------ 8/17/98 -------Quake2 Battleground v1.05
I added support for HDTV style wide screen displays in QuakeArena, so 24" and 28" monitors can now cover the entire screen with game graphics.
On a normal 4:3 aspect ratio screen, a 90 degree horizontal field of view gives a 75 degree vertical field of view. If you keep the vertical fov constant and run on a wide screen, you get a 106 degree horizontal fov.
Because we specify fov with the horizontal measurement, you need to change fov when going into or out of a wide screen mode. I am considering changing fov to be the vertical measurement, but it would probably cause a lot of confusion if "fov 90" becomes a big fisheye.
Many video card drivers are supporting the ultra high res settings like 1920 * 1080, but hopefully they will also add support for lower settings that can be good for games, like 856 * 480.
I spent a day out at apple last week going over technical issues.
I'm feeling a lot better about MacOS X. Almost everything I like about rhapsody will be there, plus some solid additions.
I presented the OpenGL case directly to Steve Jobs as strongly as possible.
If Apple embraces OpenGL, I will be strongly behind them. I like OpenGL more than I dislike MacOS. :)
Last friday I got a phone call: "want to make some exhibition runs at the import / domestic drag wars this sunday?". It wasn't particularly good timing, because the TR had a slipping clutch and the F50 still hasn't gotten its computer mapping sorted out, but we got everything functional in time.
The tech inspector said that my cars weren't allowed to run in the 11s at the event because they didn't have roll cages, so I was supposed to go easy.
The TR wasn't running its best, only doing low 130 mph runs. The F50 was making its first sorting out passes at the event, but it was doing ok. My last pass was an 11.8(oops) @ 128, but we still have a ways to go to get the best times out of it.
I'm getting some racing tires on the F50 before I go back. It sucked watching a tiny honda race car jump ahead of me off the line. :)
I think ESPN took some footage at the event.
------ August 15, 1998 ---------------Dave Kirsch Updated His .plan
Y'know, I still get e-mail from people that are JUST now reading plan updates from three months ago and are peeved with me for my tone, content, language, whatever. This is the reason I quit doing plan updates of a personal nature months ago.
Coming soon....early benchmarks for various 3D accelerators that we have in our grubby little mitts. I think there are going to be some big surprises. Smells about like this time last year, no?
For those of you that need a fix of my sarcastic self, I have transitioned my personal rants over to the Ask Grandmaster B column at www.voodooextreme.com. Have fun, and don't send Grandmaster B related e-mail to me here -- I WILL delete it unread.
Aug 14th/1998Quake II Tournament in San Francisco
I have received more than enough beta tester requests. Thanks for the great reponse everyone! But, please, my mailbox is going to explode. :)
8-13-98Canopus Manufacturing Plant Tour And Pure3dIILX Contest
I've been doing some work on the Linux ports of Quake and Quake2. There are several different versions floating around out there with some problems in each and some outstanding bugs. I'm ratifing all the ports to use a common set of code for video, audi o and input. I'm also adding some new support such as glX support for GLQuake/Quake2 ref_gl so that there will be a version of GLQ/Q2 ref_gl that is not dependant on the fxMesa code in Mesa 3-D and should work with all GL renderers that are available for Linux (tho it isn't playable without hardware support). I'm also working on building glibc5 versions of the executables as well. I plan to release both libc5 and glibc versions of the binaries in the future.
These new glX based versions obselete the use of qkHacklib.
I've also ported 3DFX's OpenGL miniport (GLQuake driver) for Linux. The miniport is implemented as a lib replacement for esaGL.so that emulates the fxMesa...() interface. It's faster than Mesa 3-D on lower end CPUs right now, and will support multitextu re on the VooDoo2s. Mesa 3-D 3.0 also supports multitexture, so it will be interesting to compare the speed differences between the two.
My drivers support list looks like this:
I am investigating support for GGI as well, but haven't done any implementations yet. Any GGI guys wanna gimme a hand in this?
- SQuake/Quake2 ref_soft.so:
- requires svgalib, preferably 1.3.0 or later. Console only. Requires root permissions (setuid).
- Quake.x11/Quake2 ref_softx.so:
- X11 based software rendering, requires X11. Doesn't need root if /dev/audio is writable.
- GLQuake/GLQuake2 ref_glfx.so:
- requires SVGALib for keyboard/mouse input, Mesa 3-D with fxMesa support compiled in. Only runs at the console. This version requires svgalib 1.3.0 now. Still requires root for both svgalib and glide. (note that ref_gl.so will be glX based now an d a new ref_glfx.so will be for old svgalib/fxMesa hardwired support).
- GLQuake.glx/GLQuake2 ref_gl.so:
- glX based and uses X11 for keyboard/mouse input. This version should work with all existing GL/glX implementations for Linux. Vendors of Hardware GL/glX implementations for Linux should contact me about testing with their implementation. This cu rrently requires root with Mesa 3-D because of the glide dependancy, but other hardware GL/glX implementations should not. You have to do a 'export MESA_GLX_FX=fullscreen' to hack Mesa 3-D into using the 3DFX instead of software rendering for now.
I'm planning to release rpm installs of the new versions of Quake/Quake2 in the future that auto-install in /usr/games/quake and /usr/games/quake2 as needed.
One of the reasons for this plan update is I need some beta testers to help in testing these implementations. I need beta testers with the following requirements:
Please note, a beta tester is NOT someone who gets to play with stuff before other people do. They are someone who wants to help out in the development and evolution of Quake for Linux.
- Own a copy of Quake and/or Quake2
- Be able to test software and GL renders
- Be able to test libc5 and glibc versions
- Report bugs and retest new versions.
If you feel you have the ability to run this new code and help out in finding and eliminating bugs, please drop me a line and I'll add you to the beta tester list.
8-13-98m2m v1.1 released
On Monday of this week the guys at www.qvt.com called to tell me that they had a huge increase in orders starting Thursday of last week. Thanks for the great response. The Queen Village Trinkets guys really do good work and they definitely appreciate th e business (as do we). I also hear a certain competitor/business associate of ours found the QVT stuff cool enough that you might see someone else touting QVT jewelry, etc. soon ;)
8-12-98ThunderWalker II 2.0 Linux
------ Y2K++ -----
With all the media twits droning on and on about Y2K, they've missed that there are some other "fun" dates coming along that are as bad, if not worse, to correct than 1/1/2000. Did you know that:
Please, please, please don't email me about other fun dates. I've got quite a list and just wanted to share this little bit with the people who read my plan. You guys are light years ahead of the general press and those of you that didn't already know of these dates can at least comprehend the problems and their ramifications.
- The year 2000 is a leap year (and 2100 is not).
- The ANSI C library breaks on January 1, 2010
- The Unix time function breaks on September 30, 2034
- The Unix OS time breaks on January 19, 2038 (at 3:14:07)
Aerotic Software has posted a press release which can be found on their news page in relation to their future plans including the announcement of a new version of multiplayer quake 2 which will include an enhanced/tweaked deathmatch, or the server can choose a 'last man standing' type experience all within the same add on. It will also include 10 new high quality multiplay designed maps. this prduct is called CataclysmHelp Wanted
Tag Team Quake Action - August 23, 1998HappyFun Bot Canceled
Sunday, August 23 the Sniper Network Gaming Group will be hosting a huge 35 player BYOC Quake 2 CTF and QW Team Fortress LAN Party in Vancouver, BC. Get out of the heat into our air conditionned banquet hall and frag on our lag-free LAN! For more information, check out our website at http://www.sniper.net or e-mail Grimoire@Sniper.NET.