Robert Duffy
An announcement:
We have hired Robert Duffy as a full time employee, starting in
December.
He has been maintaining the level editor since the release of Q2,
but a number of things have convinced me it is time to have a
full time tool-guy at id.
The original QE4 editor was my very first ever Win32 program, and
while Robert has done a good job of keeping it on life support
through necessary extensions and evolutions, it really is past
its designated lifespan.
I want to take a shot at making the level editor cross platform,
so it can be used on linux and mac systems. I’m not exactly
confident that it will work out, but I want to try.
Many of the content creation tasks seem to be fairly stabilized
over the last several years, and our next product is going to be
pretty content directed, so I can justify more engineering
effort on writing better tools.
It is time for a re-think of the relationships between editor,
utilities, and game. I am still an opponent of in-game editors,
but I want to rearrange a lot of things so that some subsystems
can be shared.
All of that added up to more than I was going to be able to do
in the time left after the various research, graphics, and
networking things I want to pursue.
* added r_speeds timing info to cinematic texture uploads
* fixed loop sounds on movers
* new bfg sound
* “sv_pure 1″ as default, requires clients to only get data from
pk3 files the server is using
* fixed fog pass on inside of textured fog surfaces
* properly fog sprites
* graphics for scoreboard headers
* show colored names on attacker display and scoreboard
* made “no such frame” a developer only warning
* count a disconnect while losing in tournement mode as a win
for the other player
* fixed running with jump held down runs slow
* draw “connection problems” in center of screen in addition
to phone jack icon
* cut marks properly on non-convex faces
* fixed bug with command completion partial match and case sensitivity
* fixed console dropping on level start
* fixed frags left feedback after restarts
* fog after dlight
* removed fogged stages from shader, dynamically generate
* removed fogonly shader keyword, infer from surfaceparm
* removed uneeded reinit of shader system on vid_restart