| Back | Last changes: 2000-07-24 | Contact Maddes | 
| July 24, 2000 | 
| July 12, 2000 | 
| June 24, 2000 | 
The newly released WorldCraft 3 can not be used for Classic Quake mapping as it outputs a new map format, which can not be processed by Quake's QBSP. A reminder for 3Dfx users that they do not need my OGL16BIT package anymore if they use a Quake port based on the released sourcecode, just use the "-no8bit" parameter.
I updated the readmes accordingly.
With the 5.13 Detonator drivers WinQuake does not flicker, the desktop is not corrupted after exiting WinQuake and the transparent console in GLQuake works fine.
Only GLQuake and also Half-Life and Quake 2 flicker in the beginning for nearly a minute, because the OpenGL buffer flipping mode is set to "auto".
To avoid this just set OpenGL buffer flipping mode to "Use Block Transfer".
One problem is still left, when you run GLQuake with a resolution that differs from your desktop resolution and switch back and forth to the desktop, then GLQuake is not correctly displayed.
The display of GLQuake does not start at the top of the screen, but somewhere in the middle (depending on the resolution difference).
I do not recommend 5.14 or 5.16 as they crash WinQuake when it is first started, the second start works, the third not, the fourth works again and so on and so on...
The general protection fault occurs in DDHELP (NVDD32.DLL) and you have to throw the WinQuake task out of the system.
I do not recommend 5.22 or 5.30 as they make all flashblends greenish..
Please help and report those problems to Nvidia by using the support form on their drivers page.
You can get the latest leaked drivers at 3DChipset or ReactorCritical.
| January 20, 2000 | 
 My latest engine fixes are available for download including binaries. You will love the glowmaps in GLQuake, the new cvarlist and cmdlist commands, the cvar scorelimit for team addons, etc. etc.
 My latest engine fixes are available for download including binaries. You will love the glowmaps in GLQuake, the new cvarlist and cmdlist commands, the cvar scorelimit for team addons, etc. etc. A copy of the QSML FAQ is now available too.
 A copy of the QSML FAQ is now available too. Don't worry about that there are currently 10 or more different groups working on Quake.
The groups need time to get used to the sourcecode and to concentrate on their special abilities, e.g. bughunting (me :), OpenGL rendering and other stuff.
 Don't worry about that there are currently 10 or more different groups working on Quake.
The groups need time to get used to the sourcecode and to concentrate on their special abilities, e.g. bughunting (me :), OpenGL rendering and other stuff. Updated the Quake 3 Arena bugs list. (Yeah, this is off-topic :)
 Updated the Quake 3 Arena bugs list. (Yeah, this is off-topic :)| January 04, 2000 | 
 Update:
 Update: Due to heavy request I will release the executables with my next sourcecode update.
 Due to heavy request I will release the executables with my next sourcecode update. Other things I got mailed about the released sourcecode:
 Other things I got mailed about the released sourcecode:| January 03, 2000 | 
 I had a mail exchange with the GLQuake man himself, Zoid, about the FOV 20 problem, and he assumes it is a VC++ 5.0 problem. I will try to get VC++ 5.0 SP3 tomorrow and we'll see if it solves this problem. Otherwise I have to ask somebody to compile it with the lastest VC++ 6.0 version and send me the executable.
 I had a mail exchange with the GLQuake man himself, Zoid, about the FOV 20 problem, and he assumes it is a VC++ 5.0 problem. I will try to get VC++ 5.0 SP3 tomorrow and we'll see if it solves this problem. Otherwise I have to ask somebody to compile it with the lastest VC++ 6.0 version and send me the executable.You may notice that in the QW code, all references to the progs strings (pr_strings) are wrapped in functions called PR_GetString and PR_SetString. This was required to make the source 64 bit clean. You may want to copy this to the WinQuake source so that you can compile on platforms like the DEC Alpha Linux (which has 64bit pointers).Last but not least Jeff Ford told me that he cooked up an tutorial to compile GLQuake with LCC-Win32 (I assume that WinQuake will be compilable with it too).
 Although the texture cache mismatch bug has been fixed, I recognized a bug in BSPTxRen and fixed it.
If you used BSPTxRen before, you can now undo the changes.
 Although the texture cache mismatch bug has been fixed, I recognized a bug in BSPTxRen and fixed it.
If you used BSPTxRen before, you can now undo the changes.| January 02, 2000 | 
 Last Update:
 Last Update: I had a discussion with some coders on ICQ, and they convinced me that keeping compatibility should be done through a new console variable similar to my QCVERSION variable.
This way the QC coder can decide what to do when the wanted feature is not available, giving more flexibility for newer PROGS.DAT to run on older engines.
Also got a hint that the EndFrame function should be implemented like the spectator functions of QW, where the engine scans for the spectator functions and executes them if available.
 I had a discussion with some coders on ICQ, and they convinced me that keeping compatibility should be done through a new console variable similar to my QCVERSION variable.
This way the QC coder can decide what to do when the wanted feature is not available, giving more flexibility for newer PROGS.DAT to run on older engines.
Also got a hint that the EndFrame function should be implemented like the spectator functions of QW, where the engine scans for the spectator functions and executes them if available. As usual I updated the engine fixes again and the bug pages plus engine pages accordingly.
 As usual I updated the engine fixes again and the bug pages plus engine pages accordingly.