Finger info for icculus@icculus.org...


Duke3D:
 I think I've got all the artwork I need now, thank you to everyone for 
 their efforts!

 I threw some Altivec into the engine's primary blitter (vlineasm4, for 
 those following along at home)...this gets us about a 4 or 5 percent 
 speed boost on G4 or better machines...not quite what I was hoping for, 
 but for an hour's work, I'll take it. Oh well, the thing runs at like 90 
 fps at 640x480 anyhow on my laptop, which is performance the original DOS 
 target systems never dreamed of, so it really doesn't make much sense to 
 optimize it further (although, arguably, hlineasm is another candidate 
 for a few percent speed boost...)

 The Altivec is split out, so it should still work on a G3 (and earlier?), too.

 Stuff on the MacOS TODO list:
   1) x86 compatibility for savegames
   2) keeping Mac/PC networking in sync
   3) Coming up with a server browser/matching service.
   4) Add Cmd-Q as a quit key.
   5) Joystick support (Bargle's playing with SDLifying this on Windows,
      should work on the Mac, too)
   6) Make sure BUILD editor runs (it does, just needs sanity checks).
   7) Random sound effects seem to play in a loop when you stand in front
      of the movie projector in Hollywood Holocaust for no obvious reason
      (maybe a byteorder bug with sector effectors?)...odd.
   8) Race condition in audiolib causes occasional crash.

 By the way, if anyone sees a value in contributing an MacOS 9 port, it 
 should be largely a matter of getting it to compile (if you just 
 disable the networking routines for now). The audio and video is
 all handled through SDL, and the assembly has all been removed, so it 
 would probably only take an experienced developer a night with 
 CodeWarrior to get it running. This isn't on my TODO list, just thought 
 I'd bring it up.


UTPG:
 Please stop emailing me to ask if this is done yet.

 Got the AL renderer (and the MikMod glue) rewritten and working...I now get
 sound effects and music on MacOS X.

 Only thing that appears to not be functioning correctly at this point is
 the source volumes...the AL renderer used AL_GAIN_LINEAR_LOKI, which was an
 extension that only existed in Loki's implementation. I just need to see what
 exactly that entails, and do the proper conversions before feeding AL_GAIN...
 it's probably something simple, just haven't checked it, yet.

 There's a copy of CodeWarrior 7 on its way to me...thank you for those 
 that offered to send a copy. When it gets here, UTPG/os9 work will begin.


Devastation:
 Please stop emailing me to ask if this is done yet.

 Server is out. Details here.
 Beta 1 of the Linux client is avaiable. Get it.



Unreal Tournament 2003:
 Mac version is in stores now! Go order from somewhere.
 I assume there are physical stores that sell Mac games that will/do have it,
 too.

 MacOS X French Release Candidate 2 is awaiting MacSoft approval.

 IF THE ENGLISH MAC UT2003 INSTALLER CRASHES AFTER YOU ENTER YOUR CD KEY:
  Then please download this (2.1 megabytes):
     http://icculus.org/updates/ut2003/ut2003-mac-setup-fixed.cdr.dmg.bz2

 You should end up with a disk image with an installer icon. Run it, and
  install as usual. When the installation is done, throw away the disk image
  and pretend nothing ever went wrong. This is an installer bug; the game
  itself runs as usual.

 A patch for the Mac version is being worked on. Timeframe is not solid yet.

 Please see the ArmyOps section of this .plan about OpenAL.


Postal 2:
 Please stop emailing me to ask if this is done yet.

 Skeletal meshes are rendering, most textures are STILL missing, and I get
 a crash in Karma as soon as someone ragdolls...so if you don't kill anyone,
 the game won't crash. This is taking the "it's only as violent as you are"
 mantra to a whole new level.

 Busy begging and pleading for Karma sources so I can fix this.  :(


MOHAA:
 Please stop emailing me to ask if this is done yet.

 If there is time this week, I'm going to try and finish this. I'm sick of
 answering emails from people that want to know if it's done. If you
 preordered this from TuxGames, I'm sorry, the delays are 100% my fault, and
 I told Michael Simms that this would be ready WAY sooner than it was.


America's Army:
 Please stop emailing me to ask if this is done yet.

 The 1.9 Windows client was leaked. This is bad for several reasons, not the
 least of which is that the Linux and Mac versions are not ready yet.

 On a happier note, here's an OpenAL that works with Revolution 7.1 cards:
   http://icculus.org/~icculus/tmp/openal-osx-revolution71fix.tar.bz2

 Download, unpack with Stuffit Expander. You should get an "openal.dylib"
 file. Find your "Army Operations" icon, right-click/control-click it, and
 select "Show Package Contents" on the resulting popup menu. This brings 
 up a window with folders like "Briefings", "StaticMeshes", etc. Find the 
 "System" folder in there, and put the new openal.dylib file into 
 "System". It should ask you about replacing a file: let it. Close the 
 window. Next time you start the game, it should work with your Revolution 
 7.1 card.

 Please note that this can be used to get you a better framerate in 
 ut2003, too...we're still spending about 7% of our CPU time just feeding 
 the audio device, which is not good. When I get around to the redesign I 
 was threatening, that 7% should drop to more like 0.1%. Still, the 
 current UT2003 version (which is a different codepath completely), is 
 sitting at 20 to 25 percent right now, so it's still a clear win for all 
 users, regardless of audio hardware, to use this.

 Note that the 7% is spent in a separate thread, so dual CPU systems won't 
 see as dramatic a benefit as single CPU systems. Also, certain codepaths 
 will perform better due to Altivec optimizations on certain 
 conditions...but it SHOULD still work and give a speed boost over the 
 original version even on a G3.


Other stuff:
 This space intentionally left blank.


--ryan.
    

When this .plan was written: 2003-08-08 00:20:32
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