(I _STILL_ need to merge Bargle's code...argh.)
I haven't worked on this recently. I would love for someone to fix the last
byteswapping details, honestly, so I can stop worrying about it. I will get
back to this, but it's falling into the "this is free work, and I'm
overwhelmed with the paying stuff right now" category with a quickness.
I really want to rewrite the GL renderer from scratch, with all the wisdom
we've accumulated and new GL extensions that have appeared and been optimized
since UT1. The code in UTX looks like the really old school GL
renderer, the one before vogel beat the hell out of it.
The one after vogel beat the hell out of it has all sorts of rendering
issues on my PowerBook, so something's got to be done, one way or another.
Server is out. Details here.
Beta 1 of the Linux client is avaiable. Get it.
The First Encounter: Beta three is out.
The Second Encounter is now available, too!
Details are here.
Time to work on ssam is non-existant, and there will probably not be another
build for Linux for the foreseeable future, if ever.
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,
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):
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.
Yes, I'm working on this. Running With Scissors announces a Mac and Linux
port, and the world scratches their head and goes, "WHO COULD BE DOING THIS?"
Game is running on Linux, crashes in Karma libraries during Monday's level
load. Most textures aren't rendering for some reason, and skeletal meshes
aren't rendering at all, so basically I get to hear the Postal Dude mouth
off to his woman as the camera spins around the untextured trailer park
before it takes a dump while he's marking his TODO list.
Still, it's progress.
The Mac patches are in there, too, but I haven't tried building it yet.
I sat down and got medieval on the OpenAL code. Now it's largely working, but
not quite enough to justify a beta. Soon, though. I still want to look at the
dedicated server CPU usage some more, too.
I am now taking applications for beta testers of the MacOS X version of
ArmyOps. Please read http://icculus.org/news/news.php?id=1433 (which was
written in regards to the Linux beta); this will give you an idea of what
makes a good application, then drop an email to email@example.com
telling your hardware/software config and why you'd make a good beta tester.
We're doing this test relatively quickly, so expect to spend some seriously
intense time crunching on the game in the next week or so. SCI will be
running forums for the testers and handling the boring stuff for me.
So I moved to Raleigh somewhat unexpectedly. It makes sense, honestly. I've
got a lease here until January so I can be close to Epic while some important
projects are developing. At any rate, I've got cable modem but no furniture,
so projects are moving, but slowly, for the next little while as I settle in.