cheat Page has moved.
If you want to know how you could be betrayed in Quake matches, then Flo's page is the place to go.
Only if all the tricks are known to the public they can be stopped, so have a look and keep playing fair.
Do not blame Flocutus, but blame the cheaters - be part of the movement:
Quakers Against Cheating
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The Quake Developers Pages have many information about Quake internal structures, although some information are a bit outdated (from QTest1 or the early shareware version).
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Finally updated the buglist and the QuakeC section. You can now send your bug reports through a formular.
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The news of 1998 have been archived.
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Finally got in contact with some members of the Defusion team, maybe I'll be allowed to maintain their source and maybe also to recreate a homepage for Defusion. If so, then the "ghost problem" will be solved first.
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A comment to all map creators out there:
Still many excellent maps are released for Classic Quake with marvelous and up-to-date architecture and texturing (e.g. JokeyDM3 and The UKPak), but unfortunately most of them lack transparent water support although it's very easy to provide. More information about how to get transparent water can be found here.
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To avoid misunderstandings here are some definitions again:
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Observer mode = client is connected as a player, who is not involved in the action, but can join without reconnecting
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Spectator mode = client is connected as a spectator, to join the action he must reconnect (like in QW)
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Maybe you recognized that I re-designed the frame layout a little bit, I hope this helps to concentrate on the information frame. If there are any problems then please let me know.
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Zoid has been busy with Q3A stuff, but he wants to finish GLQuake 0.98 this easter weekend.
You may kill me, but I told him not to rush the release, so we won't have to worry about new bugs.
Wish him luck.
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I saw Quake 3 Arena at AMD's CeBit stand, although they were just allowed to show a recorded demo, it looks like Q3A will be the real and long-promised Quake-Killer.
The same demo is available for download as two MPEG movies at Avault, but you have to see it yourself on a monitor in front of you - it's marvelous.
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A little advertising before I start to tell you what's new on this site:
The Quake Movie Library is currently holding the Quake Oscars 1999. Go there and have a look at all the nominated movies and make your choice.
The amazing Clan Jägermeister Promo Movie is nominated for best camera. I hope they win especially for that funny and weird DM4 work, it's a must-see.
Note: I will miss those speedrun movies like QdQ's "Quake Done Quick" and "Scourge Done Slick" in Q3A :(
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I found some information about deathmatch mode 4 in the plan files of Christian "Disruptor" Antkow (previously known as "Xian").
Check out his plans at QuakeFinger with timestamp "7/27/97 11:22 PDT", "7/27/97 12:25 PDT" and "7/28/97 11:32 PDT".
I found no newer or other information elsewhere.
Another interesting plan from him deals about random respawn points, timestamp is "5/30/97 22:35 PDT".
URQP 1.04 will be changed to better fit these information.
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Shame, shame, shame! I must admit there are some minor issues with URQP 1.03:
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My use of the console variable "TEMP" is unlucky, as only the first 24 bits of it can be used without any problems.
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Didn't recognized a bug in the QW's DropQuad functions.
If you already have a Quad and pick up a dropped one, then the remaining times are not added instead the remaining time of the dropped replaces the old one.
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There's a problem with the "Sometimes monster do not move fix", the creator himself, Carl Lloyd-Parker, told me about it.
During the delay, before the monster's movement start, a fly or swim monster is affected by gravity, so it can slip out of a teleporter brush and will not appear in the level (e.g. E2M5 in skill 2).
More detailed information on my next update. URQP 1.04 is scheduled for May 1999.
Hope to get some new features in it, like deathmatch with monsters which is already working in Carl Lloyd-Parker's "Battler" (he's an absolute QuakeC addict :).
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To avoid misunderstandings here are some definitions:
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Normal Quake (NQ) = not QuakeWorld, also often named as Net Quake
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Regular Quake (RQ) = non-modified gameplay like id created it
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Some new map fixes are available for download. The fixed maps are E1M4 and CTF AllStar's ALLSTART and Thunderwalker's TWCTF9.
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Also you should check out The AquaQuake Vault, which is back in business for all your lovely water maps.
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Countdown running: 320 days to armageddon - Welcome to 1999 ;)
I hope you all had a nice new year's eve and have a happy fragging new year in front of you.
But now for something completely different...
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I am proud to present a URQP 1.03.
Gameplay still hasn't changed, but a lot of bugs have been fixed and many features added.
Don't forget to check out the readme.
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While including deathmatch 3, 4 and 5 from QW, I recognized some glitches in QW's deathmatch 4 implementation and an ugly typo.
If you know where I can find the definition of those deathmatch variants, then please let me know.
I will update the bug pages when time allows (btw SAP R/2 -> R/3 migration is very demanding), otherwise take a look at the source code of URQP 1.03.
Only added some comments to the QuakeC section.
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Zoid told me that he is going to fix some of the client bugs in QW too, not only server attacks. Be a little patient and you'll be rewarded.
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After several requests I finally translated my tips about transparent water to English.
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Pages you should check out:
News: Current, 2000, 1999, 1998, 1997
a Quake Info Pool page
© 1997-2022 by Maddes