Editor
News
Sept 24, 2000
Finally a new version is available. Many things have been changed, including rendering
enhancements, code cleanup, and menu improvements. You can now walk between
zones, as well. For all the details, see the CHANGELOG
Version 0.19 is available on the Download Page.
The editor has been enhanced as well, and modified to be compatible with 0.19.
Grab it from the Editor Page.
Aug 28, 2000
Ray Kelm has provided autoconf/automake scripts for use with DG. I have incorporated
them into the build procedures and created a new release with these features.
Version 0.18 is available on the Download Page.
Aug 14, 2000
A new version, 0.17, is out. This version adds scripted events and the triggers
which cause them to be executed. Lifts and doors were also improved. Locked
doors were implemented. Options menus were added for controls, audio, and video.
An entirely new map was built, as well.
Grab it from the Download Page.
This version has many more feature and map format changes. The matching editor
version may be found on the Editor Page.
Jul 23, 2000
Lifts and doors were added. These are basically moving floors and ceilings,
respectively. Version 0.16 is released to demonstrate these features.
Grab it from the Download Page.
You can view a 7 Meg mpg of some moving lifts and doors in action
here.
You can view a 4.8 Meg mpg of the physics of riding on a fast moving lift
here.
Jul 13, 2000
Item and Character (Mob) prototyping added. Entites are loaded from a prototype
datafile on startup. Item/Char loading added on a per-zone basis. Loading commands
include Character and Item placement and Items equipped or given to characters.
Jul 05, 2000
Jun 16, 2000
Jun 12, 2000
I got the Win32 cross-compilation working, and there is now a Win32
executable on the
Download Page.
Jun 09, 2000
I have posted a statically compiled executable of the game for linux.
I am having problems getting the cross-compiler to work because I don't
have a suitable opengl lib to link with. Hopefully a win32 executable
will be coming soon. See the
Download Page for more info.
Jun 01, 2000
I have posted the first downloadable version of the game. See the
Download Page for more info.
May 20, 2000
I have posted the first downloadable version of the editor. See the
Editor Page for more info.
Mar 23, 2000
I put off fleshing out the widget destruction code until yesterday.
I am starting to realize how much Java has spoiled me on memory management.
Mar 20, 2000
At this point, the client widget set has been converted and expanded
to use OpenGL+SDL in C++. The client code utilizing the library has
been started. The client has been sound-enabled using SDL_Mixer. Work
on the server code began today. The line count of the code is at 9000.
Mar 5, 2000
This document is finally updated. At the beginning of February, I
abandoned previous efforts to complete this project using Java. Java,
of course, is a great programming language, but its OpenGL capabilities
were lacking. The state of fullscreen 3D acceleration in Java was and
remains to be a nasty hack, at best.
I discovered the Simple
Direct Media Layer (SDL) around this time, and decided to restart
the project using C++, SDL, and OpenGL.
jw.www@tempusmud.com
Last modified: Sun Sep 24 16:34:28 EDT 2000