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Quake Engine Resources
This team seems fully geared towards improving the visual aspects of the game. Coloured lighting, and improved model handeling are a few of the aspects they are working on.


General
Are the extensions/improvements based on (Normal) Quake/Winquake or rather QuakeWorld? Do you plan to eventually release new versions of both?
I am working GLQuake with candidate versions of QuakeWorld. Phoenix is doing GLQuake exclussively. We will move to QuakeWorld when the code settles.

Is the project focussed on a specific OS? Will it be available for the most popular ones (e.g. Windows 95/NT/2000, Linux)?
Windows 95 for now. I don't have Linux, nor does Phoenix, although we know Unix and should easily tame the little penguin.

Are you aiming more at enhancing the singleplayer or the multiplayer aspect of the game?
We are enhancing single player for now, but I am working on a new socket protocol based on UDP, where datagrams are encrypted with 16 bit prime numbers.

Are there any specific bugs you intend to resolve?
In the original Quake? Probably.
There are a lot of problems with tQER regarding OpenGL function calls to half-baked drivers like MiniGL. This is a 3DFX bug, and I can't do much about it until they release newer, more stable drivers. TNT users are not complaining a bit.

Do you intend to actively cooperate with other projects (which)? Is this because of their intereset in similar topics or rather in complementary aspects?
Not really, and I speak for myself, Topaz. Phoenix might join other groups. I personally don't have time to work on much bigger projects. I am booked with work until August.

How many people are in your team?
Two people, Phoenix and me. We make two versions of Quake: Phoenix Quake (Release 6), and Topaz Quake (tqa.3)

Do you have an estimated date of completion and is anything available for download already?
There is a lot for download already. There is no estimated date of completion, but I would say another 8 months is about right for me, since I have so much work to do (not related to quake, hehe).


MODS
Do you intend to release a QuakeC 'MOD' together with the executable?
No

Will compatibility with existing QuakeC code be maintained?
Yes, this is primordial.

Will the final download contain custom maps/models/sounds/...? (Please specify.)
Yes, there will be custom maps, and other patches that convert id maps and models to more sophisticated ones. We call them extensions.


Graphics/Sound
Which feautures would you like to add to the graphics engine?
So many: Shaders, Reflections, Interpolation, Multi Resolution Models (not meshes), 32-bit, Stencil Shadows, and much more.

Are you working on versions for the software renderer, OpenGL, Direct3D, ...?
Software renderer is worthless. If people can't buy a $70 OpenGL card, they can't be serious about Quake.

Do you intend to create a 'unified' look and command list for different versions for the renderer (e.g. polyblend, fullbrights, transparency effects).
Of course.

Do you plan to alter any of the sound related code?
Already did, but yes, I will go back to redoing DirectX sound code.


Gameplay (multiplayer)
Do you intend to incoorporate proxy-like features such as location and status reporting?
No. Proxies are nasty.

Will any reporting features be implemented as simple messages or rather as status bars, maps ...?
Well, no proxies means none of this.

Will further advanced options, such as real-time voice communications, be considered?
Not yet.


Internet Gaming
Are cheat-preventing measures being implemented? If so, on which princple will they be based?
They were, but I never released them. There are so many ways to cheat, no proxy or utopic server could block them all. I don't want to list them here.

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)?
Of course, I am using a whole new protocol, similar to UDP (see RFC-768). Phoenix might have something up his sleeves too.

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?
No, new features mean less compatibility in our case. Sorry.


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