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FTE's first ever official release, build "2600" PDF Print E-mail
Written by Moodles   
Sunday, 29 January 2006 19:34

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

 
Dead? No. Too lazy to report any news? Yes. PDF Print E-mail
Written by Spike   
Friday, 05 August 2005 00:21

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.

 
Okay, so I need to post news more often. PDF Print E-mail
Written by Spike   
Thursday, 22 April 2004 20:15

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.

 
Specular Highlights, Fully customizable particles and texture name redirection support. PDF Print E-mail
Written by Spike   
Wednesday, 29 September 2004 03:11

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.

Last Updated on Tuesday, 22 December 2009 05:19
 
Just to let you know that I've heard of the year 2004... PDF Print E-mail
Written by Spike   
Saturday, 07 February 2004 23:49

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.

 
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- FTE is a free set of projects developed under or using the resources of the informal group "ForeThought Entertainment" (FTE) that are available in binary and source code.
- The FTE client, supports Quake, NetQuake, QuakeWorld, Quake II, Quake III Arena, Hexen 2, Nexuiz and others.
- The FTE QuakeC Compiler does QCC
- The FTE Server supports NetQuake, QuakeWorld, Quake 2 & Quake 3: Arena
- Based apon the Quake & QuakeWorld source code, with source code extracts from other QuakeWorld clients such as ZQuake & FuhQuake. While also containing technology from both Quake II & Quake III Arena.

Copyright© 2002-2009 FTE/FTEQW. All rights reserved.

QUAKE is a registered trademark of id Software, Inc. All other trademarks and trade names are properties of their respective owners.