I figure I ought to give something of an update to all who might be wondering what I've been doing between the last release and now.
Common changes All the ports have received a run-through to clean up almost all compiler warnings issued by GCC and Visual C.
JFBuild I located a couple of bugs that were causing broken builds when compiling under GCC with optimisations enabled, so now Linux and MinGW users can compile optimised binaries. I suggest a maximum of -O2 level of optimisation as -O3 doesn't bring anything useful to the party and might cause problems. Linux users with GTK+2 installed on their machines will also get a pretty startup window like Windows users have had for a while now. I've also begun the process of porting to MacOS X, so that avenue will progress with time. The DEF language has gained the same "undef" directives that TerminX wrote for Eduke32 and ProAsm ported to SWP, and I've added an extra one to unload a whole model from memory. Lastly, a new syntax for defining textures replaces the 'definetexture' directive used in the past. This brings that function of the DEF language up to date with the other new syntax.
JFDuke3D Hasn't changed in any significant way from the last release, at least to the end user it hasn't. Internally, I've made the CON compiler allocate its temporary memory used when loading the CON file text as it needs it, which removes the need for CON files to be less than a certain size, but the compiled code size is currently still set at compile-time. This is far less easy to change so it will have to wait. Also, some modifications have been made to let the port play nice in a multi-user environment like Linux or Windows with multiple user accounts.
JFShadowWarrior Gained the same multi-user additions as Duke. I've been adding more of the customisation abilities that ProAsm's SWGroup program once provided. So far that's the skill names and the inventory names and amounts. I'm adding weapon property customisation next.
Things left to do:
Get JFSW's network features going again
More work on JFAud
Take a crack at better GL precaching
Jonathon
ProAsm at
Nice going.
Funny how I should see this post here today as I spent last night going through my source code for Swgroup and just thinking how dedicated we were those days and the amount of coding that was done.
Hell we were geniuses back then :)
Good heavens. You wrote Swgroup in ASM by hand!? Respect.
Jonathon
scumbag at
Can't wait for the next release Jono. I check this site every day for the announcement. I'd love to be able to nuke my friends again in Hara-Kiri harbor. =)
Alien at
scumbag said
Can't wait for the next release Jono. I check this site every day for the announcement. I'd love to be able to nuke my friends again in Hara-Kiri harbor. =)
Yeah me to. Please put Shadow Warrior Networking on a higher priority ^^
Can't wait to send heatseekers and nukes to my friends ;)
Mephisto at
Re: The state of the commonwealth, 21 July 2005
JonoF said
I figure I ought to give something of an update to all who might be wondering what I've been doing between the last release and now.
Common changes All the ports have received a run-through to clean up almost all compiler warnings issued by GCC and Visual C.
does it build out-of-the-box on gcc4 now? with previous releases i had to make some slight modifications to make it compile. (i could send you some patches if you want...)
JFBuild Linux users with GTK+2 installed on their machines will also get a pretty startup window like Windows users have had for a while now.
sounds great. whats the startup window do? have never seen it before...
JFDuke3D Hasn't changed in any significant way from the last release, <snip> some modifications have been made to let the port play nice in a multi-user environment like Linux or Windows with multiple user accounts.
thats a pretty significant change for me. no more config files in my data folder. yay :). it also finally becomes interesting to build jfduke/jfsw rpms. is it possible to put the duke3d.grp/sw.grp in the user folder too?
Things left to do:
Get JFSW's network features going again
More work on JFAud
does that mean JFAud will be in the next release or am i gonna have to port the sound patch to the new version again? also, networking is *very* important. single player gets boring quickly, but SW is loads of fun on multiplayer :)