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 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.

 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.

 (If you want the Apple/VoIP patch source code, it's on the mailing list, but
  not in CVS as far as I know. Check the openal-devel list archives at

 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.

 (It was a driver bug. An Apple engineer squashed that mofo in a heartbeat.)

 I spent some time fighting with vertex_array_range. We don't cache static
 data at all in UT99 at this point, so I figured the brute force method would
 be worth a try. Allocate a big-ass buffer, point glVertexPointer() at it,
 and treat it as a sort of push buffer...instead of using a small range and
 pushing various bits of it to card, we do our work in that range and memcpy
 the relevant bits to the next bit of available VAR space, which is feed to
 the card. When we hit the end of the VAR, we start at the front again,
 assuming that that bit was used many many frames ago. If we were really
 smart, we'd flush the range when wrapping around, but that could only result
 in a slowdown, and is totally worthless, as long as you have enough VAR space
 to stay ahead of the GL.

 In practice, this actually resulted in a slight (less than 1fps) slowdown
 in my benchmarks. Which frustrates me to no end. I guess there are no
 magic bullet GL extensions without significant work, although I really feel
 like I spent a lot of time on this for no benefit.

 I think for now I'll just disable the VAR path and focus on CPU optimizations
 ala Shark before returning to this again. I'm really not relishing the idea
 of diving into 5-year-old code to figure out how to seperate out the static
 geometry and redesign the rendering abstraction to support this.

Unreal Tournament 2003:
 There's an exploit in the ut2003 network code, so here's a new build.


 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.)

Call of Duty:
 This is a 1.4 server with an exploit closed. Admins should all upgrade:

 The latest and greatest United Offensive Linux server shows up here first:

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:

Other stuff:
 Firefox (the web browser) wants to take out a full page New York Times
 advertisement. It's an interesting idea.

  The details:

  Make a donation with me as your referrer:


When this .plan was written: 2004-10-19 19:04:38
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