WORLD CHAU CHBR CHDE CHEU CHFR CHIE CHIT CHLA CHNZ CHRU CHTV CHUK CHUS CHZA

?

Contribute .
#Challenge on ETG.
#Challenge on Quakenet.

Challenge:
News
Forums
Coverage
Features
Interviews
Maps
People
Smackdown

Columns:
dethkultur 09 Aug
Wiebo de Wit 08 Aug
Mr.CleaN 08 Aug
Hoony 06 Aug
Khaile 05 Aug
RooS 31 Jul
PhaNToM 10 Jul
jude 19 Jun
Jjonez 19 May

Hosted
3.A.C
Interface
QWF

QW Projects:
Introduction
Summary Table
The Projects
QW Opinions

Pro Mode:
Introduction
Download
Changes
Servers
Maps
Demos
Project Team
README
Pundits
Pro Mode Forum
Old MB

Affiliates:
Cached
Gamershome
Methos
The CPL

Link to Challenge World

QW Projects
Introduction Summary Table The Projects QW Opinions

Quakeworld Forever
This team is including encryption and client checksumming as advanced cheat protection. Some beta versions are available for download. The Quakeworld Forever project is hosted on our very own CH-W server.


General
Are the extensions/improvements based on (Normal) Quake/Winquake or rather QuakeWorld? Do you plan to eventually release new versions of both?
They are based on QuakeWorld, as we see QW as a much more extensible and friendly multiplayer system. Also the majority of the people working on QWF are, or were, TF players, which relied on QW.

Is the project focussed on a specific OS? Will it be available for the most popular ones (e.g. Windows 95/NT/2000, Linux)?
At the moment we are focused on win32 (win 9x, NT and 2000) and linux. Some questions have been raised about supporting other OS' such as Solaris servers, BeOS ports and the like, but nothing has been done about such things yet.

Are you aiming more at enhancing the singleplayer or the multiplayer aspect of the game?
Multiplayer.

Are there any specific bugs you intend to resolve?
Eradication of all possible cheats that could be previously acheived by executably hacking or recompiling. After that we plan to address gameplay bugs (not physics or anything like that), audio and visual issues.

Do you intend to actively cooperate with other projects (which)? Is this because of their intereset in similar topics or rather in complementary aspects?
Being a completely GPL compliant and opensource development, we welcome cooperation with any other projects. Currently we have relations with the QuakeForge project and the Quake Source and Standards Group.

How many people are in your team?
About 4 or 5 active developers, a few testing servers and many guinea pigs :)

Do you have an estimated date of completion and is anything available for download already?
Yes, we have beta2 (version 0.02) of the QWF clients and servers available at our website.


MODS
Do you intend to release a QuakeC 'MOD' together with the executable?
No, we feel any modifications we make should be done completely via the executable. Not counting any future modifications that may require changing of game data.

Will compatibility with existing QuakeC code be maintained?
Yes, we are aiming for complete backwards compatibility with all popular mods, TF, CA, RA, Duels, etc. We will address to any apprent problems with other mods, too, if that happens to be the case.

Will the final download contain custom maps/models/sounds/...? (Please specify.)
We aren't sure if there will even be a 'final' state of QWF, technology is always advancing and QWF could keep going on for a long time (quakeworld FOREVER ;). But, to enhance video and possibly audio, changes to the game data may be required, in which case custom maps, models and sounds may be needed, but not yet.


Graphics/Sound
Which feautures would you like to add to the graphics engine?
I, personally, would like to aim for enhancing it so as to rival gaming systems being released today. Therefore wherever possible I would like to see implemented all the features that can be done, coloured lighting, q3's shader support, particle based textures (like those funky unreal ones). Better animation and the like. If it can be acheived without sacrificing QW's furious look and feel, then it may be looked at for implementation.

Are you working on versions for the software renderer, OpenGL, Direct3D, ...?
At the moment, new graphical features will be going into the OpenGL system, we see this as the most widely supported API around. Again, personally, I would like to see a software based renderer that has the OpenGL capabilities (half-life springs to mind). As this would involve probably a large amount of maths and assembly, I can't see anyone at the moment jumping at the chance of doing it (who plays software anymore, really. I used to up until a couple of months ago. OpenGL at 320x200 with texture filtering set to gl_linear looks a lot like software).

Do you intend to create a 'unified' look and command list for different versions for the renderer (e.g. polyblend, fullbrights, transparency effects).
We currently only have one accelerated renderer, OpenGL. See above comment.

Do you plan to alter any of the sound related code?
I would love to be able to implement 3d sound via the A3D API, it may be tricky to do but I would love to see it done eventually. Even if QWF don't code it, we will gladly implement it into the QWF system based on another team's (or person's) code, with full credits ofcourse.


Gameplay (multiplayer)
Do you intend to incoorporate proxy-like features such as location and status reporting?
Yes, infact some of that is already in our code base.

Will any reporting features be implemented as simple messages or rather as status bars, maps ...?
I'm coming up with a design for a more advanced HUD, whether it reaches the final cut is another thing.

Will further advanced options, such as real-time voice communications, be considered?
There are plenty of systems out there for this kind of thing at the moment, it's not required yet. Things like that are horribly system dependant, too. It would be difficult to keep a feature like that in both win32 and linux variants.


Internet Gaming
Are cheat-preventing measures being implemented? If so, on which princple will they be based?
YES! That is what started the QWF project. They are based on a simplified Netrek gaming system, where binaries are 'blessed' with a key for encryption. This key is given at compile time, anyone can compile but only us or people we trust can compile clients with the current key for official server/client sets.

Are you considering possibilities pertaining real-time broadcasting of multiplayer games (through proxies)?
Not at the moment.

Will the networking code be optimized (e.g. similar to Qizmo features)?
We plan to optimise the network code.

Will the servers/clients you develop be compatible and interopperable with the final id releases? Are existing proxies expected to work with the new code?
The clients so far are backwards compatible, they can connect to original servers. The servers however, will not accept original clients (for obvious reasons). Conventional proxies will not work as we intend to encrypt the data stream between the client and server. We do have a plan for a trusted forwarding only proxy, forwarding only because we intend to implement vital proxy functions directly into the client or server anyway. We see the need to proxies to get through firewalls or link LANs to the 'Net and have not forgotten.


Read our Disclaimer. Quake, Quake II, Quake ]|[ and the stylized "Q" are trademarks of id Software
All trademarks used are properties of their respective owners
? 2000 -