On Thu, Jun 27, 2002 at 08:19:38PM +0200, tei wrote:
> QF has this features?
>
> * detail textures (easy)
No, though I wouldn't be surprised if they get in some time.
> * vertex lighting
Only on alias models, but quake already had that. Other than maybe speed, I
don't see this being much of an imrovement due to the lack of detail in the
map polys. Instead, we've got colored lighting.
> * autoenviromental (automatically generation of snow and rain form sky brush)
eww, that is not something that should be in the engine itself. That's
something that should be done in quakec (semi-possible at the moment: the
clients /do/ run quakec code now, but not yet anything that can do that).
> * external textured particles
No, and I'm not sure what Despair is planning there. However, we do have some
very nice particle effects.
> can improve the engine a lot
Until 0.5, QuakeForge's goal wasn't user-visible improvements (though several
got in anyway:). Instead, we mainly concentrated on code cleanups and other
behind the scenes improvements. Since 0.5, we've starting doing slightly more
visible improvements, though in generally, they're still not directly visible
to the user.
* Renderer speedups (don't know how it compares to id's gl clients, but much
faster that 0.3 was).
* Client-side QuakeC. Currently only used for the menus, but I'm busy making
improvements to qfcc (our version of qcc) before redoing the menus
(again:/) and then working on making CSQC usable more widely though the
client. Some planned features to be implemented in CSQC:
* protocol extensions: once past the (a?) base protocol, the mod can
implemet its own
* progs code embedded in models
* mod controllable HUD system
* custom menus
* ...
* Objective-C like (OjbectiveQC:) runtime in the progs engine to complement
the ObjectiveQC features in qfcc.
* Powerfull keybinding system
* Powerfull console scripting. eg:
alias "sensitivity" {
if #{$argn == 1} {
echo "\"$0\" is \"$in_mouse_amp\""
return
}
in_mouse_amp $1
}
* (in the qw server) the ability for the progs to generate an arbitrary clip
hull for physics (currently only an arbitrarily oriented box, but that's
just an api issue).
* history and editing for chat messages
* colored lighting
* improved smoke, blood and spark textures (though the original versions can
be selected)
* transparent support for compressed data using gzip. sounds can also be
compressed using vorbis, but some more work needs to be done to make
ambient sounds work. This can make for /huge/ saving in disk space :)
* separate system and user game directories (system for sharing the data
files between users and user for private stuff like configs, saved games
and downloaded files)
We've done other improvements too, but I've lost track of them all. And then
there's the bug fixes...
Bill
--
Leave others their otherness. -- Aratak
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