|| 06.20.00 || Thanks!
A big thanks to everyone who offered their help in identifying the NT issues mentioned yesterday! We've since found our testers, and as a result, no more requests are being accepted. [ rk ]

  || 06.19.00 || Questions of Code
As I mentioned last time, both Rip and CaRRaC are away from us for a bit, but Rip dropped off a new version of the source before he left, and not wanting the project to sit idle, I took it up to work with while our other coders are occupied. After this week's worth of work, a number of bugs have been removed, some of which have been bothering us for a while, and the bots which were giving us a great deal of trouble (and who's inclusion in the DM test was debatable), are now back in line and working fine in both regular DM and saberonly mode. There's still a fair number of bugs and quite a bit of balancing to do, but today I compiled the first "clean" DM test build (with all SP and unused components stripped out), and this will shortly be going off to the testers as our first release candidate. For the curious, the vitals are: one player model, two DM maps, and a compressed size of about 21mb. Furthermore, I loaded up this version of SWQ on the old P166, and I'm happy to report that the game will run in software at 320x200, so all of you out there who dispaired at the "3D card required" statement, take heart. You'll need to revert to the old Quake 2 front-end menu, but aside from that, SWQ should run fine.

One last thing today: We're looking for someone with easy access to a network of NT machines, preferably with a group of friends close at hand who can assist with testing. There may still be some unidentified issues with SWQ running on NT, and we'd like to try nailing these down before the public release goes out (meaning we'd require your aid soon, and frequently). If you think you fit the bill, please drop a line to me at redknight@planethalflife.com. [ rk ]

|| 06.11.00 || Now With Content!
Ok, so maybe I'm not going to let you know how things are going more often than monthly. To partially make up for that, here's the second issue of Damaramu's incredible illustrated storyline, and a big thanks to him once again for taking the time to put it together!

Now, for a few words on how things have been going with SWQ's development: This past month, both CaRRaC (who has been rightly focusing on his classes) and RipVTide (who is doing likewise, as well as preparing for a trip to the U.S.) have been able to find only a little time to devote to SWQ's development, and considering that the majority of the work remaining is code-related, that translates into much slower progress than we would have liked to see. Despite this, many issues have been resolved, and we are about to enter a major testing period for the project. As that testing progresses, the rest of the team will be discussing the new direction of the single player aspect of the mod, which is still locked in a state of limbo during the multiplayer development. We'll keep you updated as both of these lines progress. [ rk ]
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