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Thursday, May 3rd, 2000 (11:16 pm EST)
Open Quake opens
The golden site soon to attract the masses interested in Quake editing is now online. Make sure you pay a visit to Open Quake and expect an interview with QER members on their site any time soon. Open Quake is set to become the daily news reel of all Quake Source code hapennings. tQER pimping will resume as soon as school is finished.

Wednesday, April 19th, 2000 (10:56 pm CST)
Interpolation Tutorial Bugfix
The Interpolation Tutorial has become the defacto standard for Quake engine coders looking to smooth out the animation in glQuake. I believe that this is because a lot of work was put into making it work correctly. A lot of subtle and not so subtle bugs have been squished. I fixed what I believed was the last bug several months ago. But silly me forgot to post this for everyone to benefit from. Phoenix Quake has had this bug fix since the last release (Release 6, January 16th!!!). So that you do not have to completely reread the tutorial, I have posted the fix here.

The readme of Phoenix Quake R6 notes that the bug was fixed:

        - 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 (dperks@eznet.co.uk) 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.

Check out the cool credits scroller.

Tuesday, March 21st, 2000 (8:50 am EST)
q.a4 Released
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)
Ooooo... Shiny

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)
E-mail Blues

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?

Actually, I am announcing the availability of ShaderLib Release 1, and the first part of the ShaderLib Manual. The bulk of the rest of the documentation will appear over the weekend.

I am looking for people to help me develop and advance this library. Please e-mail me at fenix@io.com if you are planning on using this library or want to help develop it.


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.


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:
    Greetings to the Great QER Team!
    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 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!

Splat Map #1 Splat Map #2


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.
    Well finally sat down and organized a plan on how to start this, already discussed this with Topaz and Phoenix for a while but time I get my butt in gear now. I'm starting a technical demo for the QER build of Quake 1, it'll pretty much work as just a technology demo, unless we get people devoted enough to want to complete a full length project. Notice upfront, don't bug Topaz about features or ideas for the demo, contact me at ghent@endorproductions.com. He's only modifying the engine, not making a game. Phoenix will probably put a little work in, but for the meantime, keep all questions and suggestions directed towards me. Right now, for production to begin, we're looking for two 3D Modelers, and two 2D Artists minimum. 3D Artists must be familiar with 3DSMax and Character studio, as the LuCiD Parametric Animation System will probably work from a Character Studio Plugin, possibly with support for Hash Animation master, we'll see what we can weasel out of Topaz. 2D Artists will be working on porting textures and skins from a previous project of Endor's called 'Entron: Freedom's Edge'. Experience with Shaders and working in Targa's Alpha channels is a major plus. The demo will consist of porting and updating some levels from Entron into the modified QER build, as well as the models being redone for the new animation system, and all the textures and skins ported to full 32-bit color.
    Endor Productions Inc.
Saturday, January 22nd 2000 (8:44 am EST)
MiniGL fix for Banshee users.
Just when I lost hope in 3DFX and the Banshee, SSDwellah posted this fix on the newsgroup:
    If you own a Creative Labs Banshee and cannot get the new version of tQER_GLQuake to work at all and it crashes after the 3dfx Interactive logo (if it's enabled), it might work if you use the beta MiniGL patch.

    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:
Again, I'd like to emphasize the fact that I am not using any driver/hardware specific features for tQER and it should work on all platforms. If you still get unwanted graphical artifacts, you might want to consult your 3D hardware manufacturer. I am using OpenGL 1.0 standard commands and I haven't even started optimization through GL Extensions; therefore, it should work on all OpenGL compliant platforms, without exceptions. Thanks SSDwellah for the tip.

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