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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.

 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:

 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.

 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.


 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:
 A moment of silence for Christopher Reeve.

 Now, play him a tribute:


When this .plan was written: 2004-10-13 10:29:34
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