28 Sep 2003
(updated 22 Jul 2004 at 21:00 UTC) »
Still having fun trying to make a working PPC version of the modules, etc. from the CVS to help Mike Phillips test the PPC version of Soul Ride.
It's READY for beta testing. We're picking testers right now. If you've got a PII-350 or better with at least a Radeon or GeForce card, pop on over to Linux Game Publishing
and sign up to be a beta tester and register for this game's test. (Especially if you've got a Radeon or if you've got a routable IP address to be able to host multiplayer sessions over the Internet.). Pre-orders with ANY reseller will be given a beta slot automagically upon notification and proof thereof.
Right now, I'm working on trying to make a PPC version happen (Minimum requirements are shaping up to be G4, Radeon, etc.)- it's compiling cleanly, but not entirely happy w/me. Some endian-ness probably missed when we made the pass through the code to make it compile correctly for PPC.
As a consequence of my experience with OpenPlay, we (Linux Game Publishing) are probably going to champion a fork of the codebase in question, as while the Darwin project has kindly hosted the CVS, they don't seem to be willing to take on anyone to manage OpenPlay and don't seem to be interested in accepting patches from anyone(There's several patches, LGP's included, that fix broken Linux support, bring some nice functionalities that are present in DirectPlay (that end up making OpenPlay largely better than the same...) that they just won't check up on and integrate in the source tree.). Either that, or we're going to modernize Dan Kegel's ANet
(also known as Activision's ActiveNet) library and move foward with it. OpenPlay's more "ideal" once it's cleaned up some because it's in use by developers. ANet's attractive because it works (although a bit tough to use) and powered no less than 20 games, some of which were on Linux courtesy of Loki in it's heyday- but it's long in the tooth, so to speak, and it sort of shows right at the moment. Another upshot of the ANet code is that there's lobby/tracker server code that works cross-platform already in hand. With OpenPlay, we'd have our work in that regard cut out for us.Disciples 2
What? Another project? Doesn't he have enough? Well, I'm stalled on quite a few of the ones I already have- too many distractions in my life right now that disquiet the mind, lack of funds to carry things forward at all, and so forth... The work I'm doing for LGP that I've done up to this point has the best potential for a financial and career payoff of all the projects I've got on my plate and actually seems to be clearing my thoughts up some. So, when they offered me the opportunity to help work to get Disciples 2 finished while we're in beta with Ballistics I was interested and accepted the responsibility of Lead Developer for the port. So far, nothing more to report on that front as I'm setting up to be able to work on the project right now.