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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.


Spider-Man 2:
 This is floating through QA right now as a final candidate, so it's Darned
 Near Done.


MojoPatch:
 Now open source! http://icculus.org/news/news.php?id=2040


Shrek 2:
 Now shipping!


OpenAL:
 For those that weren't at WWDC, Apple gave out preview discs of MacOS X Tiger.
 One of the things Tiger installs by default? OpenAL.framework. No kidding.
 That's basically awesome. It's Apple's version, which is open-sourced and
 residing in Creative.com's CVS repository.

 Likely I'll move my implementation over to Linux and stop further Mac
 development, so that there is a clear technology path on the Mac. I'll
 devote further Mac development and debugging to the Apple implementation.
 After all, it was partially a stop-gap solution (remember when ut2003 took
 25% of the CPU mixing audio? It was a needed fix, no doubt!), and partially
 a technology proof-of-concept to show Apple what works well in terms of game
 development. No doubt it has served me well.

 In the short term, I'll have to decide what we ship on the disc with
 Unreal-based games. For ut2004, my implementation is the only one with
 ALC_EXT_capture support for VoIP...this could be added to the other
 implementation, but hasn't been as of yet. My version is apparently a
 little faster, but it's stereo only (but the subversion repository doesn't
 crash on M-Audio 5.1 and 7.1 cards anymore), so Apple's tech is probably
 more attractive for further development by default.

 All of the missing functionality in Apple's implementation could be fixed
 with some elbow grease, which I'm sure will show up one way or another in
 the near future. Overall, this is a very good step forward, and I applaud
 Apple for giving game developers something they really need.


Duke3D:
 Latest CVS builds and runs on Solaris/x86 (and presumably Solaris/sparc, too).


UTPG:
 (Yes, this is still being worked on.)


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:
 If Mac retail installer crashes on you, use this:
  http://icculus.org/~icculus/tmp/UT2004-mac-updated-installer.tar.bz2

 Linux (x86 and amd64) official 3236 patch (new build with load times fixed):
  http://icculus.org/news/news.php?id=2064

 MacOS X (un?)official 3236 patch (YES, this is newer than 3229):
  http://icculus.org/news/news.php?id=2064


Call of Duty:
 1.4 is out, now with PunkBuster support: http://www.callofduty.com/patch/

 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


Postal 2 Share the Pain:
 Linux demo: http://icculus.org/news/news.php?id=1816
 Linux retail: In beta testing (apply at http://www.linuxgamepublishing.com/)
 Mac retail: In beta testing (no more applications, please!)


America's Army:
 2.1.0 is out for Linux and Mac: http://icculus.org/news/news.php?id=2046


Other stuff:
 Had a great time in Ottawa at desktopcon2004 and OLS. Jeremy White (from
 CodeWeavers...the Wine people) gave his talk right before Gavriel State and
 I and got beaten up on every single bullet point on his slides. We had almost
 the exact same points, but seemed to be well-received. I'm not sure why:
 maybe the audience was just too worn out after fighting with Jeremy to
 throw rotten fruit.

 I showed off UnrealEngine2, just as a "this is what we can do on Linux
 right now" sort of thing. Then I talked about how this enables third party
 licensees to get their games on Linux much easier, and how the mod community
 has made a 30 dollar purchase of ut2004 into a whole arcade of value for
 linux gamers...showed Alien Swarm, which shows a unique way to take advantage
 of the tech, and Air Buccaneers, since it's probably one of the most unique
 mods out there ("so that was squashing aliens, but here's something you've
 all been waiting for: Hot-Air Balloon Warfare!") The audience loved it.

 Gav showed Max Payne on Cedega, then we talked about things that have been
 stumbling blocks for us from a technical standpoint. We had a good time...the
 dialogue in the room was a sort of wrestling match and group hug with lots
 of people that are at Ground Zero of the Linux Desktop...Alan Cox, Havoc and
 the Red Hat crew, Keith Packard and Jim Gettys and the freedesktop.org/x.org
 gang...lots of other people.

 The slides from our talk are here, in several formats:
  http://icculus.org/~icculus/slides/desktopcon2004/

 We used the Keynote version (the only working laptop I have is a Mac; sue me),
 but the exporter seems to be pretty faithful in .pdf format, etc.

 Keith Packard's talk at OLS was great, too, btw. I really felt like we've
 spent years bitching about xfree86 for several reasons, and now things are
 going to start moving forward at some pace, which is refreshing, to say the
 least.

--ryan.


When this .plan was written: 2004-07-27 12:29:18
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