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Well, that's an embarasing bug. PDF Print E-mail
Written by Spike   
Sunday, 30 November 2003 04:05

Playing on remote servers (non-lans) you should get a lot smoother player movement. This is because a bug has been squished. It's now actually playable with a ping!
Also of note is the key binding system overhaul. "bind ctrl_q quit" will only quit when both control and q are pressed. You can combine this with ctrl_alt_shift_q for a really overcomplicated way of quiting. You may wish to bind ctrl alt and shift to empty strings, or non-input related functions as these events will still get triggered.
Binding to a normal key will cause all modifiers for that key to be rebound. use the prefix std_ to bind just the no-modifier possability.
Bumpmapping has found a place in the texture sorting routines. This is of course still nice and fast. detail textures have also found thier place (using gl_detail).
All the flame effects are also togglable using a cvar along the lines of gl_part...
As well as all that, the server should be more compliant with NQ mods now.

Last Updated on Monday, 21 December 2009 04:17
 
Combining Quake with Grand Theft Auto PDF Print E-mail
Written by Spike   
Wednesday, 05 November 2003 04:05

The recent bug fixes and stuff has something to do with a new project I'm working on. The aim of this project is to combine quake vith various elelemts of Grand Theft Auto.
The features we have so far are a birds eye view (can be disabled), cars, npc cars that just drive around endlessly, people getting out of the cars when the player gets in, support for 2 players in a single vehicle, drivebys, tanks with turrets and helicopters.
We've alrady got past the stage where NPCs will rearend anyone. We've even got a trafic light sort of system.
We are hoping to incorporate some teamplay stuff, so that you can play CTF in tanks, should you choose.
Single player missions will definatly be more limited than GTA due to smaller maps. We can't be bothered to make huge fatoff cities, and even if we could, the engine probably wouldn't cope...

Now there's an idea... One server running five seperte maps, all part of the same city. That would certainly boost map sizes... It would be an interesting project...

If you are interested, feel free to connect to my test server. You'll find it via id's Limbo master server. You should be able to connect with any QuakeWorld client, however the server itself is the FTE server. Mostly cos it's the best server around... Actually, mostly cos it's the server I made. It supports all the things needed for GTA to work.

Last Updated on Monday, 21 December 2009 04:16
 
New website design PDF Print E-mail
Written by Spike   
Sunday, 11 May 2003 01:45

... Make that "Website Design" ...

I'm going to provide a news page to contain my current Quake coding projects for your total amusement. I still need a decent name for my engine. Currently I call it FTE (ForeThought Entertainment) Quake, while everyone else seems to use my netname. If I wanted to be vain, I'd have kept the 'd'... Suggestions are welcome.
My FTP server appears to work perfectly except for the multiple files listing bug. It's not a fatal or security bug, so it'll probably be around for a while. The FTP client also appears to work, but is less secure and may cause a few problems. The server seems to work fine now, and even has security measures in place using the rankings system.
The HTTP server is less tested, but at least I worked out why I couldn't read a jpeg from it (doh). I'm going to rewrite most of it now that I understand the http protocol a little better. Hopefully it should restrict data flow a little and prevent various possible attacks.
My next project is an IRC client in the client code. This should be rather interesting to see how many other people try to knick it. I think I'll probably end up writing it to interface with the console, with the important events sent to some sort of menu to be implemented at some other date. Should be good when it's fully working. the current version can connect to a channel, receive messages and send them, but only by me cheating with a debugger. I'm highly unlikly to bother with an entire irc network, but I might create a standalone irc server for chatting to players or maybe rcon.

Plans for the ftp/http server include faster auto-downloading and dynamically generated html via cgi-like QuakeC.

On a side note, I should probably write the news in the mornings. Now you all know how late I go to bed!

Last Updated on Monday, 21 December 2009 03:18
 
The client now supports full blown validation. There are still a few quirks with the frontend, and a few parts of it will need to be fixed. PDF Print E-mail
Written by Spike   
Monday, 13 October 2003 01:38

For example: it expects your quake engine to be named j:\ftemqw.exe. Not really that useful. But it works, and that's all that matters.

How's this for a cool feature: The engine can now run quake2 mods. The trick is that it switches to using the Quake2 protocol. If I iron out the bugs soon it might be releasable.
Before you complain that this is a major security risk, you can disable the loading of the q2 game dll by using the commandline parameter -noq2dll. Unless there is a major bug, there is no way that it will load a q2dll when that's specified.

But the best thing is that I've got hosting again. Wahoo.
And forums this time.
Even better.

Last Updated on Monday, 21 December 2009 04:15
 
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- FTE is a free set of projects developed under or using the resources of the informal group "ForeThought Entertainment" (FTE) that are available in binary and source code.
- The FTE client, supports Quake, NetQuake, QuakeWorld, Quake II, Quake III Arena, Hexen 2, Nexuiz and others.
- The FTE QuakeC Compiler does QCC
- The FTE Server supports NetQuake, QuakeWorld, Quake 2 & Quake 3: Arena
- Based apon the Quake & QuakeWorld source code, with source code extracts from other QuakeWorld clients such as ZQuake & FuhQuake. While also containing technology from both Quake II & Quake III Arena.

Copyright© 2002-2009 FTE/FTEQW. All rights reserved.

QUAKE is a registered trademark of id Software, Inc. All other trademarks and trade names are properties of their respective owners.