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QW Projects
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BGLQuake
BGLQuake aims to port GLQuake to the BeOS operating system for Intel processors. An early version (without mouse support!) is already available.


General
Are the extensions/improvements based on (Normal) Quake/Winquake or rather QuakeWorld? Do you plan to eventually release new versions of both?
The port is a straight port of GLQuake to BeOS (I have no plans for QuakeWorld)

Is the project focussed on a specific OS? Will it be available for the most popular ones (e.g. Windows 95/NT/2000, Linux)?
Yes, BeOS

Are you aiming more at enhancing the singleplayer or the multiplayer aspect of the game?
No

Are there any specific bugs you intend to resolve?
No

Do you intend to actively cooperate with other projects (which)? Is this because of their intereset in similar topics or rather in complementary aspects?
I am donating the eventual source to the Quake2000 project

How many people are in your team?
Just me.

Do you have an estimated date of completion and is anything available for download already?
Finished single player port ...


MODS
Do you intend to release a QuakeC 'MOD' together with the executable?
No

Will compatibility with existing QuakeC code be maintained?
No idea... I don't even know what QuakeC is!!!!

Will the final download contain custom maps/models/sounds/...? (Please specify.)
No


Graphics/Sound
Which feautures would you like to add to the graphics engine?
None

Are you working on versions for the software renderer, OpenGL, Direct3D, ...?
OpenGL

Do you intend to create a 'unified' look and command list for different versions for the renderer (e.g. polyblend, fullbrights, transparency effects).
-

Do you plan to alter any of the sound related code?
No


Gameplay (multiplayer)
Do you intend to incoorporate proxy-like features such as location and status reporting?
-

Will any reporting features be implemented as simple messages or rather as status bars, maps ...?
-

Will further advanced options, such as real-time voice communications, be considered?
-


Internet Gaming
Are cheat-preventing measures being implemented? If so, on which princple will they be based?
-

Are you considering possibilities pertaining real-time broadcasting of multiplayer games (through proxies)?
-

Will the networking code be optimized (e.g. similar to Qizmo features)?
-

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?
-


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