Tuesday, September 01, 2009

Status update

Hey everyone,
Just another status update for everyone "obsessively refreshing" my web pages. :)
Progress is going very well. I am saving the next update for all the changes I have been making and so far my intentions for it are coming to fruition. If this keeps up the next update will be a major one. I don't want to say more than this until I know how some final pieces will fit together, but I'm excited, and when I'm excited I work faster and more often. I can't give an ETA yet but I will update in a week or two with hopefully a better idea of when good things might happen for all of us.
By the way, don't forget you can subscribe to these posts if you use RSS with the link at the bottom of this page. (also here: http://drackbolt.blogspot.com/feeds/posts/default)

Cheers

Tuesday, August 18, 2009

Another bug

Making good progress here, and along the way uncovering more bugs and errors. This time I found an indexing error left over from many versions past when I changed how factions were handled. The end result is that Ordos units were being produced with Harkonnen bonuses (speed penalty and hit point bonus). Sorry about that! It's yet another thing that will be fixed in the coming version, but right now it's shaping up to be a dramatic update, so please be patient.

Tuesday, August 11, 2009

News

Hey there everybody,
I've been hard at work in many respects lately and giving D2TSHA some time as well. Next update will probably be in a few weeks and will be a big one, if everything goes accordingly. I'm working with another developer on a module that should really speed things along, so I have to go by his schedule a bit. Look toward the end of August for the next release.

Cheers

Wednesday, July 29, 2009

Friday, July 24, 2009

Bug alert

Hey everybody,
Thanks to playtesters in the forum (Sardaukar and Xaver in particular), I found one bug in particular you can avoid for now, which will be fixed in the next version. In 1.44c and earlier, do NOT build more than 9 refineries. It will cause a crash.
I'll update with a new version in (probably) a couple weeks.

Thursday, July 16, 2009

1.44cU SP update

Okay, this should be the last SP update in a long time. I'm getting interested again in doing the network code now that the major crashes seem to be eliminated, so I'm switching gears. Here is an updated version of 1.44 with a few small bugs fixed, which should be very stable. I'll talk to everyone again in a while.
By the way, if anyone is following me on Twitter, you might as well give up now because I'm quitting it soon. It is so much a complete waste of time I can't even comprehend how popular it's become. I'm pretty sure my blog updates with significant information are perfectly acceptable for most readers here, rather than spitting a few sentences a day about me eating and being hungry. I mean, seriously, this is the only site/service that's made me bored with myself.

Sunday, July 12, 2009

Crash averted

Well it seems with the help of playtesters I've finally gotten the major crashes eliminated, by removing a bunch of legacy code. So, great news for the single player version. There's a major problem though: the legacy code I removed is the networking base for the multiplayer version. It was just functional enough to prove the concept, so it didn't affect the game to remove it. But, since it appears to have been the cause of the crashing by sending a legitimate "end game" signal after the server shuts down, for whatever reason, I may have a big problem. If the networking library I chose to use ends up having some issue for certain people where the server shuts down unexpectedly, I'm going to have to restart the multiplayer coding part of the project with a new library. It's not what anyone wants to hear, but I'm not publishing something that kills every other match indescriminately. So, I'll be taking some time out to do some heavy testing in the future, and I'll update as I make discoveries.