- Fixed: An odd problem with interpolation where an object that was momentarily off screen, would zip from his previous position to his new position when it came on screen again. Thanks to David Perks (firstname.lastname@example.org) for bugging me about this until I fixed it.Has anyone gotten this to work with QuakeWorld?
Wednesday, March 22nd, 2000 (10:30 pm EST)
Another q.a4 release
I promissed myself to do something about QER on this spring break and I have reserved one day to work on a few things for Q.a4. I have been working from 2pm to what is now 10pm implementing a few nifty features which give Q.a4 the stylish look of Y2K games. Go grab it now in the files section. The source code is also released of course. Now if only we had enough time to work on this project, we would make it the Linux of 3D engines. There are tons of features that we can add, the problem is not the lack of intellect, but rather the lack of time spent on this hobby. Mea Culpa.
Tuesday, March 21st, 2000 (8:50 am EST)
I haven't had much time to do anything lately, I apologize for the long delay, and the hole in the gift bag. q.a4 only sports the bug fixes that came with q.a4 beta; nothing more had been worked on for public release. Go to the files section to grab it.
Thursday, March 16th 2000 (12:59 am CST)
Phoenix Quake is in a state where it will not be ready for another public release in about a month. Its been broken for the past 2 months because I have been gutting it and rebuilding it. So far, the biggest result of the overhaul is that the shader parsing stuff has been abstracted out and made into ShaderLib. Currently, I am working on abstracting out the shader renderer so that it can be made available as an extension to ShaderLib. This would be an awesome tool for graphics programmers because it takes the awesome effects available in Quake 3 and makes them usable through an easy interface. You could have some awesome looking stuff running in just a few dozen lines of code.
Phoenix Quake Release 7 will be a big deal. This is because unlike a lot of Quake Source Projects at this early junction, it will be more than a collection of quick features/hacks added in a couple of afternoons in order to get familiar with the engine and OpenGL (admittedly, Phoenix Quake started out this way ^_^).
I have not posted lately because I feel its not really worth it unless I have something people can use (like ShaderLib) or I have some eye candy (A full-time job sort of cuts into things as well *sigh*). Today, I've got some eye candy for you. (don't accept eye candy from strangers)
People have a fascination with shiny things and here is a Phoenix Quake rendering a level that is almost completely made out of shiny metal. This is JexDM1.bsp, a Quake 1 level that uses Quake 3 textures. It creator is JexJackL. A contributor (not JexJackL) wrote a set of shaders for Phoenix Quake R6 that make this map actually look like a Quake 3 level. I changed all the shaders to a shiny metal effect so I could test this new feature for the upcoming Phoenix Quake R7. I am sure JexJackL would be surprised to see his map looking like this.
Friday, February 18th 2000 (10:44 am CST)
It appears the me and Graeme Devine made about the same joke about version numbers... spooky. I wanted to let people know that my service provider accidentally shreaded a bunch of e-mail yesterday. So, anything sent to me between 1:00pm CST and 11:00pm CST, February 17th, needs to be resent because I did not get it.
Thursday, February 17th 2000 (11:50 pm CST)
ShaderLib v0.69 Alpha Pre-Release Beta Release Candidate #42
Sometimes software has the strangest version names. Since I do not pretend to know when my software will be done (The elusive v1.0, I only wish I had a plan that organized) I simply give my code release numbers. I regret calling my the previous version of ShaderLib a 'pre-release'. Can I really release software, before I release it?
I am looking for people to help me develop and advance this library. Please e-mail me at email@example.com if you are planning on using this library or want to help develop it.-Phoenix
Tuesday, February 15th 2000 (3:35 pm EST)
GLQuake q4a Platform Candidate Released
I am sorry about the lack of updates, but I am trying to keep up with a Chaos Theory and Dynamics class at UMD, which unfortunately, turned out to be a bit sour. I spend most of the day away from the computer so I only update when I can. I have released a q4a beta candidate which means that it is not a beta, but rather a platform check for ARB multitexturing among other things. The source and the executable are available in the files section.
Friday, February 11th 2000 (12:48 am CST)
Pre-Release of ShaderLib: An Open Source Shader Tool Kit
I (Phoenix) am coming out of hiding with a big valentine for both Quake 1 Engine coders and Quake 3 Tool coders. I have taken what I learned implementing shaders for Release 6 of Phoenix Quake and turned it into a generally useful C library for parsing and working with shaders.
I was inspired to do this after seeing some problems with Shader Editor, Q3ASE, and Aftershock. I realized that the writers of these projects were going to have to go through the same pain that I had already gone through when they realize that the official Id Shader Manual is full of errors and is nowhere near precise enough to write software from. That is understandable, its not a design document for software, its for level designers who do not need to know the exact functionality and will generally fool around with the numbers until things look right. I am releasing this library under the GPL so that we can all pool our resources on a single library that can act as a foundation for all our tools so that we will not duplicate as much work.
The people that should look at this library are those that are working with the Quake 1 source and want to add Quake 3 style effects and those that plan to write map compilers and other editors for Quake 3 that need to understand shaders. I am sure that if you use this library that it will save you a lot of work. This release includes a microscopic program SHLINT that uses the library to check shader files for errors and other problems.
I am calling this a pre-release because I have not finished the documentation. I am asking that coders download this give it a look, and then send me suggestions about it before I make some final decisions about the interface. I will be posting tutorials and documentation for ShaderLib over the next few days.-Phoenix
Wednesday, February 9th 2000 (6:44 am EST)
Quake: Resurrection - a GameSpy propaganda to sell more contraceptives.
GameSpy have a nice article about the current working modifications for Quake. I personally have never downloaded any other Quake modification except for the one from QSG, so this article sheds some light about other things we might consider here at QER. Just for the record, and this is making its way to the FAQ, QER is not a coalition of teams working on different projects, but rather a team of two people, Phoenix and moi, Topaz, working on two different code bases in an effort to bring both our intellects under one executable. Read the about section to know who's who.
Saturday, January 29th 2000 (3:50 pm EST)
Phoenix is optimizing the shaders while I am adding new rendering features to GLQuake. Apparently, GLQuake doesn't do single pass multitexturing in 16 bit modes, hence the nasty slowdowns. This is an OpenGL problem, and I am working on it by completely removing SGI calls to multitexturing and replacing them with the more board specific ARB extensions. As a result to this attempt, I am adding metalic reflections to the original Quake models' metalic parts. I am still sticking to the Quake models until I decide whether I should implement Q3A models, HL models, LuXOR models, or something else. So far, the Quake models have been upgraded with 32-bit multitextures and higher poly count. Those who would like to convert the original models can drop me a line.
In other news, Splat has sent us a link to a cool map his clan made:
We just released a new QER map! It runs on our Team Fortress Server during the vote. Unfortunately there are only two ways to see it in all itīs beauty since it uses a lot of mdl-animations:
1) Connecting to 18.104.22.168 and waiting until it is voting time. (Might take some time.)
2) Also downloading the "votedemo.zip", unzipping and running it from the QuakeWorld Client console with "playdemo votedemo".
You will most probably need some Team Fortress files in order to see it.
This map is dedicated to the QER Team. Enjoy!
Get the vote: www.kawo2.rwth-aachen.de/~hajott/qervote.zip
Get the demo: www.kawo2.rwth-aachen.de/~hajott/votedemo.zip
Again... many many thanks! QER rocks!
Tuesday, January 25th 2000 (8:01 pm EST)
3DFX reaches out for QER.
3DFX have offered some help. We will be testing their OpenGL ICD. 3DFX support for the MiniGL Dynamic Library has been discontinued, so versions q.a4 and later will be using the OpenGL ICD of 3DFX. I will be working closely with 3DFX to make sure most of the features are well documented and implemented in their library. Hopefully, this will cool off many of the burning issues and frustrations I have received regarding 3DFX support.
Saturday, January 22nd 2000 (8:44 am EST)
Endor looking for 3d and 2d artists to work on QER engine.
Endor is looking for 3D and 2D artists to work on the merged QER engine. Don't forget to visit their web page for more information about this project.
Endor Productions Inc.
MiniGL fix for Banshee users.
Just when I lost hope in 3DFX and the Banshee, SSDwellah posted this fix on the newsgroup:
Here is a link directly from the Creative Labs page:
NOTE: You need the latest Creative Labs Drivers (3dfx reference doesn't work). Also the latest drivers contain a new version of the BIOS. Make sure to install that as well (from a "true" MS-DOS prompt).
Creative Labs 3DBlaster Banshee driver update can be found here: