UnrealEngine3: Work officially begins. Time to get this building under gcc again. Since we changed up the source tree layout, the Makefiles from UE2 are basically useless. Rather than rewrite them, I'm going to spend some time exploring SCons, which came highly recommended by TTimo, the Doom3/linux guy. First Unreal steals their colored lighting, then their build system! :) Obviously, there's a lot to be done at this point, but best to start now so I'm not scrambling to port a whole engine when UE3 games get closer to shipping. Updates as I have them. MojoPatch: The installers on MacSoft's Neverwinter Nights expansion pack discs are actually a modified version of MojoPatch. Go order your copies! The UT2004 Editors' Choice Bonus Pack Patcher/Installer is a build of mojopatch, piggybacking on some fixes and enhancements originally intended for the NWN expansions. OpenAL: I implemented ALC_EXT_capture in Apple's OpenAL, so you can use UT2004's VoIP feature with their nice surround sound. The 3323 patch didn't ship with this, since there were some crashes in their implementation (the nasty "this happens after about 90 minutes of playing" type that are a pain to track down). We'll get this sorted out and eventually ship a patch that includes this. The brave can try this build, though: http://icculus.org/~icculus/tmp/openal-voip-surround-EXPERIMENTAL.tar.bz2 Duke3D: Latest CVS builds and runs on Solaris/x86 (and presumably Solaris/sparc, too). I get a lot of questions about MacOS X: the game _does_ run on OSX, there just isn't a nice installer or anything at the moment, so you have to compile it yourself. When there's time, I'll put together a shareware-based installer, and, if I can find a copy, one that works with the Mac retail disc. UTPG: So I think glDrawArrays() is broken on Mac, or I've creatively mangled driver memory. glDrawArrays(type, start, num); ...crash. Exact same code, except this becomes: glDrawElements(type, num, GL_UNSIGNED_INT, &list[start]); ...and the game renders. "list" is an array of sequential ints, where list[n] == n. This is LITTERALLY the only difference. I have it set as a conditional we flip in the .ini file to use one function or the other. Doesn't crash on Linux or Windows. I wonder if there's any value to using vertex_array_range if you can't cache static geometry. UT'99 doesn't have all the "static mesh" concepts you'd expect in a newer game, so it uploads all the relevant vertex data to the video hardware every frame. UnrealEngine2 games (ut2003 to current) seperate out data that never changes, tucks this into AGP memory, and just instructs the hardware to pull it from there (this is the difference between sending megabytes of data to the card every frame and...a few bytes, plus the hardware can optimize knowing the data isn't new). UT'99 would take quite a bit of reengineering to seperate out the data that never changes. Still I wonder if there's a speed boost in just forcibly shoving it all over the AGP bus every frame. I guess I could play around with fencing and keep enough vertex array space for 3 or 4 frames so that the card can be pulling from one while I fill others... There's also a part of me that says, hey, we've got a LOT more RAM than we did in 1999...I wonder if I could just cache the whole map, models, and animations in AGP memory and be done with it. That'd be wild. Unreal Tournament 2003: There's an exploit in the ut2003 network code, so here's a new build. Linux: http://0day.icculus.org/ut2003/ut2003lnx_patch2225-3-BETA.tar.bz2 MacOSX: http://0day.icculus.org/ut2003/ut2003-mac-patch-2225-3.dmg.bz2 The Linux one has about a million changes over the stock 2225, since it's got all the MacOSX work on top of it. Consider it beta. The Mac version has one or two fixes, so it's worth updating. Unreal Tournament 2004: All the different downloads were getting complicated. I've written up a summary of what files to get for what platform depending on what you're looking for (new demos, Bonus Pack stuff, Mac, Linux, etc.) http://icculus.org/news/news.php?id=2192 Call of Duty: This is a 1.4 server with an exploit closed. Admins should all upgrade: http://icculus.org/betas/cod/COD-lnxded-1.4-07252004.tar.bz2 The latest and greatest United Offensive Linux server shows up here first: http://0day.icculus.org/cod/ Postal 2 Share the Pain: We're about ready to wrap up beta on the Mac version (FINALLY!). Linux one should wrap soon, too. Both groups of beta testers were totally kick ass and very thorough. America's Army: 2.1.0 is out for Linux and Mac: http://icculus.org/news/news.php?id=2046 Other stuff: A moment of silence for Christopher Reeve. Now, play him a tribute: http://icculus.org/~icculus/misc/kneel.ogg --ryan.