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Oficial Orr Blog

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About this blog

From now on, i will track all orr things here

Entries in this blog

The Future, and some questions.

Well, ORR isn't really "Rock Raiders" anymore. Rather, it's a mod on a game built off of a world simulation. Let me explain. Components of my project: World Simulation - In conjunction with: Engine. - A game wraps the two together into a game. Alone, the World Simulation is just a library, and the engine just an engine. This game is called: GNOMAL. Which stands for I don't know what yet. This game is standalone. - - ORR: A mod, or rather, a campaign/scenario/starting conditions for

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Looking For A 3D Programmer

Yes, I'm looking for a 3D programmer to help me out in ORR. This whole thing where I do the 3D code just isn't working out. Here are the requirements/tasks/stuff like that: 0. The language is c++. You must be able to program in c++, and have sufficient programming skills. 1. You must be able to program cross platform. Especially in Linux and Windows. 2. You must be able to program fast, efficient code. ORR is a world simulation, and by nature of that, will require lots of graphics

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New Alpha! (Finally) (April Fools!)

Hehe, this is not a real release. It's was an April Fools joke. Do take note, however, that the features outlined here are the features planned for the actual 0.0.4.5 alpha release. Hey guys, After too much time, I've finally got something out - The 0.0.4.5 Alpha Release! It's not too much, but...It's something! Features: - 3D! Graphics and world. - Simple procedurally world generation. - Simple procedurally generate entities. Read the file "manual.txt" for usag

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Recuperation

I'm done reprogramming the engine in Vala (all except for the 3D parts. Seeing that I can't test (or even compile) them). All that remains is gaming break and then yelling at the maintainers to unscrew the packages and then adding in all the 3D code, and then actually programming the game.

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I Am Dissapoint, And Very Mad.

So, those damm autoupdates happened. Even when I nuked every last form of autoupdate in existence. What did they do? They installed a new program or something that proceeded to corrupt all my c++ source files. > FUUUUUUUUUUUUUUUUUUUUU RAAAAAAAAAAAAAAAAAAAGE MUST MURDER UPDATES. I. HATE. UPDATES. RAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAWR. ROOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOAR. PEW PEW. FWOOOOOOOOOOOOOOOOOOOOOOOOOOOOSH. Pootis. Yes, I have backups...But the

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Where Da Surface At?

The surface is located 6450 kilometer(s) from the center of the planet. At least that's what ORR told me today. In other news...Lots of RPing lately. Yes, there are people out there who actually can tolerate my insanity

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Resolution

Even though i really want to make ORR in vala, I won't. I've decided not to risk switching languages in the middle of the project, even when quite a bit of the code can be copy and pasted. Anyway, I screwed around with many different things. - Networking - UI - 2D graphics stuff like optimization, effects, and plain doin' it better. - 3D. - WORLDSIMS. As the devlog points out, I'm done rewriting the engine. It's on to the worldsim! I've already gotten the base class

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Vala Ore See Plus Plus?

Well then, I've tested vala in windows, and it appears to be much easier to work with than c++ in windows... Besides that, I have vala as my favorite programming language, and c++ second to that... That is not to say, however, that I dislike c++ in the slightest. Like I mentioned above, c++ is my second favorite programming language, and vala is first, just barely. Should I take the time to rewrite ORR in vala? I'm debating about whether or not I should. Hopefully your opinions w

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Broken Horizon

So I finally got ORR to a nice stable point where everything was working. Only to bash it back down into the pits of debugging. That's right, kids, I broke everything. ...It's actually not as bad as it seems. I'm working on making pathfinding multithreaded. (Yay less lag!) Of course, this requires major rewrites of everything, but regardless, there you have it. Fun.

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Orr 0.0.4.4 - Preview

http://www.rockraidersunited.org/index.php/gallery/image/3695-orr-0044-preview/ There you have it folks. Approaching completion of the next ORR release I was about to release it now, but I realized I forgot to add in the construct teleporter buttons and stuff like that So, yeah...Maybe a release today. Maybe tomorrow. Either case, should be in the near future.

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Orr 0.0.4.4 - Progress

It's coming along nicely In addition to the new animations getting programmed, I've fixed some of the flicker. I think that's a great plus! Oh boy, this update is going to take longer than I wanted, for several reasons. 1. This is the biggest - I barely have time to sit in front of the computer! Remodelling of the house is a time consuming task for all. 2. Much code must be rewritten to accommodate redesign. Actually, most of that said code was rewritten tonight. All I gott

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New Computer + Orr Stuff

First off, I got a new computer the sunday RRU went down It is one awesome beast of a machine. As you can see, I have not been idle. Four releases, and the fifth one is approaching quickly. Maybe even tonight! So what's happening in 0.0.4.x? Well, that's quite simple - 1. Adding in the rest of the constructions essential to bases, and bases themselves. 2. Teleportation. 3. Lots of animations. Telportation is done! The constructions essential to bases are done! All

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What's Going On?

End of year exams are going on. What does this mean? Open Rock Raiders C is on hold until around May 6th. If you've been following the dev log, you'll see I forgot to announce that Oh well. Now you know. Yes, it's been on hold for several weeks now.

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Status Report: February 25Th 2011

Progress resumed a while ago in ORR-C; I now have another computer capable of programming! Current priorities: Bug fixes! Optimizations! Secret project! I hope to get some visible progress done very soon. Oh, and if any of you want to fiddle with pathfinding, please do! It's not as good as it should be...Quite buggy, and slow on large maps.

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Status Report

Quite a bit of progress has been made since the last blog entry! When was the last entry anyway? Way back in April? Well, since then, there's been an alpha release! You can get ORR 0.0.2.x here: Windows Users: Make sure to install the msvc 2010 redist if it doesn't work for you. You can go here to watch videos featuring ORR's latest progress: http://www.youtube.com/view_play_list?p=290A57B34D6807A2 Additionally, don't forget to check out ORR's website from time to time: htt

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Back on "schedule"

What I mean to say is, I am now able to work on ORR again since the errors have been resolved What I need to do first and foremost is to organize the ORR forum and make a development plan. So, expect to see some updates in the following months.

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One step closer to completing the engine

I just finished adding in the base building class. What does this mean? Just create a python (or lua) script that adds in a new building very easily. It's actually good for not just modders, but me too, because I don't have to recompile at every change now. Still can't get gcc to work, and msvc still gives errors.

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*Some* progress

Yes, I have reduced the errors a lot. I finally put together a makefile for windows too... This is good, since it makes compiling easier. Otherwise, I think I'll also embed lua...

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Frustration with python.

I know that python is correctly embedded in ORR, but...I can't seem to include the libraries correctly. So, ORR hasn't compiled, at all, for a month already. This is a major hindrance for the progress of the project. I believe it is my compiler, since the only thing that fails is the linker. The code is just fine. Anyway, I have yet to install and try gcc...I don't want to use it though I wish they made an IDE for it...I should check to see if they did.

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And I finally have an update for ORR

I just finished adding in some new stuff for ORR: Base classes. Actually, I only added the base unit class right now. I will be adding the base building class next, and hopefully, either me or another Dev will add triangular mapping to the game so that we can continue. I am not currently able to fully debug the class, since, as you may have seen, I am getting a weird runtime error. I would like some suggestions on good compilers and/or IDEs for windows. know of any?

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ORR IS NOT DEAD

So, seems that I somehow made people think that I gave up on ORR. Quite on the contrary, I have just been taking a few weeks break from programming. Tonight, I will be working on the ORR design Docs I started and never finished. With these design docs, I hope that progress in ORR will be greatly boosted as an outline of everything that needs to be done for the whole project will exist What is my current progress? Well, I cover a small part of what the player is greeted by when h

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Today...In ORR

I worked only on trying to get the object to draw itself from itself today... For some reason, it doesn't recognize the screen function. Jetter tried to help em to get it to work, but it refused to Anonymouse also suggested I play around with references, almost made it work like that.

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Some small progress

I finished moving enough stuff into my new OS to continue working on ORR. I removed the python code from being used for now, because it needs to be worked on a lot. If some one can get it to load a python script without using argc and argv junk. Anyway, I did some work on the cleanup code, and fixed a little oversight of mine. Will organize the way objects work, and hopefully make it all the update code for objects work in the object.

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The third ORR rewrite (>.<)

Well, I have done a lot of work in ORR these past few days. A: Created a real engine that has quiet a nice structure. B: Fixed all the random errors I received. C: Tested the engine’s capabilities for countless hours. Anyway, here is a screenshot demonstrating a few of the basic features. What do I have done with the engine/game? -Drawing -Image loading -A world camera -Initializing the engine -Loading from cfg files (I want to improve the structure

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Check out the new ini parser

Yes, after a lot of hard work, I have finally added the ini parser into ORR. It actually reads a .cfg file, but it doesn't matter. Anyway, here's how it works currently: ;This is a comment ;Here's an example value SCREEN_WIDTH = 1600 ;You see, the SCREEN_WIDTH is the value name, and the = means that the actual value is next. ;I belive, but haven't tried yet, that it can also be done as below SCREEN WIDTH = 1600 ;Please note that anything on the same line after the = does not count

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