I'm happy to officially announce that Quake2World development has moved over to Github. Github brings more flexibility and less upkeep to our development effort, while at the same time increasing our visibility and accessibility to new developers and artists, so this is a big win. We're also using Github's built in issue tracking in lieu of our old Trac instance, which remains online for historical purposes but is in read-only mode.
Lately I've been reevaluating my stance on anticheat measures in GPL games -- specifically in Quake II and Quake2World. For years, I've advocated just playing with people you trust, on servers you trust, and leaving it at that. After all, it's just a game, right?
Fans of classic Quake II may find our new packages for Mac OSX 10.6 and 64 bit GNU / Linux interesting! There is no compilation, Subversion checkouts, or anything else to fuss with. Just download, extract, and run. More information and, of course, download links here.
We're looking for talented, passionate artists and engineers to help make our BETA as successful as possible, and accelerate our march towards a 1.0 release. The following roles are available for immediate contribution:
We're pleased to announce that Quake2World is officially in beta. Head to the Downloads page to get your copy. Here's what's included in our first public release..
This is no April Fools joke. Quake2World will officially enter Public BETA status on 4/1/2012. Here's a quick list of what's been accomplished over the past few months:
In this update, I'll briefly talk about two of the major new features I've added to Quake2World.
Recently, having spent a handful of hours several weeks ago playing AprQ2, I was tempted to add stencil shadows to the Quake2World renderer. Stencil shadows are the result of re-drawing an object using a transform matrix to project the object onto a "floor," and using
GL_STENCIL_TEST so that the object appears as a silhouette.
If you haven't seen Quake2World in a while, here's a little tease of what you've been missing: