Well, it's May... Soon to be June.
Scratchbox WORKS well. We've got a version of our code that compiles clean, runs clean on Debian Woody and above (i.e. glibc 2.2 and above...). But... Well, I can't divulge what's the holdup this time, but we're only a week or so from gold (crossing fingers) as we've got only a few items left, and none of them are real show-stoppers. The delay's due to something cool that'll make everybody's lives just a little better in the game-dev industry. (We hope...) I'm waiting for the go-ahead from Michael to merge the non-network fixes I've done back into the main branch- while I'm waiting, I'm supposed to be vetting the new build environment I've cobbled together, and kick-starting Bandits and Disciples 2. I WAS going to do Bandits, but, because I've only my laptop to work with, it's going to end up being Disciples 2 instead, I think. (I'll explain that statement in a moment...)
I've taken on a short-term contract doing Linux related support for one of the main iWARP players to help make ends meet until things gel with Coollogic (And they are going to, it's just taking longer than we'd envisioned- way longer than anyone had envisioned, in reality...). 10Gbit Ethernet. TCP Offload Engines. High Performance Computing. I get to play in that playground and get paid (well, at that) doing it. As a result, I'm down in Austin, TX for the next couple of months- so I'm only at my main setup for a limited amount of time (a couple of weekends a month...). This means I've got to use my lappy for the development of things after hours, so no high-end 3D because ATI's Xpress 200m doesn't perform all that well (At least 50% slower than an 9200 on an AMD64 machine in 64-bit mode as best as I can tell- it does about 10 or so FPS on Unreal engine games like UT 2k4...) because it's limited to UMA operation only right at the moment. Nice. Anyhow, I should be able to get a start on Disciples 2 once work settles in a bit (got a first week fire-drill...yeesh...).