Quake Info Pool - News from 1998

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# News from 1998

December 25, 1998

- Ho Ho Ho! :)
  Just checked out the latest QuakeWorld beta release 2.33-005, and updated some info on the bug pages.

December 22, 1998

- Sorry for the downtime, I was offline for some days and my host Egoshooters.com finally moved to a GamesMania server.
- I checked out the latest QuakeWorld beta release 2.33-001, but as Zoid is concentrating on server attacks, other bugs are not fixed.

December 07, 1998

- What a lucky guy I am! You ask why? Because I got the new and soon coming GLQuake 0.98 from Zoid, which he mentioned in an interview at Daily Dementia on 1998-12-04. Please do not mail Zoid about it.
  If you have wishes or know bugs in older versions sent them to me, so I can put them on the buglist. Zoid knows about my list and will have a look at it.
  The long awaited FOV support is probably coming back in GLQuake for all you snipers out there :)
  Give Zoid some time to do it right, we want a solid GLQuake, right?
  The buglist has been updated with new GLQuake information.
- If you can't wait to get FOV support in GLQuake, then have a look at Ten's version of GLQuake 0.95 (got this from the German Quake news site "Der Quaker").
  As GLQuake 0.95 checks for 8bit textures in a different way than GLQuake 0.97, I had to extend my little proggie "OGL16BIT" to enable 16bit textures also in older versions of GLQuake.
- Other happenings in the download section:
  The non-working http mirros on cdrom.com have been removed and the mirror locations for BSPTXREN and OGL16BIT have been corrected. Plus I created a new package of my configuration system.
- Here are some interesting links for you to check out:
  Frogbot's modifications, if you play these bots go get there
  Coop-World for playing coop in QuakeWorld, similar to Kryten's QW version of FlatEarth
  QParts has some nice QC projects

November 17, 1998

- Thanks to all the news pages, especially Blue's News for his big posting. And last but not least thanks to all my visitors, it's good to know that someone is out there who cares about my work. :)
- Another small addition to the OGL16BIT issue, first the source is also included within the package and second I found a fine page on VoodooExtreme with a Quake MiniGL comparison which shows two screenshots of the start level, the first with 8bit textures and the second with 16bit textures.
- The local FTP downloads are finally working again, the cdrom.com mirrors for BSPTXREN and OGL16BIT have been added although they are still in the INCOMING directory.
- A tip for browsing my site: if you see this "new" image place the mouse over it and you will see its description text which will tell you the date of the update. This definitely works with Navigator 4+ and IE 4+.
- This is going to be Quake II related:
  Do you remember this fantastic CTF modification ThunderWalker CTF for Classic Quake? Yes, of course you do. But do you know that there is also a ThunderWalker CTF for Quake II too? No? Because you never saw a server running it? Then go to the CTF Survival Guide and support them immediately.
  Hey you are still here, check out ThunderWalker CTF first and then support the CTF Survival Guide.
  You didn't listen, didn't you? ;)

November 16, 1998

- Clarification for 16bit textures MiniGL port hack:
  I followed the discussion about the MiniGL port hack for 16bit textures released by 3Fingers, here are some points you should know:
  1. 3Fingers created the hacked port with my tool "OGL16BIT" as stated in his readme. OGL16BIT was released on my last update.
  2. The tool was created for hacking the 3Dfx MiniGL port in conjunction with Classic Quake and QuakeWorld, as these do not provide a switch like in Quake II to ignore the 8bit texture extension of the 3Dfx port.
  3. The 8bit texture extension is just renamed ("GL_EXT_shared_texture_palette" -> "DISABLEshared_texture_palette"), so GLQuake and GLQWClient can't find it and are forced to use 16bit textures. The driver's function is not modified in any way. Quake II says "...ignoring GL_EXT_shared_texture_palette" when 8bit textures are disabled.
  4. Credits for the idea belong to Jon "Sacrifice" Graehl.
  5. OGL16BIT provides an undo function.
  6. Although the tool was written for 3Dfx's MiniGL port, it should work on other GL ports too.
  7. The source is included within the package.
  8. I think that must people of the ongoing discussion never read the readme files or visited my page to get more information about this hacked port.
  The readme has been updated with this info too.
- A new (but really old and known) GLQuake bug plus some QuakeWorld issues have been added to the buglist. I forgot to write about "OGL16BIT" on my last update, this has been fixed (also see previous point) plus some little corrections to older bugs.
  Some new bug demos are also available for download, e.g. a three-demos-package which shows the QW multilevel recording bug.

November 06, 1998

- Sorry, for the lack of updates, but finally it's done.
  Download Quake BSP Texture Renamer v1.00 which provides a workaround for GLQuake's "GL_LoadTexture: cache mismatch" error. Every client and server admin should use it. Check out the readme.
- Some more bugs have been posted on the bug list, four bugs still have to be researched. It seems that the bug reports are coming to an end, as I get less and less.
  How about bugs in the Mission Packs "Scourge Of Armagon" and "Dissolution Of Eternity"?
  If time permits I will HTMLize the new QuakeC solutions as promised.
- Besides BSP Texture Renamer there is a lot more for you to download:
  Two new maps are available, which will help you testing the discharge bug and teleporters. Now all maps are vis'ed for transparent water, I forgot this last time.
  Another little proggie which hacks the 3Dfx MiniGL port for enabling 16-bit textures in GLQuake.
  A new demo package for the slow falling bug, a reduced Malice demo (-300KB zipped/-6MB(!) unzipped) and "Priority" for running a QW server and client on one machine without packet losses.
  Last but not least there is an updated version of the E2M6 entity fix.
- About 5000 hits (plus those 1400 lost in July) in 5 months, thanks a lot to all Classic Quakers out there.
  By the way, I read through nearly all of my mails again, not to miss a bug report and to remove the posted ones. About 400 mails were deleted, reducing my mail folder from 12MB to 6MB.
  I never thought that such a great demand exists for Classic Quake information.

October 02, 1998

- On our last LAN party and last weekend I found some time to test QuakeWorld 2.21 and 2.30. I looked for normal Quake and new bugs in it - and found a lot. As always have a look at all the bug pages.
  The QuakeC solutions for some bugs will be posted later (maybe next weekend) as I'm currently short of time. You can get a beta version of the new URQP source here.
  The map fixes are now mirrored at cdrom.com (download page).
  If some body knows something about the new fish bug, then please email me.

September 20, 1998

- A lot of bugs and wishes have been added to the bug pages. On our last LAN party I could check out QuakeWorld 2.30 and will post the results (another huge update) next time along with the QuakeC solutions for some of the new bugs.
  But two new map fixes (start, e2m6) and an updated one (e4m3) are available for download.
- When a player with an active pentagram tries to telefrag another also with an active pentagram, then more than 80% of you wants to handle it like a normal telefrag. Now I know I was right :)
  Thanks for your responses.
- Still do not know that there a lot of cheats to deceive you?
  Then you must check out Flocutus' Ultimative Quake Cheat Page. Only if all the tricks are known to the public they can be banned, so have a look and keep playing fair. Do not blame Flocutus, but blame the cheaters - be part of the movement:

  Quakers Against Cheating
- A very interesting addon by Philip "Kryten" Martin is FlatEarth. He is currently developing a SinglePlayer QuakeWorld version of it, which seems very promising. Have a look!
- You should check out Clan Bloodsucker's homepage. They are a German Quake2 clan and have a very little nice Quake2 online game directly on their page. Great work guys!

September 05, 1998

- Added another two bugs (tell command with names, carriage return in player names) to the buglist plus some new enhancements to the QuakeC pages. Will test QuakeWorld 2.30 on our next LAN party on 1998-09-13.
- I contacted Zoid and John Carmack and asked them some points about the source code:

  > As it seems that the source of Classic Quake will be released soon (Quake Arena is coming), I have some questions about it:
  > 1. Will there be any "legal problems" with it, like with the Doom source and sound?
  > 2. For which platforms will the sourcecode be released? DOS? Win32? Linux? Solaris? All of them?
  > 3. Will the QuakeWorld source be included?
  > 4. Is it possible to get the source from earlier versions (like DOSQuake 1.06)? Maybe all versions could be in one zip file separated by folders
  > 5. Are you going to fix some bugs before releasing? (my page could be your source)

  Here is John Carmack's reply:

  > Quake 1 source release is not coming all that soon. I doubt within a year.
  > When it does come, the entire source project will be released in buildable form -- I learned my lesson about using outside code in DOOM.

  As we have to wait until the end of 1999, please do not send me any coder applications. I will keep the current email adresses and try to connect them when the source is released. By the way, we already got a guy who would like to do a OS/2 port, Carlos H.P. da Silva.
- Thanks to all the news pages.
  Especially to Inside3D with two news reports about QIP :)
  You should also check out their site for a new tutorial by Philip "Kryten" Martin which makes the quake player model swim.
- For all those Quakers who are living in europe:
  The SwissCon '98 will start in December, the international homepage can be found here.
  Here's a promo mail I got:

  > SwissCon'98 IS HERE!
  > With place for over 300 computers and gamers, mod, national and international clan tournaments and the all beloved 1on1 full double elimination, play for the fun of it, the honour of your clan or your country and win massive prizes.
  > SwissCon'98, cause Size Does Matter!

- As you may know from a previous posting I own a miro HiScore3D2 with 12 MB. I had image quality and crash problems in the first week, but miro helped me to solve them in only 4 days (got a new one).
  The decreased image quality came from the passthrough cable not being completly plugable into the slot as the way was blocked by the computer case. Just cut off a small part of the isolation so it fits 100%.
  I want to thank miro for helping as fast as possible, and sorry I forgot to post three months ago.

September 01, 1998

- Back again. Still have to work nearly 10 hours per day, but I found time to work on QIP last weekend and tonight.
  If you find some mistakes, broken links, etc. please let me know as I was in a rush posting this update.
- A lot of bugs have been researched and mostly solved, check out the buglist and the QuakeC pages to find out more. Most of the new bugs have not been tested with QuakeWorld yet.
  A very simple solution by Patrick Martin for the recursive T_RadiusDamage bug is also available.
  The workaround for the "GL texture cache mismatch" error is still developed.
  Some more bugs and QuakeC code will be posted next weekend.
- The "Ultimate Regular Quake Patch 1.02" is now available for download, it includes all QuakeC bug fixes and workarounds. The new "Ultimate Regular Scourge Patch" is going to be released next month.
- QuakeWorld 2.30 was released last weekend, this will be Zoid's last QW version. And as Quake]I[Arena is coming soon, I believe the source of Classic Quake will be released at the end of this year.
- Some additional information to the Quake SinglePlayer Beta: it exists (existed?)!!!
  You can see the dragon flying on some pictures which are available at id's ftp site (QUAKEPIX.ZIP 1.4MB).
  If you know where to get this beta version or own it (not QTEST1.ZIP, DRAGON.ZIP or DRAGONS.ZIP), then let me know.
- Some more information about QTEST:
  The dragon reappeared as the end boss in Mission Pack #2: "Dissolution Of Eternity" (reported by Paul "PaK" Koehler), and the shalrath became the priests in it too.
- I suggest to check out Daniel "Athos Kryn" Olsen's ACHE mod for Quake. It provides a modified SinglePlayer and deathmatch mode (expierence level based) with lots of nice little features. It's available at cdrom.com (ACHEVA.ZIP 850KB) and on his homepage The Throne Of Iron.
- If you are into game engines and programming, then head over to Paul "PaK" Koehler's 3D Edge, which also deals with ports of other games.
- If you maintain a homepage or like guestbooks at all, then check out Yong Gui Hu's wonderful and amazing toon guestbook at Mystiq.net.
- Finally I recommend to check out Fear Factory's and Slayer's last albums "Obsolete" and "Diabolous In Musica" (if you are into Metal/Industrial). The Slayer album does not sound as hard as earlier ones on the first try, but it's still Slayer, but not so much stakkato.

August 10, 1998

- I will be offline for nearly three weeks. Please be patient when you do not immediately get a reply to your mail. Bugtesting will be continued during these weeks, so expect an update plus a new version of my "Ultimate Regular Quake Patch" at the end of August. Keep those bug reports rolling in.
- Thanks for all the hints to QTEST1.ZIP (includes the dragon model) and DRAGON.ZIP/DRAGONS.ZIP, but I could swear that a SinglePlayer test with the dragon was also released by id - hmm - maybe I'm wrong, never mind.
  If you know of such a test release, then just email me.

August 09, 1998

- The domain of my host has changed to www.egoshooters.com, so please update your bookmarks with the new URL for the Quake Info Pool.
- Once again thanks to all the news pages for mentioning my site (German: The Gate, Q-Continuum, international: Blue, PlanetQuake, Redwood's, Inside3D).
  As the domain of my host has changed the counter was reseted at ~1400 hits. Maybe I will add them later to the counter again, but normally I just use the counter to see if someone visits my page and therefore my work is not done for nuts :)
- Max Bartlett reported about an incorrect "trigger_teleport" entity on E4M8.
  And a new fix is available for the bugs in the END map.
- I'm currently searching for Quake v0.9x (the one with the dragon model), if you know where to download it, then let me know.
- Jim Davis send me some information about trailing slashes on URLs. Thanks.
  Here's the message:

      ... trailing slashes on directories *are* a good thing anyway.  When
      you request something from a web server (say, http://www.whatever.com/funk),
      the web server sends a quick note back to the browser saying "I'm sorry, but
      we don't have a file named funk.  We have a DIRECTORY named funk, though!"
      and the browser has to send a new request to the server for
      http://www.whatever.com/funk/ .  Adding the trailing slashes in the first
      place saves a minute amount of time and traffic.

  To all webmasters out there:
  Put a slash behind a directory link to speed them up.
- Andre' from the USA told me about some English mistakes on the entry page:
  It should be "I ask all German parents..." instead of "I please all German parents" and "may" instead of "must". Corrected. Thanks a lot.
  You see, all your suggestions are greatly appreciated.

August 07, 1998

- Finished the QuakeC pages with all currently available solutions and workarounds.
  Also the skin support was enhanced to reduce "invalid skin #<number>" messages in GLQuake and make it more flexible and accurate.
  With more bugs and solutions coming next week ("cache_alloc" error on demoplay, monster cannot swim and are not affected by lava/slime/water, multiple strings with centerprint, t_radiusdamge workaround 2 and more)
- Daniel "Athos" Olsen cleared the problem with the player's(!) view weapon model (".weaponmodel"). Added his wish to the buglist, plus some new map bugs.
- I need some information regarding these questions:
  - If a player with an active pentagram tries to telefrag another also with an active pentagram in QW, then both are telefragged and loose a frag. I think it should be handled like a normal telefrag.
    What do you prefer?
  - Does anybody know what's the reason for those ghosts in some addons? (e.g. Defusion)
    This randomly occurs when a player gets killed, then a ghost stays were he was killed and the player can not respawn anymore, so he has to reconnect and loose all his frags.
    Any hints, suggestions or solutions?
  - Can somebody tell me if Microsoft's Personal WebServer supports SSI?
    I'm currently using the freeware program "OmniHTTPd".
- Provided a link to report new Quake bugs at the top of the news page. Also enhanced other email links with predefined subjects and start sentences.
- Another odditiy happened here in Germany:
  A request for indexing the German webpage www.3daction.com has been published by the social ministry of Baden-Würtemberg. The main reason for this request seems to be, that the site did not point out that most of the mentioned games are indexed and therefore the site is not suitable for under aged Germans.
  I took some measures against being indexed and added a legal stuff comment for German visitors on the entry page, hope this helps.
- As already reported, Internet Explorer 4.0 has some problems on resolving links which do not have a trailing slash (What a stupid browser!!!). So I went through all the links on my site and added missing slashes to them. Hopefully you do not have link problems anymore.

August 02, 1998

- Finished the new buglist (four pages instead of one). The QuakeC pages with the solutions will be posted during the week. Sorry, time is short, what about a 36 hours day? ;)
- Already posted the correction of the "incorrect trigger_teleport workaround" - "misc_teleporttrain" is valid teleport destination too, which is used in the end level in SinglePlayer and Coop games.
- Daniel "Athos" Olsen stated in his petition entry, that Quake cannot have multiple skins on weapons?
  I believe this is incorrect as a weapon model is the same as a player model to the engine.
  Do you know more and can prove it? (P.S.: not needed anymore)
  Update: Daniel is right, there is no weapon skin field for the player's weapon (vmodel/model, no VWEP)
- Another bug mentioned by the Quake Done Quick Team is the "cache_alloc" error. They also provided me a mail by Zoid which includes a possible solution for it. Have to do more research on this one.
  There are more to come, but will take time to research and fix.
- WOW! The man himself, Dave "Zoid" Kirsch, mailed me his demo of exiting the end level in deathmatch, which you can download from here.

August 01, 1998

- Expect the big update tomorrow - hopefully. The buglist has to be restructured, because of the amount of new bugs.
- Here's a little list of some more bugs: (* = solution available)
  - *Fix for incorrect "trigger_teleport" entities do not allow to telefrag Shub in the end level (sorry)
  - *In E2M4 four monsters are not teleported into the level (download)
  - *Telefragging Shub doesn't increase the killed monster counter
  - *Fraglimit and Timelimit are recognized in SinglePlayer/Coop
  - *Cheats not working in Coop plus solution
  - *Teamplay 1 bug in Quake and QuakeWorld, you cannot hurt yourself as stated in the manual plus solution
  - *Getting stucked in Quake when being telefragged with pentagram
  - Exploding all 3 boxes in E3M1 do not hurt the player, but 2 boxes do
  - plus some demo-related bugs
  A solution for GLQuake's "Texture_mismatch" is currently developed with the QdQ team.
  In my solution for the double pentagram telefrag, only the player on the spot is telefragged like a normal telefrag. Zoid decided in QuakeWorld to telefragged both, as the two active pentagrams kill each other.
  Tell me what YOU prefer?
- Here's a another list of upcoming features / enhancements:
  - performance: better handling of eyes model with "ring of shadows" and glowing with "quad" or "pentagram"
  - hint: if you use "temp1" for your own addon, then don't forget to remove the use of it in "PlayerDie()"
  - skins: Player model in end sequence has correct skin and colors
  - skins: Less "invalid skin #<number>" messages in GLQuake, because of better skin assignment (new function)
- An updated bug testing map is also available for download. Now you can test double pentagram telefrags, leave the lavapool, etc.
- I read about a deathmatch exit in the end level. Can anyone tell me where to find or where to download a demo for it? (P.S.: not needed anymore)
- Are you interested in transparent water and water maps?
  If so, then visit the AquaQuake Vault, which provides a huge list of water maps.
  Plus an English version of my information about transparent water, you can find it in the mailbag (Warning: unedited!!!). Have a look.

July 27, 1998

- Thanks to all the German (The Gate, Q-Continuum, Dimension 3) and international news pages (Blue, PlanetQuake, Scary seems to have email problems)
- Three more bugs have been reported: (not aproved yet)
  - "Suicide during intermission" bug in deathmatch plus solution
  - "NewName has been renamed to OldName" in QuakeWorld, instead of "OldName has been renamed to NewName"
  - Getting stucked in QuakeWorld when being telefragged with pentagram (I think it's a bug of older versions)
  All information will be posted next weekend, and dont forget to send me more bug reports and if available the corresponding solution .
  By the way please do not mail your bugs to Zoid, as he is very busy with maintaining Quake, QuakeWorld, Quake II and Hexen2World.
  Better you report it to me, I will try to reproduce it and maybe work out a solution.
  The complete buglist is mailed to Zoid in inregular periods.

July 26, 1998

- Added some more bugs: Keeping velocity after respawn bug (solution), Respawning where player died bug (solution, testmap), "Psychedelic" screenshots with Voodoo2 also in GLQuakeWorld.
  The solution for the wrong obituary messages bug is currently tested.
  Please report any bug you know and which is not listed here.
- Another oddity was found by Robert "Frog" Field on Duel Manifesto. If you move slowly (cl_forwardspeed <20) into a teleporter in DM4, then a teleporter sound is played and the player's facing direction is changed, but he stays where is. The guys from Duel Manifesto call it "cheating", but I would a call it just a bug (map or engine, who knows). Some demos which show this bug can be downloaded from the "Your Tips" section of Duel Manifesto (e.g. DM4 Brookers version).
- Got in contact with Headshot, a mapper of the DaPak team, about the incorrect "trigger_teleport" bug like in E4M5. He told me about Adquedit which can extract the entity list of a map. Used QBSP with "-onlyents" but it didn't recognized those incorrect "trigger_teleport" entities :(
  Now I'm searching for a program which checks an entity list, and provides an automatic correction feature. If you know such a program or how to extract the .map file out of a level, then let me know.
- During my search I found an interesting tool named "ReMip" ("Remipdlx.zip") on the Quake Army Knife homepage which enhances the mip maps of a level. Now they look better than before and no problems with QuakeWorld's 2.21 map-checksumming. But didn't get it to work with the "gfx.wad" as stated in readme.
- Do you own a homepage which deals about a 3D Shooter? Then you should check out Deutscher 3D-Shooter Ring. German language is not necessary, but you should be German, or be hosted by a German server or host a German clan. My page will be added soon.
- By the way, can somebody tell me if Microsoft's Personal WebServer supports SSI?
  By the way, I'm currently using the freeware program "OmniHTTPd".
- As we are talking about web pages, I recognized that many people use javascript-animated buttons ("onMouseover" / "onMouseout") and do not test their scripts on all browsers. So here is a way to do it correctly.
  The "wrong" code:
  <head>
  <title>Your page</title>
  <script language="JavaScript"><!--
  button1_on = new Image();
  button1_on.src = "button1a.gif";
  button1_off = new Image();
  button1_off.src = "button1b.gif";
  button2_on = new Image();
  button2_on.src = "button2a.gif";
  button2_off = new Image();
  button2_off.src = "button2b.gif";
  // --></script>
  </head>
  The first problem is that some older browsers (e.g. Internet Explorer 3.x) do not support the image-object. Now you could determine which browser and version is used by the surfer, but this will only work for the browsers you specified. What about Opera and all the other browsers?
  The best solution is to determine if the image-object is supported, this can be easily done by using this statement: if ( document.images ).
  The second problem are random javascript errors like "button2_on is not defined", although it is defined within the script. This happens if the browser is still loading "button1b.gif", at this moment "button2_on" is not defined, this will be done in the next line.
  To avoid this problem define ALL images first, then assign a source to them.
  A better code:
  <head>
  <title>Your page</title>
  <script language="JavaScript"><!--
  if ( document.images )
  {
  // defining all images
  button1_on = new Image();
  button1_off = new Image();
  button2_on = new Image();
  button2_off = new Image();
  // precaching all images
  button1_on.src = "button1a.gif";
  button1_off.src = "button1b.gif";
  button2_on.src = "button2a.gif";
  button2_off.src = "button2b.gif";
  }
  // --></script>
  </head>
  Now your script is cross-browser-compatible and will never raise javascript errors.
  One little oddity remains: on some occasions (seems to depend on browser) the page is not displayed until ALL precached images are loaded. If the surfer has only little bandwidth, he have to wait some more seconds for no reason.
  To avoid this behaviour you should precache images AFTER the page has been loaded. Just move the precaching lines into a separate function, which will be called with "onLoad" of the <BODY>-Tag.
  Final code:
  <head>
  <title>Your page</title>
  <script language="JavaScript"><!--
  if ( document.images )
  {
  // defining all images
  button1_on = new Image();
  button1_off = new Image();
  button2_on = new Image();
  button2_off = new Image();
  }
  // precaching all images
  function cache()
  {
  if ( document.images )
  {
  button1_on.src = "button1a.gif";
  button1_off.src = "button1b.gif";
  button2_on.src = "button2a.gif";
  button2_off.src = "button2b.gif";
  }
  }
  // --></script>
  </head>
  <BODY onLoad="cache();">
  ...

July 18, 1998

- Added some hints to the QuakeC pages, plus a fix for double pentagram telefrags.
  Because of the "Reject client-side bots" hint the "Message Of The Day" code was changed. Now it can display more than one message when the client connects.
  Robert "Frog" Field found another incorrect "trigger_teleport" in the start map, a picture can be found on the QuakeC page #1.
  If you always were annoyed of accidentally loosing a frag, because of "noexit" being enabled, then check out the "NoExit" without dying code.
  By the way, all QuakeC pages now own an improved index.
- Recognized that some screenshots taken with GLQuake look psychedelic, see an example on the bugs page. Also the wrong obituary messages bug has been added, a fix for normal quake will be provided if time allows, but if YOU are going to do it, then please send me the result, thanks (P.S.: not needed anymore).
- Expect new versions of my patches real soon, although RealLifeTM is very time consuming.

July 09, 1998

- Later:
  Changed the E4M5 workaround a little bit, so that those spawning sounds and effects do not disturb the gameplay.
- Talked with Robert "Frog" Field about some bugs, the results can be found on the bugs page and QuakeC pages.
  Two more bugs will be added later (wrong obituary messages and double pentagram telefrag), which will be solved by copying some code from the QW source.
  Expect new versions of my patches after this.
- Added Rendition's Mini-OpenGL port *Gold* for V1000 and V2x00 chips to the download page and mentioned it on the VQuake page.
- Let me say it clearly: $*%#t Internet Explorer 4 !!! (take any bad 4-letter-word you like)
  Maybe I will remove the branding, maybe not. We'll see.

July 05, 1998

- Put the news 'til April 1998 into the archive.
- Forgot to change the color scheme of the download page on 1998-06-20, also put the ftp links for local downloads on it.
- Still wondering why IE 4.0 displays the QIP branding at the bottom of the page at the wrong position. By the way, IE 3.0 displays it correct.

July 04, 1998

- Added a branding to my pages, which uses JavaScript and is displayed in the lower right corner. Currently it just works with Netscape 4 and later.
  IE 4.0 has problems with the alignment of the branding at the end of the page, hope to fix this soon.
- A new version of the CTFBot+ for Quake has been released. Check it out .

July 03, 1998

- As promised I added some bugs mentioned by Robert "Frog" Field to the bugs page.
  His fixes and workarounds can be found on the QuakeC pages.
  He will provide information about some other bugs and fixes for them next week.
  A new version of my QuakeC mods will be released after all bugs are documented.
  So stay tuned.

June 28, 1998

- Robert "Frog" Field informed me about some other QuakeC related bugs. But as RealLifeTM sucks my leisure time, I will post these information next week, including some workarounds.
- Updated the links page.

June 20, 1998

- Back home!
  Got contacted by Robert "Frog" Field, author of the FrogBot. It seems he has a nice QuakeC workaround for avoiding dead bodies loosing their colors and these annoying "Invalid skin #<number>" message in GLQuake. Promised him to post the workaround only with his permission, meanwhile you can check out the FrogBot or read more about GLQuake bugs on the bugs page.
- Improved the description for the "Invalid skin #<number>" message in GLQuake on the bugs page. Hope it's more accurate and understandable.
- Corrected the "Random Buttons JavaScript" and changed the color scheme for older browsers, like Netscape Navigator 2.
  If you encounter any JavaScript error please email me immediately with the error message, in which line it occurred and the browser you are using. Thanks in advance.
- Updated the links and bookmarks page.

June 13, 1998

- Finally moved to Gerbach.com (now Egoshooters.com) - a German, private and quake-related host.
  Renamed the page to "Quake Info Pool" and made a banner plus two buttons for it, one button is animated (22 KB) and the other is static (5 KB).
  Please update your bookmarks, homepages and use the following code to link Quake Info Pool:
  Code for the animated button:
  <A HREF="http://www.egoshooters.com/qip/" target="_top"> <IMG SRC="qipbtnan.gif" ALT="Quake Info Pool &copy; by Maddes" BORDER="0" WIDTH="100" HEIGHT="35"> </A>
  Code for the static button:
  <A HREF="http://www.egoshooters.com/qip/" target="_top"> <IMG SRC="qipbtnst.png" ALT="Quake Info Pool &copy; by Maddes" BORDER="0" WIDTH="100" HEIGHT="35"> </A>
  Result of those codes:
  animated and static
- Protected the page from being framed by someone else with simple JavaScript statements, no matter which page is framed. Took me nearly two hours to solve this for Netscape Navigator/Communicator and Internet Explorer. If you encounter any JavaScript error please email me immediately with the error message, in which line it occurred and the browser you are using. Thanks in advance.
- Tweaked the page a little bit. Using dots to separate different parts of an update and changed some JavaScripts (image precaching) to show it up faster. Email me with your opinion, problems and suggestions.
- Wow! After about one year a new CTFBot for Quake has been released, it's an extended bot based on the CTFBot 1.4 beta and is now called CTFBot+. Check it out here.
- Added two wanted features to the bugs page (autoaim toggle and transparent water in software).
- Now I can provide my WalkThrough demo of Malice's Secret Level #1 locally on the download page.
- Updated the links and bookmarks page.

June 02, 1998

> I changed the Guillemot Maxi Gamer 3D2 for a miro HiScore 3D2 12MB, because of the miro's TV out.
> The TV out is great, but the passthough cable sucks with 1024x768 resolution or higher. I hope miro will fix this as soon as possible.
> Changed the introducing page a little to give you more information about the browser you're using. And some old news have been archieved.
> Do you use Internet Explorer 4.0?
> I do at work, and recognized that IE sometimes fail to get http://www.yahoo.com because there's no slash at the end. This is computer and link dependent, http://www.yahoo.com/ works always. Really annoying.

May 27, 1998

> HipHipHooray!
> I finally bought a Voodoo 2 board, it's a Guillemot Maxi Gamer 3D2 PCI with 12MB. Now I can test all those bugs with my own pc. And the best is the price of 499,- DM and it has a superb pass-through cable.
> I recognized that visitors with JavaScript disabled had to wait too long to see the news automatically, this has been fixed.
> I'm searching for a new name for my site, please email me your suggestions.
> And maybe this page will move soon.
> Tested GLQuakeWorld 2.21 and it still crashes on E2M5/DM4 and E4M6/DM4.
> Added a comment about map-checksumming and waterhacked maps to the bugs page.

May 24, 1998

> There's a fantastic new and German news page called Neue deutsche Quake2 Page by @lex. Go check it out, hope he will keep his current pace :)
> Also QuakeWorld 2.21 has been finally released, get it through my download page.

> later:
> Tested QuakeWorld 2.21 and updated the bug page.
> GLQuakeWorld 2.21 will be tested on our next LAN-Party in June.

May 23, 1998

> Finally found some time to create my button , use it and the following code for a link on your page. Thanks.
> Code:

May 21, 1998

> Cleaned up the site and rearranged the download page (plus added QuakeWorld 2.20 and the BigAss1 Demo). The links got updated also.

May 18, 1998

> QuakeWorld 2.20 has been released, with some new bugs I'm afraid. But a 2.21 release is scheduled for this week. Have a look at the bug page for more detail.
> Added some files to the download page: Zerstörer 1.1 Update and Defusion. Go check it out.

May 09, 1998

> A special hint for German readers:
> Habe eine Email von ein paar Jungs aus Köln erhalten, welche ein Internet-Café mit dem Namen "Netzwerk" betreiben. Es gibt dieses aber auch in Frankfurt am Main, Darmstadt, Kassel und Wiesbaden. Die Cafés scheinen sehr gut organisiert zu sein, denn es gibt regelmäßige Competitions und sogar Pflanzen (!!) in den Räumen. Werde bei nächster Gelegenheit da mal vorbeischauen. Schaut doch auch mal vorbei bei Netzwerk Köln

May 01, 1998

> Do you remember the cool Promo Movie of Clan Jägermeister? It has been nominated for Best Film, Editing and Camera work. If you haven't made your vote yet, then head over to The Quake Movie Library and vote for it or another nominee. Votes are accepted until 1998-05-06, so hurry up.

April 25, 1998

> Updated the download page with many external files, especially my Walkthrough Demo for Malice Secret Level #1.
> The bookmarks were updated also.
> A new wonderful German site has opened by 3point "The FORBIDDEN Zone". Not only Quake II reviews, but also Unreal and other 1st person shooters. Check it out.

April 06, 1998

> As there were some misunderstandings of the purpose of my petition, I have re-written the whole passage. I hope that everything is clear now. Please take a look although you have already signed or refused to sign.

April 04, 1998

> Was off to a SAP R/3 seminar, so I found no time to inform the news pages about my petition, will do it this weekend.
> Archieved some news and updated the bookmarks.

March 29, 1998

> The petition has opened, give it your support. It will be annouced to the news pages through the week.
> Clan Jägermeister and the green Ribbon campaign have been added to the links page, plus a link to the latest VB5 runtime libraries on the download page.

March 25, 1998

> Clan Jägermeister released a superb promo movie. It's a must-see.

March 20, 1998

> Decided to update the news in English from now on. The German pages stay German, but forthcoming pages will be written in English.
> The GLQuake cache mismatch bug also occurs with GLQuakeWorld, so the bugs page was updated.
> The "Petition For Bug-free Quake Executables" is coming soon.
> In the QuakeC section I have mixed up Toni Wilen with id's Tim Willits, sorry.
> Some links have changed, I also found the new Defusion homepage (already mailed to international news pages).

> Die News-Seite und alle kommenden Seiten werden von mir ab sofort nur noch in englischer Sprache gepflegt.
> Die z.Zt. deutschen Seiten bleiben deutsch.

Februar 25, 1998

> Bookmarks added, they're just a copy of my Navigator bookmarks (only the Quake related ones).
> Right now I'm playing Malice, a list of (hopefully all) the secrets will come when finished.
> I'm searching a site to host my "Petition For Bug-free Quake Executables".
> There are still some bugs left in the Quake executables, which annoy many people.
> They are listed on my homepage.
> I believe that Quake will live on for another 1-2 years, just like Doom maybe even more, hence a new executable is strongly demanded.
> CGI-scripts (similar to a messageboard) are demanded for the site.
> Visitors should enter their name, nickname, email, which executables they use (multiple-choice), a free text which bug they fall over (1024 chars, no html), optional Link-URL and Title.
> Please send your applications to me.

> Bookmarks wurden hinzugefügt, eine Kopie meiner Navigator Bookmarks.
> Spiele zur Zeit Malice, eine Liste von (hoffentlich allen) Secrets kommt wenn ich durch bin.
> Ich suche eine Website für meine "Petition für eine bug-freies Classic Quake".
> Es gibt immer noch einige Bugs in Quake, die viele Leute stören.
> Eine Liste gibt es auf meiner Homepage.
> Ich glaube das Quake noch 1-2 Jahre leben wird, wie Doom vielleicht sogar noch mehr, deshalb ist wird neues Quake sehr benötigt.
> Die Website sollte CGI-Scripts bieten (ähnlich einem Messageboard).
> Besucher sollten folgendes eingeben können: Name, Spitzname, Email, welches Quake benutzt wird (Dos/Win/GL/V, Multiple-Choice), ein Textfeld uber welchen Bug dieser stolperte (1024 Zeichen, kein HTML), optional Link-URL und Titel.
> Bitte schickt Eure Bewerbung an mich.

Februar 22, 1998

> Da bin ich wieder :)
> Der Parameter "-zone" wurde auf den Seiten korrigiert, da dieser in KBytes und nicht Bytes angegeben wird. Für GLQuake sind jetzt auch ein paar interessante 3Dfx-Parameter hinzugekommen.
> Die "Fehlendes"-Seite wurde aufgefrischt und genauso wieder ein paar Links.
> Hat jemand vielleicht Lust einen Button bzw. Banner für mich zu erstellen? Danke.

Februar 13, 1998

> A new bug has been found for windows Quake executables.
> Although I mailed "Zoid" and John Carmack about these bugs 3 times, there's still no response from id Software. Maybe I'm going to start a petition soon.

> Einer neuer GLQuake Bug für alle Windows Quake Versionen wurde gefunden.
> Obwohl ich schon dreimal "Zoid" und John Carmack über die Bugs per Email informierte, gibt es noch keine Antowrt von id Software. Vielleicht starte ich bald eine Petition.

Februar 10, 1998

> Noch ein paar Level-Kombinationen für den gestrigen Bug im Mission Pack #1 gefunden.

Februar 09, 1998

> Thanks to Blue's News for mentioning my homepage in his news and all those international visitors albeit this homepage is mainly in German.
> There is also a new GLQuake bug on the corresponding page, found by Ghettoblasta from Clan Jaegermeister. If this problem also occurs in GLQuakeWorld isn't tested yet.

> Danke an das Q Continuum für die Erwähnung in deren News.
> Einer neuer GLQuake Bug wurde von Ghettoblasta vom Clan Jaegermeister gefunden. Ob dieser auch in GLQuakeWorld auftritt wurde noch nicht getestet.

Februar 03, 1998

> Die Links wurden endlich gepflegt und die Mirros sind jetzt auch auf der Download-Seite.

Januar 29, 1998

> Den alten Alias/Zone-Bug hatte ich auf der Bug-Seite vergessen.
> Zusätzlich wurde ein Tip zu Skins mit GLQuake auf der QuakeC-Seite vermerkt.
> Ein Update pro Woche wird hoffentlich mein Turnus werden, jeden Tag wäre/war viel zu anstrengend.
> Die Links müssten unbedingt mal wieder gepflegt werden.

Januar 23, 1998

> I recognized that there where broken links on the download page, fixed.

> Habe ein paar falsche Links auf der Download-Seite bemerkt, wurde korrigiert.

Januar 22, 1998

> Version 1.01 of "Maddes' Ultimate Regular Quake Patch" and Version 1.00 of "Maddes' Ultimate Regular Scourge Of Armagon Patch" are now available for download, or check out the URQP ReadMe file and URSP ReadMe file first.

> Version 1.01 von "Maddes' Ultimate Regular Quake Patch" und Version 1.00 von "Maddes' Ultimate Regular Scourge Of Armagon Patch" stehen zum Download bereit, oder liest vorher die dazugehörige URQP ReadMe-Datei and URSP ReadMe-Datei.
> Mir ist ein weiterer QuakeC-Bug aufgefallen (deshalb auch URQP 1.01) und wurde auf der Bug-Seite aufgenommen, sowie die Lösung dafür auf der QuakeC-Seite veröffentlicht.
> Außerdem ist etwas sehr Interessantes zur Verzeichnis-Seite hinzugekommen.

Januar 20, 1998

> Wie versprochen wurden die VQuake-Konsolenbefehle bei den "Console commands" aufgenommen, zusätzlich kam der GLQuake-Konsolenbefehl "gl_sgis_multitexture" hinzu.
> Geplant sind noch:
> - 3Dfx-Variablen für GLQuake
> - Einige VQuake-Informationen (wenn ich noch welche erhalte)
> - Ultimate Regular Hipnotic Patch
> - QuakeWorld Seite
> - Eine eigene Quake II Homepage (fange erst an zu Spielen, wenn ich meine Voodoo 2 habe *lechz* :)

Januar 19, 1998

> Endlich gibt es jetzt ein paar VQuake-Informationen für Euch. Die VQuake-Konsolenbefehle werden auch bald bei den "Console commands" aufgenommen.
> Ein Dankeschön an Tom Eichele.

Januar 18, 1998

> Der QuakeC-Teil ist fertig.
> Eventuell werde ich meinen Patch auch noch für das Mission Pack #1 umsetzen, mal sehen.

Januar 17, 1998

> Die Startseite ist jetzt in englisch, damit internationale Besucher wissen was Sache ist. Keine Angst, die Seite wird weiterhin deutsch bleiben.
> Die Links wurden kontrolliert und korrigiert.
> Hat eigentlich jemand Probleme mit JavaScript auf meiner Seite? Besonders auf dieser Seite wegen den Zufall-Links neben der Überschrift?
> Bin auch immer für Kritik und Vorschläge zu haben. (Mir fallen, ehrlich gesagt, keine Verbesserungen mehr ein)
> Der QuakeC-Teil wird hoffentlich morgen fertig. Bis dann.

Januar 15, 1998

> Alle Seiten wurden nach nicht gepflegten Links und Fehlern überprüft. Dadurch kamen ein paar Links bei der Konfiguration hinzu, und ein Teil der Seite für transparentes Wasser wurde umgeschrieben, so daß er hoffentlich verständlicher ist.
> Außerdem habe ich versucht den Seitenaufbau zu beschleunigen und auf Netscape und IE identisch aussehen zu lassen. Ich hoffe es nützt was.

Januar 13, 1998

> Habe ein neues JavaScript geschrieben, wodurch erst das Menü und dann die Neuigkeiten geladen werden, um damit eine JavaScript-Fehlermeldung zu umgehen. Diese Meldung entstand wenn die Neuigkeiten eine Funktion des Menüs aufgerufen haben bevor dieses geladen war, und die Funktion zu diesem Zeitpunkt noch gar zur Verfügung stand.
> Außerdem tut der Counter noch nicht das was ich will. Da die meisten aber frame-fähige Browser benutzen entstehen dadurch kaum Probleme.

Januar 12, 1998

> The links for downloading the patch from cdrom.com are now available on the download page.

> Der Patch kann jetzt auch von cdrom.com gedownloadet werden. Die Links befinden sich auf der Download-Seite.

Januar 11, 1998

> After successful testing the version 1.00 of "Maddes' Ultimate Regular Quake Patch" is now available for download, or check out the ReadMe file first.

> Nach erfolgreichen Test gibt es jetzt Version 1.00 von "Maddes' Ultimate Regular Quake Patch" zum Download, oder liest vorher die dazugehörige ReadMe-Datei.
> Der QuakeC-Teil ist noch nicht ganz fertig, aber wieder stark gewachsen.
> Außerdem ist die Bug-Seite wieder gepflegt worden.

Januar 10, 1998

> Das Gästebuch von GeoCities ist leider nicht so der Bringer, deswegen ist es auch wieder weg. Vielleicht kommt nochmal eins die Tage.

Januar 09, 1998

> Die ReadMe-Datei zum Patch hatte ich vergessen upzuloaden. Wurde nachgeholt, sorry.
> Diesen Sonntag wird der Patch auf einer 7-Mann-LAN-Party getestet. Wenn es klappt wird die Version 1.0 am Sonntag zur Verfügung stehen, wohl auch auf cdrom.com.

Januar 05, 1998

> HOST_FRAMERATE und TEMP1 sind nun in den Konsolen-Befehlen beschrieben.

> Zum Patch:
> Ein paar Kleinigkeiten mussten korrigiert werden. Der Support für das Biosuit Skin wurde hinzugefügt und kann auch für andere Sachen benutzt werden.
> Vielleicht werden noch ein paar weitere Features zu V1.0 hinzukommen.

Januar 03, 1998

> The public beta of my patch can be downloaded now. Check out the ReadMe file.
> I'm interested in your feedback.

> Die public beta meines Patch gibt es jetzt zum Download. Hier die ReadMe-Datei.
> Bin auf Euer Feedback gespannt.

Januar 02, 1998

> Mein Patch ist fast fertig und es wird wohl bald eine Version 0.99 zum Download geben.
> Konnte heute bei einem Kollegen den Patch auf einem Zwei-Computer LAN testen und habe auch noch ein kleines Problem im Coop-Spiel gefunden und korrigiert.
> Die QuakeC-Bugs wurden verfeinert und auf der QuakeC-Seite die entsprechenden Workarounds veröffentlicht.
> Alte Neuigkeiten, bis auf den Dezember, wurden auf eine eigene Seite ausgelagert. Link am Ende dieser Seite.

Januar 01, 1998

> Somewhat later:
> Updated the bugs page. QuakeC got its own section and added some more to it. Check it out.

> Welcome in 1998!
> This update is in English because the guys at Inside 3D mentioned my bug page in their news. So I expect some international guys to visit my homepage.
> The purpose of this page is to tell German users how to use patches with quake, explanation of the folder structure, what is a config, hints, etc.
> I know there are many English pages which deal with the same stuff, but unfortunately not as comprehensive as my page and some of them have even wrong informations :(.
> Things like bugs and commands for the more advanced users are in English, because I think these will understand normal English and QuakeC and the commands are in English too.
> English pages have a little England flag in the menu.
> A comment to the bugs page:
> I'm working on a workaround for the QuakeC bugs.
> The workaround will be included in my first patch, which will have the following features:
> - normal quake gameplay isn't changed (so can be used in a pak2.pak file in the id1 folder)
> - fishes will be counted only once
> - thunderbolt will not be selected underwater when picking it up by weapon or backpack
> - support of 32 skins (will be kept on level changes)
> - auto-aim toggle for each client (like QW's noaim and will be kept on like level changes)
> - status of skin and auto-aim will displayed on respawn and after level changes
> - Message Of The Day
> - everything works in SinglePlayer, Coop and Deathmatch
> - serverside only patch, even for the skins
> Right now everything works fine in SinglePlayer/Coop and Deathmatch on a single machine.
> I have already tested skins on a two-computer LAN and GLQuake, but the auto-aim toggle must still be tested in Coop/Deathmatch on a LAN with multiple clients to make sure that setting "sv_aim" works for every client.
> Our next LAN-Party is at 1998-01-11, so I will test it then.
> Otherwise if anybody is interested in testing this, then let me know.
> Best wishes for 1998
> Yours sincerly
> Maddes
> P.S.: Don't blame me on wrong spellings, grammar, etc. Thanks.

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