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|| 06.19.00 || Questions of Code
As I mentioned last time, both Rip and CaRRaC are away from us for a bit, but Rip dropped off a new version of the source before he
left, and not wanting the project to sit idle, I took it up to work with while our other coders are occupied. After this week's
worth of work, a number of bugs have been removed, some of which have been bothering us for a while, and the bots which were
giving us a great deal of trouble (and who's inclusion in the DM test was debatable), are now back in line and working fine in
both regular DM and saberonly mode. There's still a fair number of bugs and quite a bit of balancing to do, but today I compiled
the first "clean" DM test build (with all SP and unused components stripped out), and this will shortly be going off to the
testers as our first release candidate. For the curious, the vitals are: one player model, two DM maps, and a compressed size of
about 21mb. Furthermore, I loaded up this version of SWQ on the old P166, and I'm happy to report that the game will run in
software at 320x200, so all of you out there who dispaired at the "3D card required" statement, take heart. You'll need to revert
to the old Quake 2 front-end menu, but aside from that, SWQ should run fine.
One last thing today: We're looking for someone with easy access to a network of NT machines, preferably with a group of friends
close at hand who can assist with testing. There may still be some unidentified issues with SWQ running on NT, and we'd like to
try nailing these down before the public release goes out (meaning we'd require your aid soon, and frequently). If you think you
fit the bill, please drop a line to me at redknight@planethalflife.com.
[ rk ]
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