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News
15th of February, 2008 3:47 PM GMT +9:30 - Molgrum
The FTE team proudly presents... FTE 3343!
It was a long time ago since the last update on FTE, many may have wondered what has been going on in that time and I can only say
that much work has been done for making the FTE-client a choice in competitive gaming: A ruleset has been introduced which will
grant you to play with FTE in NQR!
Also, this build will feature the ability to watch games via QTV (supports both FTEQTV and EZTV)! QTV is without a doubt the future
of spectating so supporting it is a natural step forward for any client nowadays.
All the older features which might have gotten unnoticed are of course still in: Minimized builds for fast FPS, mouse-driven
menus/serverbrowser, customizable HUD, various eyecandy settings, NQ support, etc.

Noticable features in the new release:
Client:
* NQR ruleset allowing custom models/sounds, use any models/sounds you want with this ruleset, really!
* Customizable particles, you can for example create your own rocket trails, blood and/or explosions!
* Loads custom .pcx textures in non-24bit mode, colorize the shaft beam and armors without 24-bit enabled!
* QTV streaming, watch QTV games with FTE!
* Aims for standardization rather than being biased towards specific servers/mods, you can even play NQ mods!
* Comes in a minimized flavor for those who want faster FPS!
* Teamoverlay support for the rookies!
* Huge amount of possibilities to customize and tweak the eyecandy, click here for a good example!
* Supports multiple platforms: Windows, Linux, Linux-64 and MorphOS!
* Heaps of bugfixes!
Server:
* Anti-wallhack, destroys the benefits of wallhack, while saving bandwidth at the same time!
* QVM support, can play .qvm mods such as KTX! Also supports 64-bit systems!
* Player logging, keep track of cheaters/hackers/pestilences and ban them!
QTV Proxy:
* Qizmostyle re-routing, you can use it to gain lower pings when playing games!
* Supports Fuhquake and mqwcl, watch QTV games with any client you want!
* Servers no longer need spectator slots. QTV is smoother, takes less bandwidth and offers more potential!
The usual QCC compiler is also updated and you can read the changelog here to see what's new!
17th of October, 2007 7:29 PM GMT +9:30 - Moodles
On the left, I have added a new link called "Development Binaries" where the latest FTEQW clients&servers still in development, will be compiled hopefully once a day (with a automated process that runs at 5am on my Linux server) with the most uptodate code from our SVN server. Instead of the Windows binaries being compiled in Windows, we are now compiling development binaries from Linux in what is known as crosscompiling, the downside is the crosscompiled binaries are not as stable as Windows binaries built in Windows with Microsoft Visual C++, the upside is that the crosscompiled binaries get alot more FPS.
purplehaze, author of various particle sets for FTE in the past, has released new and updated particle effects, which I recommend you should check out: purplehaze's Quakeworld.nu forum thread, if the link doesn't work, I have also uploaded purplehaze's screenshots to the site's folder, direct link: here.
6th of January, 2007 9:42 PM GMT +9:30 - Moodles
This was posted on IRC by Up2nOgOoD]ROCK[:
FTEQTV is ready enough for it's first official test. BigFoot, a fellow coder for FTE has provided a server on 100mbit connect in Paris.
A lot of bugs in FTEQTV has been fixed. As of now we don't know any major bugs, that's why we are coming for a public test. Please help us find any bugs you may find so that we can squash them for our next release.
Please note that QTV isn't as user-friendly as it will be in the near future. The menus aren't very useful so you'll have to go buy .commands like qizmo FOR NOW.
IP: bigfoot.morphos-team.net:27599
18th of July, 2006 6:54 PM GMT +9:30 - Moodles
Today is FTE's 3rd release of it's OpenGL, Direct3D & Software rendered clients, dedicated server, quake tv & quakeC compiling tools. Lots of bug fixes and features added, for the entire list of what has been done since the last release 2 months ago (build 2666): Link to 2666 - 2770 Changelog.
For The Quake/Nexuiz/Hexen Players And Testers
- Full OpenGL Client (Windows & Linux)
- Full Merged Client [Software + OpenGL + Direct3D] (Windows & Linux)
- Full Software Client (Windows & Linux)
- Minimal OpenGL Client (Windows) - Sorry, no Linux client (as usual).
For The Game Server Administrators
- FTE Dedicated Server (Windows & Linux)
- FTE QuakeTV (Windows & Linux)
For the Quake Modders
- Commandline FTE QuakeC Compiler (Windows & Linux)
- GUI FTE QuakeC Compiler (Windows)
For The Lovers of Sourcecode
- All The FTE Project's Sourcecodes (Windows + Linux)
15th of June, 2006 3:06 PM GMT +9:30 - Moodles
You might notice a new toy on the left, well TimeServ brings word over IRC, the forthcoming news of the new release of your favourite multiplatform, multigame client due July 10th (which means Build 2764 give or take a number). This also ofcourse means the highly anticipated 3rd releases of the new and improved: FTE Dedicated Server, FTE Quake C Compiler & FTE QuakeTV Proxy.
In other Quake news, Nexuiz 2.0 has been released:
Nexuiz 2.0 has been released! This is another massive update to the game, new features such as a single player campaign with completely new advanced bot AI, five new maps, new particle effect system, weapon changes, and complete precompiled bumpmapping with GLSL shaders. We have also optimized the game heavily, and improved net performance.
6th of April, 2006 11:55 AM GMT +9:30 - Moodles
It has roughly been just over 2 months since anything was released by us. Each FTE Project has been brought up to date, brandishing off their new freshly stamped Build 2666 stickers. An early Easter present from us (even if you don't celebrate Easter, it's still nice to get gifts in the spirit of things), to the players, server administrators, quake modders and programmers who follow the FTE project.
As you may or not know, in our last release 2 months ago, we lacked Linux clients. This has changed in this release, we have released Linux ports for everything where possible except the Minimal OpenGL client (which has no Linux makefile).
Usually the most important thing you want to know, is why you should upgrade from 2600. Mainly existing features have been enhanced, the client has been optimized to run faster, awesome new features such as Bloom and native Anti-Aliasing (Multisampling), better compatibility with scripts (mainly aliases) from other QuakeWorld engines such as FuhQuake, ZQuake & ezQuake. Also miscellanous features added from people's suggestions and feature requests (such as gameclocks), and in general, an amazing ammount of bug fixes.
Listed above was mainly the important points, to see everything there is a list on our wiki: Link to 2600 - 2666 Changelog.
Up2nOgOoD[ROCK], better known for his work on the Quake Retexturing Project (Link to the Quake Revitilization Project), has made an interesting post on the Quakeworld.nu forums to introduce many of FTE's interesting "hidden" features you may not know about. Link To The Full Report Here.
For The Quake/Nexuiz/Hexen Players And Testers
- Full OpenGL Client (Windows & Linux)
- Full Merged Client [Software + OpenGL + Direct3D] (Windows & Linux)
- Full Software Client (Windows & Linux)
- Minimal OpenGL Client (Windows) - Sorry, no Linux client.
For The Game Server Administrators
- FTE Dedicated Server (Windows & Linux)
- FTE QuakeTV (Windows & Linux)
For the Quake Modders
- Commandline FTE QuakeC Compiler (Windows & Linux)
- GUI FTE QuakeC Compiler (Windows)
For The Lovers of Sourcecode
- All The FTE Project's Sourcecodes (Windows + Linux)
29nd of January, 2006 7:34 PM GMT +9:30 - Moodles
The time has finally come, we are pleased to announce the first ever official release (build 2600) of the FTE QW Clients & Dedicated Server. Sorry, no Linux client test builds as of yet because Linux support still needs more testing.
Merged Description: Software rendering, OpenGL rendering & Direct3D rendering. Software available in 8bit, 16bit & 32bit. OpenGL & Direct3D available in 16bit & 32bit. Also has built-in server.
OpenGL only Description: OpenGL renderer only available in 16bit & 32bit. With built-in server.
Minimal OpenGL only Description: Exactly the same as the OpenGL version, except with features missing (no server built-in for example), a full description can be found: here
Software only Description: Software rendering, available in 8bit, 16bit & 32bit. Also has built-in server.
In the past we have released test clients which were very experimental in nature, but after thorough testing we are confident of the stability of FTE.
Also, we have released a new version (Build 2600) of our FTEQCC (Quake C Compiler) and also the GUI version FTEQCCGUI. Replacing the previous version which was Build 2501.
The new releases are available from our Project's Source Forge Download Page.
As always Documentation is available on our wiki: here.
As for support: our forum and our IRC channel #FTE on irc.quakenet.org & irc.enterthegame.com.
22nd of December, 2005 1:47 PM GMT +9:30 - Moodles
I registered the FTEQW.com domain, so it's now even easier to reach your favourite page!
We have moved the site itself onto some premium quality webhosting thanks to DTC Hosting, which means our Wiki will work again, and 1000x faster. Also means the site will load ultra quick.
Now we have our own host, we can do what we like, maybe plaster the site with google ads, nnaaaa we wouldn't do that. Maybe now we can start a paypal donation fund so Spike & TimeServ can have some real linux supported graphic cards *cough Nvidia*.
What have we got in the way of news, TimeServ and Spike are working hard as usual, adding features and fixing each others bugs. Spike seems to have some fetish for remaking Atari classics such as Space Invaders and god knows what other games he has submitted to the CVS in plugin form. Bigfoot the resident porter and having a hand in MorphOS has been seen very active in the #FTE IRC Channel lately, so who knows maybe a Mac port is on the horizon.
I made a little intro page, comparing FTE to the legacy QuakeWorld v2.3 released in 1998, a nice screenshot comparison. I got lazy when it came to writing a little blog for FTE but you can see it for yourself here quake.html.
New test version? I doubt it, bugs are still being fixed, but as always you are welcome to log into the anonymous CVS and try to build the code for yourself. :)
30 November, 2005 02:57 PM GMT +9:30 - Moodles
Big thanks to Besmella Quake for adding a subsection for FTE in the besmella forums. Which can be accessed by either the sidebar on the left or straight to the forums
26 November, 2005 06:32 PM GMT +9:30 - Moodles
Here's the monthly report from me, Spike has been working hard the past month doing his coding things. And Timeserv, he's been doing some time serving (whatever that may be).
Build 2475 of the FTE QuakeWorld client is still the "supported" version. Although we are up to Build 2537, which I used to made 3 binaries from the sourcecode CVS server which can be found here CVS Builds (merged build, opengl build, and the software build), remember kiddies this is only for you to test, we don't actually support it.
Personally I've been hard at work making plugins for FTE Here, ezScript & Winamp plugins I did today. I also added the IRC plugin as well (even though it has been around for a while), i thought i would compile it and make it available. To read up about the 3 plugins, I put 3 text files in the plugins folder. I feel sorry for linux users, I think only the ezScript plugin can be compiled in Linux (but I don't have linux so I can't make a .so for it).
31 October, 2005 07:51 PM GMT +9:30 - Moodles
Alot has changed in the past couple of days, first we have switched our wiki from QWiki to MediaWiki because of certain Source Forge hosting thingos which rendered our old wiki (QWiki) useless. Me and TimeServ (Spike the code monkey has helped too with the huge FTE QCC section) are working hard to filling the new wiki with the data from the old wiki, and further adding more information and formatting the new wiki much better so it's easier to read and easier to find the information you are after.
Build 2475 of the FTE QuakeWorld client can be found on the downloads page, as well as Build 2501 of both FTE QuakeTV Proxy and FTE QuakeC Compiler.
Thanks to RJLan for hosting our old wiki while we migrated to MediaWiki.
5 August, 2005 12:21 AM
Dead? No. Too lazy to report any news? Yes.
Just a quick note to say that I've put some new screenshots up. Go follow the link on the left.
QExpo is opening in 5 days (10th to 20th). I'm hoping to have a fully functioning csqc support by then. Currently it's got free reign over the screen and hud and stuff. My test mod supports Q3 player models, and a few other Q3 things.
I added support for md5mesh files a few days ago. There are a few issues remaining. Firstly actual doom3 models don't come out well due to the materials not being supported. It does support q3 shaders though, of course. md5anim files are supported only through a wierd custom text format which names the model and a list of animations. It needs to be extended a bit to be genuinly useful to most modders still.
The Nexuiz game works also. It requires the use of csqc to set up the correct hud and particle effects, however, so official support for those is likly to be delayed a little. The server code works fine.
29 September, 2004, 3:11 AM
FTE supports specular highlights on any gf-fx or ati 9600 (some lower cards too) so long as the gl renderer was started with both gl_bump and gl_specular, that you have _bump/_norm and _gloss textures available for the map, and that you have built a lux file for it.
FTE also supports texture name redirection for q1 bsp textures. This will be expanded to support Q3 maps, with blend modes where allowed.
The particle system is fully customisable. You can make particles appear in walls, you can create your own effects via QC. No other engine gives the user so much power.
We've also had annother change of server.
22 April 2004, 8:15 PM
Okay, so I need to post news more often.
I'm not going to make a new release just yet due to possibly loads of cheat potential.
Anyway, a few changes have happened. Most noticably the particle system is getting a major rewrite. Seems stable but it needs to be tested for cheat potential. Sorry about that...
FTEQCC will compile arrays now. Single dimensional however. Use like you would a C array.
The engine now supports http for efficient downloading of gamedata. This might be combined into a mods menu at some point. It can be used with the download command and cannot be stuffcmded by the server.
cl_keypad is in. defaults to off. Personally I find it annoying. The physics code has been tweeked too. It should be smoother now.
It now runs hexen2 mods. Cool eh? I'm not going to bother with writing all the particle effects in, just yet at least.
gl_bump has been changed. -1 uses old style behaviour (but works on ati cards), while gl_bump > 0 is new style, and takes fractional values instead of boolean.
Anyway, the particle system is great fun, and should allow a shed load of versatility.
07 February 2004, 11:49 PM
Just to let you know that I've heard of the year 2004...
I've been doing two interesting things recently.
1: cl_netfps, a cvar that lets you imitate any lower framerate. You also get the same physics of course. Works well.
2: r_shadows 2, an interesting lighting mode only viable with high end cards. Set it to 2, do a vid_restart, and then fire a rocket. You may want to turn through 180 degrees to see your own shadow. It's a cool feature. Mostly unoptimised though. Later versions might run it considerably faster.
Oh, it's also come to my attention that you might require SGIS multitexture with it. GeForce FX cards have this feature disabled, and you'll need to set a registery key for it to be enabled. Other cards should have no problems.
30 November 2003, 4:05 AM
Well, that's an embarasing bug.
Playing on remote servers (non-lans) you should get a lot smoother player movement. This is because a bug has been squished. It's now actually playable with a ping!
Also of note is the key binding system overhaul. "bind ctrl_q quit" will only quit when both control and q are pressed. You can combine this with ctrl_alt_shift_q for a really overcomplicated way of quiting. You may wish to bind ctrl alt and shift to empty strings, or non-input related functions as these events will still get triggered.
Binding to a normal key will cause all modifiers for that key to be rebound. use the prefix std_ to bind just the no-modifier possability.
Bumpmapping has found a place in the texture sorting routines. This is of course still nice and fast. detail textures have also found thier place (using gl_detail).
All the flame effects are also togglable using a cvar along the lines of gl_part...
As well as all that, the server should be more compliant with NQ mods now.
05 November 2003, 4:05 AM
The recent bug fixes and stuff has something to do with a new project I'm working on. The aim of this project is to combine quake vith various elelemts of Grand Theft Auto.
The features we have so far are a birds eye view (can be disabled), cars, npc cars that just drive around endlessly, people getting out of the cars when the player gets in, support for 2 players in a single vehicle, drivebys, tanks with turrets and helicopters.
We've alrady got past the stage where NPCs will rearend anyone. We've even got a trafic light sort of system.
We are hoping to incorporate some teamplay stuff, so that you can play CTF in tanks, should you choose.
Single player missions will definatly be more limited than GTA due to smaller maps. We can't be bothered to make huge fatoff cities, and even if we could, the engine probably wouldn't cope...
Now there's an idea... One server running five seperte maps, all part of the same city. That would certainly boost map sizes... It would be an interesting project...
If you are interested, feel free to connect to my test server. You'll find it via id's Limbo master server. You should be able to connect with any QuakeWorld client, however the server itself is the FTE server. Mostly cos it's the best server around... Actually, mostly cos it's the server I made. It supports all the things needed for GTA to work.
13 October 2003, 1:38 AM
The client now supports full blown validation. There are still a few quirks with the frontend, and a few parts of it will need to be fixed.
For example: it expects your quake engine to be named j:\ftemqw.exe. Not really that useful. But it works, and that's all that matters.
How's this for a cool feature: The engine can now run quake2 mods. The trick is that it switches to using the Quake2 protocol. If I iron out the bugs soon it might be releasable.
Before you complain that this is a major security risk, you can disable the loading of the q2 game dll by using the commandline parameter -noq2dll. Unless there is a major bug, there is no way that it will load a q2dll when that's specified.
But the best thing is that I've got hosting again. Wahoo.
And forums this time.
Even better.
11 May 2003, 1:45 AM
New website design.
... Make that "Website Design" ...
I'm going to provide a news page to contain my current Quake coding projects for your total amusement. I still need a decent name for my engine. Currently I call it FTE (ForeThought Entertainment) Quake, while everyone else seems to use my netname. If I wanted to be vain, I'd have kept the 'd'... Suggestions are welcome.
My FTP server appears to work perfectly except for the multiple files listing bug. It's not a fatal or security bug, so it'll probably be around for a while. The FTP client also appears to work, but is less secure and may cause a few problems. The server seems to work fine now, and even has security measures in place using the rankings system.
The HTTP server is less tested, but at least I worked out why I couldn't read a jpeg from it (doh). I'm going to rewrite most of it now that I understand the http protocol a little better. Hopefully it should restrict data flow a little and prevent various possible attacks.
My next project is an IRC client in the client code. This should be rather interesting to see how many other people try to knick it. I think I'll probably end up writing it to interface with the console, with the important events sent to some sort of menu to be implemented at some other date. Should be good when it's fully working. the current version can connect to a channel, receive messages and send them, but only by me cheating with a debugger. I'm highly unlikly to bother with an entire irc network, but I might create a standalone irc server for chatting to players or maybe rcon.
Plans for the ftp/http server include faster auto-downloading and dynamically generated html via cgi-like QuakeC.
On a side note, I should probably write the news in the mornings. Now you all know how late I go to bed! |
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