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QuakeForge
The QuakeForge people seem very serious about their programming bussiness. They have set up bug tracking and mailinglists to keep each other informed of the progress here.


NOTE: Some of this information was updated in more recent communications.

General
Are the extensions/improvements based on (Normal) Quake/Winquake or rather QuakeWorld? Do you plan to eventually release new versions of both?
Both, we're merging standalone Quake and QuakeWorld.
We'll release a combined binary.

Is the project focussed on a specific OS? Will it be available for the most popular ones (e.g. Windows 95/NT/2000, Linux)?
The operating systems contributers want to maintain get supported.
Check out the following URL for a list of supported platforms: http://www.quakeforge.net/progress.php.

Are you aiming more at enhancing the singleplayer or the multiplayer aspect of the game?
Both.

Are there any specific bugs you intend to resolve?
Anything we encounter.

Do you intend to actively cooperate with other projects (which)? Is this because of their intereset in similar topics or rather in complementary aspects?
Currently we're working with QWF, QER, QSG, OpenQuartz, and Aftershock.

How many people are in your team?
15 currently, it changes as our needs change. That's not including the great deal of external contribution we recieve.

Do you have an estimated date of completion and is anything available for download already?
We don't set deadlines. Also, the project is intended to exist until all existing members and interested non-members get hit by buses. Until that tragic event, the project will continue.
Our last release was 0.1.0 and we're working towards 0.1.1. The stable tree, 0.2.0 is a bit of ways off, but we're working towards it as well.
You can grab a copy of 0.1.0 from our downloads section: http://www.quakeforge.net/devfiles.php


MODS
Do you intend to release a QuakeC 'MOD' together with the executable?
No, our intention isn't to create a mod, but instead further the engine.

Will compatibility with existing QuakeC code be maintained?
We will maintain 100% compatibility with the original Quake(R) in all aspects.

Will the final download contain custom maps/models/sounds/...? (Please specify.)
We are working with OpenQuartz, to make GPL'd replacement maps, models, graphics, and sounds.


Graphics/Sound
Which feautures would you like to add to the graphics engine?
Personally? I'd like to see bullet holes/explosion marks (I wrote up something like this, but Zoid pointed out that QC mods can do this and the team generally agrees we shouldn't do it.), and a wind engine.
The team has a "To Do" list in the 0.1.0, with the filename TODO, if you'd like to check out what other things are desired.

Are you working on versions for the software renderer, OpenGL, Direct3D, ...?
We support Svgalib, SDL, GGI, Mesa, Glide, and X11. We have no current plans to support Direct3D, but if someone is willing to join in and help with that, great.

Do you intend to create a 'unified' look and command list for different versions for the renderer (e.g. polyblend, fullbrights, transparency effects).
Yes, thats the idea.. We'll have to see how some of this affects performance of course. JC stopped supported software in Q3A, right now we don't have any plans to drop software rendering support though and we'll continue to try to keep things synced between software and GL. Right now, though, GL doesn't look like software.

Do you plan to alter any of the sound related code?
We already have made some additions and changes. We've fixed some bugs, supported some more hardware, platforms, and various API.


Gameplay (multiplayer)
Do you intend to incoorporate proxy-like features such as location and status reporting?
There's been talk of it.

Will any reporting features be implemented as simple messages or rather as status bars, maps ...?
-

Will further advanced options, such as real-time voice communications, be considered?
We haven't considered it yet, that might be something for the TODO.


Internet Gaming
Are cheat-preventing measures being implemented? If so, on which princple will they be based?
Yes.
Open source.

Are you considering possibilities pertaining real-time broadcasting of multiplayer games (through proxies)?
No.

Will the networking code be optimized (e.g. similar to Qizmo features)?
Yes, we've already cleaned the network code up a bit, and we intend to add compression features ala Qizmo.

Will the servers/clients you develop be compatible and interopperable with the final id releases? Are existing proxies expected to work with the new code?
Yes, our goal is to modularize the engine so that we may maintain full backwards compatibility, but allow much extension.
We plan to break compatibility with QuakeWorld as advised by Zoid and many other contributers. In order to attack the cheating problems and extend the multiplayer, we need to break away from this ball and chain.
As an additional note, we will be including Qstat support internally via the menu interface. This will allow players to refresh server lists while in-game, and join.


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