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* [[Special:Contributions/Quasar]]
 
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As of late my main focus has been on attempting to improve this site's SEO, through a general increase in article quality, differentiation of content against our parent source, and also with a variety of backend efforts including support for OpenSearch, getting good meta keyword and description tags in place, addition of custom code to generate {{c|<link rel="canonical">}} tags, addition strategic links between pages with high hits or that will show up in response to specific search engine queries, sitemap generation, deployment of Google Webmaster tools, and resolution of ongoing issues with a lack of 301 redirects between our registered domain names causing duplicate content penalties.
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As of late my main focus has been on attempting to improve this site's SEO, through a general increase in article quality, differentiation of content against our parent source, and also with a variety of backend efforts including support for OpenSearch, getting good meta keyword and description tags in place, addition of custom code to generate {{c|<link rel="canonical">}} tags, addition strategic links between pages with high hits or that will show up in response to specific search engine queries, sitemap generation, deployment of Google Webmaster tools, and resolution of ongoing issues with a lack of 301 redirects between our registered domain names causing duplicate content penalties.
  
 
====April 2014 upgrade====
 
====April 2014 upgrade====

Revision as of 11:50, 26 April 2014

I'm Quasar, also known as James Haley. I'm the organizer of Team Eternity, and a principal author of the Eternity Engine and WinMBF source ports. Programming is my main forte, and so I tend to stick to things related to the original code, source ports, and highly technical issues. Don't be surprised to see me posting bits and pieces of the code to make a point ;)

DoomWiki.org

From January to September of 2011 I was intimately involved in the process of exporting this wiki from its original hosting arrangement to its new home on MancuNET. I am an admin and bureaucrat user (via SpiderMastermind), so ask me if you need help with something.

Here are my contributions to the wiki:

As of late my main focus has been on attempting to improve this site's SEO, through a general increase in article quality, differentiation of content against our parent source, and also with a variety of backend efforts including support for OpenSearch, getting good meta keyword and description tags in place, addition of custom code to generate <link rel="canonical"> tags, addition strategic links between pages with high hits or that will show up in response to specific search engine queries, sitemap generation, deployment of Google Webmaster tools, and resolution of ongoing issues with a lack of 301 redirects between our registered domain names causing duplicate content penalties.

April 2014 upgrade

manc and I have upgraded the installation to the latest versions of MediaWiki as of 2014-04-20, and all of our active extensions. We are now running on the newest stable release 1.22.5. Other changes and improvements were made in the process:

  • Support for the experimental MobileFrontend is in place, with automatic detection of mobile clients. The frontends can be switched between and will set a cookie to remember a user's preference.
  • New Interwiki extension allows admins to manage the interwiki table.
  • The Monaco skin is now under my personal maintenance at GitHub. I have made numerous fixes and enhancements over the last revision of the dantman fork which should keep the skin working for a long time.
  • As a result of upgrading, a lot of new wiki editing features are available, such as collapsible tables.
  • The newest version of Flagged Revisions offers more functionality, such as the ability to remove an article's reviewed status.

Doomworld

I am a moderator of the Source Ports and Eternity Engine forums on Doomworld.

Eternity

Amongst the work I have done on Eternity are several things that were, at the time, technological breakthroughs for the Doom engine:

  • I invented the concept of parameterized codepointers with dedicated argument fields (aka action functions).
  • I made the first codepointer capable of calling into a scripting engine.
  • I was the first to reach a full understanding of the R_MakeSpans crash due to scaling overflow that is present in every game based on Doom, leading to the implementation of 32-bit clipping arrays in EE (these were later superceded by/included within SoM's Cardboard renderer).
  • I created the Dynaseg system for Eternity which enables flawless rendering of polyobjects anywhere in a map.
  • I was instrumental in the creation of the UDMF standard for a new interchangeable map format that solves the problems of extension in modern source ports.

Heretic and Hexen

In September 2008, our long-running effort to see the Heretic & Hexen source code rereleased under the GPL was successful. Thanks to Raven Software and in particular, James Monroe, for seeing the re-release through.

Chocolate Strife

As of February 2011, my joint project with Kaiser to reverse engineer Strife and reconstruct its source code with the maximum possible fidelity to the lost original has come to fruition in the form of two beta releases of Chocolate Strife, the latter of which boasts at least partial demo compatibility with the original executable. An official release is also available now along with Chocolate Doom v2.0.0.