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| gerstrong |
Posted on Sep 16 2009, 04:01 AM
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Project Manager Group: Admin Posts: 113 Member No.: 4 Joined: 5-September 09 |
I was thinking about creating a version that can everyone compile using cmake and and even download it.
If someone goes into that link he will the see the most recent (SVN) Linux32, Linux64 and Win32 builds ready for testing. My question is if someone is interested into downloading our most recent SVN version. This build will be updated everytime someone of the developers starts the special make script. Please vote and we think about it! Don't forget that those versions are much more buggy than the release and should only be used for testing. |
| tulip |
Posted on Oct 16 2009, 02:12 AM
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Group: HQP Workers Posts: 20 Member No.: 9 Joined: 24-September 09 |
As of now it looks like the time periods between "stable" releases get longer. Being tester is my main duty around here, so I'd really like svn versions, if possible ready for win32 use. That way I'd feel much more helpful.
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| gerstrong |
Posted on Oct 20 2009, 12:25 PM
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Project Manager Group: Admin Posts: 113 Member No.: 4 Joined: 5-September 09 |
Hello guys,
I know this release time got very long and will be even longer, but hopefully it will be only this time. Cannot say for sure of course, but that is planned. We are rewriting completely the engine preserving only small parts of Kates code (especially physics). My goal is to make the game faster, more stable and the code better to understand. We have been working very hard and made good progress, but it will take more time until it is finished. The only thing that works now, are parts of the map. Entering into level and a bit of physics. There are no enemies, keen cannot die. It's still unfinished. The only thing you really could test, is if the program crashes, and the jump physics maybe. If someone still is interested, I will see to build SVN Versions for testing. But as I told, they are unplayable. I prefer to complete it a bit and then let it test you, so you find the bugs. I like the idea, but it's more obvious, that you will find more things that don't in this version, than in the previous, because we are still porting. I can give you preview of the new features that includes: - New Demo system. - Autodetection system of files. No cfg files needed anymore - New smoother scrolling - Like 3 times faster (I hope we get that performance) - Faster Graphics (Using less buffers) - Ingame Menus - new physics (better handling of the variables, so more flexible) - More logical structure. So no more crazy things can be done to make the engine crash (hopefully) - and much more |
| gerstrong |
Posted on Dec 5 2009, 05:39 AM
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Project Manager Group: Admin Posts: 113 Member No.: 4 Joined: 5-September 09 |
Okay, I was thinking and Tulip already had some builds to test our version and helped me improvimg the Jump behaviour. About the list of features I wanted to complete, I can tell you the following:
we have more features to present, but those are the important ones. For the modders I have something special. The strings are read out of the Exefiles (or patches they provide). So it should show the messages you implemented for your mods. I still haven't testet it with mods, but rest assure, that CG does not have any strings.dat file anymore, so it reads from the exe-file and continues needing it, how it should be... As patches are applied to the memory after read the exe file, it should get the proper strings for any mod. I'm going to upload a Windows version to the Sourceforge Repo. It's only meant for testers, because there are many bugs we have to handle. However, everybody can use it. I'm not sure, if I put a link on the official website Except the jump physics thanks to Tulip, the rest is messed up, but I'm sure, that we will fix it... I'll let you know, when the Build is uploaded. EDIT: Good News. The testing version is up! You can get it here! Link: Sourceforge CKP Files |
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