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16.12.1997 | ![]() |
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30.11.1997 | ![]() |
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6.11.1997 | ![]() |
For the past couple of weeks we've been running TFStat every hour, polling every
QW server registered on the QW masters, and gathering a database of the number of
players on each one.
The few people we mentioned this to were interested to see the results, so we've
written up a bit of a report on the resulting statistics, and provided the raw
data for download.
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17.10.1997 | ![]() |
A couple of weeks ago he finally got around to scripting it, and started filming. We learnt a lot from doing the TF promo/movie... and we still had our demo editing tools, so making this intro was a lot less painful, and the results are a lot 'cleaner'.
You can read the readme, or go straight to the Downloads page to get it.
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13.10.1997 | ![]() |
Please don't mail us reports of people cheating on non 2.65 Bugfix servers... we know it's possible, and we know how it's done.
Official release should be within the next couple of days.
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23.08.1997 | ![]() |
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17.08.1997 | ![]() |
I don't like making examples of people, but this one was too good to
ignore: Some fool threatened to get all his friends together and
continuously spam all of TFS with email until we put the detpack
back to it's original form.
Did he seriously think this was going to help his cause?
We're all sick of people spamming all 6 members of TFS with the same email. This is one of the most irritating things people can possibly do... it wastes our time and prevents us getting our work done.
By the way, we're not reverting TF because everyone hated 2.6.
I've received as much mail from people who like 2.6 as I have from
people who hated it... it's not so much the type of mail that's irritating us,
its the sheer volume.
If ScatterBlak wants to play "mail-quote-wars", I'm up for it anytime ;)
On a side note, John's email box died, and he's lost the last 3 weeks of mail, so if it's obscenely important, mail it to him again.
We learnt qc by example. When we started, there were no qc www pages,
there were no beginner guides to qc, there was nothing except a few
hundred people all trying to unlock it's secrets. People released
their source code because it helped other people learn. Dennis Noordsij
was the first to figure out how to do multiple skins on a model, so he
released Multiskin, with the source code included. Now, skins are
pretty simple things to do... but imagine if they weren't?
TF might not have had class skins. CTF might not have had team skins.
FvF might not have had class skins. And so on.
Releasing the TF source code is our way of giving a bit back to the
qc community, who gave us so much when we started.
If no qc patches ever released their source code, do you think half of today's patches would exist?
We release the TF source so fledgling qc coders have more example qc to look through and learn from. We don't release it so people can play cut'n'paste to make their own patch.
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13.08.1997 | ![]() |
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31.07.1997 | ![]() |
So, instead of releasing 2.6 now, we've decided we'll wait for the new version of QuakeWorld, which we've heard is in beta testing this week. It's not worth making a release which might only be used for a week.
Since we're pushing the release back a bit, we might throw in a couple of new surprises :)
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13.07.1997 | ![]() |
If you're creating a Tweaked version, then we ask you not to distribute it. We already receive enough email from players confused about the differences between Lan and Net versions of TF... if a few TF variations with tweaked statistics get passed around, it'll get even worse.
If you're creating a Full TF Port... we'd prefer you didn't.
We don't really want to see other patches floating around with
2 or 3 new classes added and the Scout removed.
It's not that we don't want competition for TF... it's just that we
don't want to see other patches that are built on the TF base.
And promising us that you'll remove all TF's existing classes
and create new ones doesn't help... you're still using the TF
foundation code, with the inbuilt map code, etc.
And if you're not using that, why not just write your own mod from scratch?
We will still continue to release the TF source code, because we still
believe it's useful to others out there. We learnt qc by example,
and we want to help other qc coders.
If there's something in TF that you want to use in your own patch,
such as the menu system, etc, then by all means use our code.
We're just trying to discourage others from using the TF code
as the entire base for building their own patch.
Of course, we realise we can't stop anyone from going ahead with a TF port anyway... but bear in mind it'll definately affect our decision to continue releasing the TF source code.
We're also aware that some of this contradicts a statement we made
on the TF mailing list recently... sorry, but we've reconsidered.
This is where we stand now.
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20.06.1997 | ![]() |
We'd be grateful for suggestions from anyone who runs TF Clan Battles, and has a particular feature they'd like to see. Mail Robin with the details.
It'll feature President, Capture The Flag, Command & Conquer, Ramirez's Command Point System, and various other map styles.
Recently, the TFL has been claiming that we endorse/support them, going so far as to say they're the official League, and that they'll be the official testers for TF 2.6, the Clan Update.
This is not so... we support them because they're contributing to the TF community, but we don't support them any more than we support the International TF League, the TF Veterans, or the TF Clans. All of these people have put lots of effort in... who are we to decide who is more worthy?
And as for beta testers, we don't have official testers. We test internally, and just before release. We've used Braveheart's servers a bit because Gudlyf has been online when we were releasing.
So please, do us a favour, and don't ask us to endorse you. We'll support you by answering questions, discussing additions to the code, and adding you to our links page... but we'll give just the same to every other TF page.
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15.06.1997 | ![]() |
You can download the fix here (33k)
Unzip the zip into your fortress directory, and you're ready to go.
I suggest you don't run it in a high-res mode tho, because the music lags behind the action, and since it was cut to fit the music perfectly, it loses a lot of it's appeal.
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13.06.1997 | ![]() |
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