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Quake2000
The Quake2000 project is mainly focussed on enhancing the visual quality of Quake. Fogging effects have been implemented already, seemingly mostly based on work by the ´Quake Engine Resources´-people.


General
Are the extensions/improvements based on (Normal) Quake/Winquake or rather QuakeWorld? Do you plan to eventually release new versions of both?
We are just doing Normal Quake for the forseeable future.

Is the project focussed on a specific OS? Will it be available for the most popular ones (e.g. Windows 95/NT/2000, Linux)?
At the moment, we are just working on Win32 GL version, but I use BeOS, and I challanged someone to port GL quake to Be. Richard Shepard has done this, and once the source is stable, a Be version will be worked on too.

Are you aiming more at enhancing the singleplayer or the multiplayer aspect of the game?
A bit of both, but at the moment just SP. Me and my flatmate (also the other programmer on the team) have some really nice ideas.

Are there any specific bugs you intend to resolve?
Just the ones we cause :)

Do you intend to actively cooperate with other projects (which)? Is this because of their intereset in similar topics or rather in complementary aspects?
We already do cooperate with some of the other projects, and hope to continue this into the future.

How many people are in your team?
3 - Myself (Tane Piper) and my Flatmate (Edward Laverick) are doing the programming side, while Kyle Sherrod does the webpage.

Do you have an estimated date of completion and is anything available for download already?
There are some versions already avalible, and we release whenever we need to.


MODS
Do you intend to release a QuakeC 'MOD' together with the executable?
From now on we do. Ed is working on most of the QC stuff, and we already have better AI, and locational body damage and we intend to add more.

Will compatibility with existing QuakeC code be maintained?
Yes, we want MOD makers to use our engine without having to learn anything new.

Will the final download contain custom maps/models/sounds/...? (Please specify.)
We are going to work on some custom maps. Some of our features don't exactly work in the ID maps, and we want to show them off.


Graphics/Sound
Which feautures would you like to add to the graphics engine?
As much as we can :)

Are you working on versions for the software renderer, OpenGL, Direct3D, ...?
OpenGL - but there is a possibility of a D3D rendered.

Do you intend to create a 'unified' look and command list for different versions for the renderer (e.g. polyblend, fullbrights, transparency effects).
We want to try keep is as unified as possable

Do you plan to alter any of the sound related code?
Yes, adding in other file support and 3d sound. We also my try to implement FMOD into it, replacing Id's Sound engine.


Gameplay (multiplayer)
Do you intend to incoorporate proxy-like features such as location and status reporting?
That could be a feature, but were not sure at the moment. Mulitplayer isn't high on our list of priorities at the moment.

Will any reporting features be implemented as simple messages or rather as status bars, maps ...?
We will probably just go with simple messages, at least to begin with.

Will further advanced options, such as real-time voice communications, be considered?
Infact, we were just discussing that last night :)  It's a feature we would really like to see put in.


Internet Gaming
Are cheat-preventing measures being implemented? If so, on which princple will they be based?
Not at this moment

Are you considering possibilities pertaining real-time broadcasting of multiplayer games (through proxies)?
Again, its not on our list but it could become a future possablility

Will the networking code be optimized (e.g. similar to Qizmo features)?
Yup.

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?
Well, we would like compatability, but eventually compatability is going to be lost somewhere.


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