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Cubesoft's OMIGG Project v0.0.09
Cubesoft has released version 0.0.09 of the OMIGG project.
This version uses Crystal Space v0.16r2+(Fix on Webpage). Source of Crystal SPace is included for convinience. Soon will be released a version that doesn't include Crystal Space source.
So far OMIGG allows you to go and shoot other people. It is fairly configurable(the goal) too. On our web page I include information on our release plan, so you can see by about wqhat version we expect game play to be fairly complex.
-Fixed the command-line options. The mouse options are not working yet
-Statistical displays now work again. This just might have been because of
the command line was not working though.
-Almost got internal sprite format conversion working
-Fixed a bug dealing with the shutdown crash, well now it is probably easier to
find the true cause
-Moved all PrepareFrame () tasks to NextFrame () if existant, if not,
renamed them. So now the Frame development process is a little simpler and
standard across all the classes.
-Reimplemented class widgetMamager and all subsequent classes.
-Fixed a lot of major bugs
-Generalized the menus a little
-Started work on Interface focus. This will be finished in the next release
because it will finished in the workspave rewrite
-Finally fixed the major sprite movement bug. For some reason the sprite
collided with its self. I made a check to see if it is testing against itself
and a check to make sure it was a sprite OMIGG created(has an owner)
-To make it so I could modify the console, I basically stole csSimpleConsole and
Command out. This has now allowed it so I could change the console key, and
made it so I didn't have to completely rewrite eveyrthing.
-Changed bits of the console like the prompt and the key to acces it
-You and the AI can now die. Also code was added to handle a dead player
-Some of the menus work, basically mainly the switches(bool, on/off)
-Finished the work for weapons for now, go kill em
-Switched over to Crystal Space v0.16r2+bugfix by Jorrit(fix will be in next
stable, v0.16r3) from CS v0.15r2
-Switched over to new debugging system that is in CS0.16, no more CHK's
-Switched to new Crystal Spave random number generator. It passes all tests
and has a period of 2^144, and is mostly consistent across platforms
-Not as much annoying console output, but it is easy to reimplement. Do
this by going into cmd.cpp and setting the "#if 0" to "#if 1". You can
do the same in omigg.cpp to get more details on collisions
note: when I refer to AI, I mean computer controlled players, I doubt you could consider what they currently do anyform of intelligence. Later, the code will be improved, and then turned into a plugin(I don't want to mess with learning SCF right now)
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