About

Credits: Past & Present (and those we've forgotten)

Spike - President, CEO, chief architect - Wiki Profile

Moodles - Webmaster, plugin coder, wiki maintainer, tester, maintaining the MacOSX port where possible - Wiki Profile

TimeServ - Project admin, assistant architect, wiki maintainer, tester - Wiki Profile

Bigfoot - Resident porter, maintains the MorphOS port - Wiki Profile

Molgrum - PR, News, tester - Wiki Profile

Up2nOgOoD - Extensive testing, quality control, and improvement of FTEQW as a whole

RjLan - Testing

LordHavoc - Technical help on engine stuff on IRC and DarkPlaces/Nexuiz

CheapAlert - Testing

Blub/0 - FTEQCC bug fixes + improve of FTEQCC through added features

purplehaze - Awesome Particle scripts and testing

avirox/XavioR - testing

 

On May 31, 1996. A game unleashed onto the public, this wasn\'t just any old game, it was a first person shooter called Quake by id Software.


The date was August 28, 1998.
The client was the GL Quakeworld Client 2.3.
The last release of the Official unsupported QuakeWorld client, handled by Dave \'Zoid\' Kirsch of Threewave / id Software and Jack \'Morbid\' Mathews of QuakeSpy.
QuakeWorld was designed to improve Quake\'s netplay.

Then 1999, under the GNU GPL for others to use free of charge (bound by the GPL license restrictions), id Software released the source code for Quakeworld.


The date was 2002, Spike started the FTE project.
Today as we come close to the year 2006, this is what FTE has managed to do, to enhance QuakeWorld.

 

The intentions to the FTE QuakeWorld mod are to add some cool features to QuakeWorld, without loosing any (backwards) compatability.
All QuakeWorld clients should be able to connect to an FTE server, and all FTE clients should connect to any other QW server.

 

One of the server enhancements is access levels. Users log on using thier player name, and an optional password. They then have a level of access. Different users have different levels of access and so it\'s possible to assign different users as administrators each with thier own password.
This allows much greater variety. Annother useful feature is that users may use the cmd function to execute specific aliases at a level other than thier own. Of course, an admin is required to set up the alias in the first place, but it allows users to change to some maps. Just not all.
A side effect of this userinfo is the rankings system. Users are ranked when they play on the server. You kills/deaths are remembered and your ranking will change. \'cmd topten\' may be used to ask the server for the ten best players.

Everyone knows that cool features are cool, and so here is a list:

  • GL supports per-pixel shadows on realtime lights.
  • GL supports bumpmapping with specular highlights (specular needs gffx class card)
  • Customisable particle system - create your own effects (even in SW).
  • Can imitate mvdsv (pr_imitatemvdsv 1).
  • Entity limits of 2048 via cvar pr_maxedicts.
  • Server based rankings and persistant stats.
  • Customisable status bar via QVMs.
  • Switch video modes, width, height, bpp, gl, sw, d3d on the fly, without changing map.
  • Supports Q2 bsps, Half-Life BSPs, Q3 BSPs.
  • LOTS of NetQuake style extensions.
  • Connects to Quake2 servers.
  • Quake2 clients connect to it.
  • Built in server browser.
  • Client is able to dynamically switch resolution, video mode and even colour depth.
  • 32 bit software rendering support - SW with lits.
  • Built in QuakeC debugger (set developer to 1, compile progs with fteqcc and "#define DEBUG" somewhere)
  • Built in QuakeC compiler.
  • Can make then run progs of nearly any size.
  • Server can save the game. When in single player or even multiplayer.
  • Due to a few progs changes, the server can load almost any sort of quake progs. It\'ll treat it like an NQ progs if it\'s not a qw progs, but it\'ll load it.
  • Some of those progs changes enable addon/mutator progs, aka UT.
  • The server stores rankings and stats. So any client can disconnect then reconnect (maybe acidentally) and keep thier weapons.
  • Different users can have different priveledges. Meaning you can make some players admins, some semi admins, and some allowed to change map every now and then
  • Voting is possible on an engine basis.
  • Engine can load and read from compressed zip/pk3 files.
  • Gib filters have been added server side. nogib 1 tells the server to filter.
  • Impulse filters on a per player basis acording to level of trust.
  • Client plays .roq (animation files from q3).
  • Client plays .cin files (q2 animations).
  • GL Client is able to record avis directly of a demo or simply using the program itself.
  • GL Client is then able to play them back.
  • GL Client supports 32 bit textures to replace any texture in game.
  • Experimental FTP server and clients. Hopefully, those autodownloads should go a little faster when fully implemented.
  • On the other hand, requiredownloads 0 will delay downloads until you are in the game. (except for the level bsp)
  • GL client makes use of md3s. I\'ve even got a little file format describing how to reanimate a model, and stick bits on.
  • GL clients have a quake3 shader sort of renderer. Enhanced to provide bumpmaps too, this is really quite a nice feature.
  • Stain maps. These cause an area around an impact to be blackened. In GL, it can also be stained other colours where appropriate.
  • Client can load .lit files. SW can if it\'s in 32 bit mode.
  • Experimental Server can host to QuakeWorld or NetQuake clients. But this is harder for me to test.
  • Highly experimental: Client can connect to NQ servers.
  • Server is meant to be near impossible to acidentally kill.

Please post any bugs on the forums.