More of an academy than a house really. Rich "Rich" Whitehouse, who worked on Jedi Outcast and Jedi Academy has pounced firmly upon the much celebrated source release of both games in the wake of Disney shutting down LucasArts. He has begun a SourceForge project for Jedi Academy, focused around revising the back end, bringing things up to speed, and up to date. Feel free to follow his progress, or even offer to contribute here.
szo sends word of a new release of uHexen2 (Hammer of Thyrion) which is based off of the older Anvil of Thyrion sourceport of Hexen 2. uHexen2 supports Hexen 2, Portal of Praevus, and HexenWorld. The site has a nice feature list; here is the changelog supplied by szo for version 1.5.6:
Screen: implemented Hor+ style field of view (FOV) scaling, useful for widescreen resolutions. Configured by new cvar fov_adapt: set it to 1 and your fov will be scaled automatically according to the resolution. Enabled by default. Opengl and software renderers both supported.
Screen: viewsize greater than 120 now disables the hud (use the screen size slider in the options menu.)
Progs VM: Fixed a corner case thinko in version6 progs execution.
Server: changelevel failures, e.g. in case of non-existent maps, are now considered as error, so that the clients do not get stuck in the connected state anymore.
Server: accept maplist.txt only if it is from the same game directory as progs.dat itself or from a searchpath with a higher priority.
Timidity (Unix MIDI): Multiple fixes, including memory errors found by valgrind.
Mac OS X: A new icon.
Music: Support for Opus codec. (edit the makefiles to enable it when compiling.)
Software renderer: fixed color shifts from area contents or power-up items usage staying persistent after a disconnect.
OpenGL: worked around weird mods, e.g.: project peanut, where certain models are sometimes drawn "white" because the hcode initializes those entities with non-existent skins.
OpenGL: gamma fixes for several platforms.
HexenWorld: opengl fixes for the shownames feature, other gl updates.
Hexenworld, gamecode: hw and siege map cycling setup is done using the localinfo variables just like in quakeworld, strings.txt abusing is no more. See docs/README.hwsv for brief instructions.
Verified correct compilation by upcoming gcc-4.8 and by clang-3.2.
Fixed several other minor bugs, some found by valgrind. Incremented engine versions for hexen2 to 1.28, hexenworld to 0.28, and gamecode version to 1.28.
If you ever wanted to give Hexen 2 another try (or just a first one) check out uHexen2!
LordHavoc has released a new official update to DarkPlaces with the following changes:
added support for RMQe maps like "Something Wicked This Way Comes" by Tronyn
fixed bug with the two shalrath not spawning in hip2m3 - this took a far-reaching analysis and bugfix effort for droptofloor and MOVETYPE_STEP in general, this should improve compatibility with other maps too.
sv_gameplayfix_ cvars default off now, this should make most mods compatible by default rather than requiring tweaked cfg files, these cvars do default on for non-quake games however (Nexuiz, Steel Storm: Burning Retribution, etc).
skeletal model animation is now hardware accelerated where possible (OpenGL 3 / DX10 cards), this greatly improves fps in Nexuiz and other games with skeletal models.
New dpmod release to reenable the sv_gameplayfix_ cvars that are disabled by default now.
SleepwalkR somnambulates in with TrenchBroom, a new Quake level editor (yeah I know)! It is a modern editor with only a 3d view to encourage 3d thinking in the map making process, and works in Windows and OSX.
Blatantly lifted Feature List:
True 3D editing, no 2D views required
High performance renderer with support for huge maps
Vertex editing with edge and face splitting
Manipulation of multiple vertices at once (great for trisoup editing)
Smart clip tool
Move, rotate and flip brushes and entities
Precise texture lock for all operations
Smart entity property editors
Graphical entity browser with drag and drop support
Comprehensive texture application and manipulation tools
Search and filter functions
Unlimited undo and redo
Point file support
Automatic backup
Support for .def and .fdg files, mods and multiple wad files
Free (as in beer) and open source (GPLv3)
Cross platform (Windows, Mac OS X and Linux supported)
Supa has released an alpha teaser video for Brood Hunter, her Gloom-like Quake mod where humans and aliens/fiends do battle in systemic waves of survival in a rather violent game of survival with devious traps. Things get a bit crazy, and the video, embedded below, shows that.
Many of you may have noticed that the Inside3d forums have not been behaving properly on login. We believe this may be due to a PHP upgrade by AtomicGamers. There is however a decent workaround until we get this resolved, thank Spirit of Quaddicted for suggesting this:
In your browser settings, block all cookies from forums.inside3d.com
You will still see the flood of error codes on attempting to login, but you will be able to post now.
Hopefully this can be resolved soon, and we apologize for any inconvenience this may have caused you.
Sock has released the 1.0 (but not complete) release of his substantial new mod In the Shadows. In the Shadows introduces you to stealth and theft in a more magical take on the world of Quake. Timing and spells are your friend against new deadly foes in beautifully crafted environments navigated by enhanced AI. Tailored for FitzQuake and derivatives, Sock would love to see demos of how you approached the situations present in the release, and would certainly appreciate a vote for the 2012 Mod of the Year on ModDB. Go download the mod, cast your vote to make the mod of the year be for the modding game of modding games, and tell Sock what you think on the announcement thread!
shaunew has a Blinky engine which is a variant of tyr-quake from the looks of it that allows for very large fields of view with some nice correction utilizing techniques detailed by Gian Paolo Pannini, an 18th century painter and professor of perspective (and artist of alliteration). Though it performed poorly on my system at just 640x480, it was interesting playing in fov 180 without substantial warping, as I could still behold what was directly in front of me without any problem. Go check it out!