moria.org.uk

Fri, 14 Apr 2006

Kye 0.8

I'm getting close to doing a 1.0 release now. Version 0.8 makes a few small but important changes. I have fixed a bug in the behaviour relative to the (original Windows) Kye v2: the starting alignment of shooters was wrong (shooters in a row are at different angles, but shooters in a column should be all at the same angle). Also, like the original Kye, if there is no Kye in the level then the game adds one automatically at (3,3) (for example LEVEL MIX1 from AntKye2.kye).

This version also remembers the window size that you like to use. Get it from the Python Kye page.

I have also rereleased my set of levels System. It is now compatible with the Windows version of Kye (oops!), and I have fixed the only-too-obvious bugs in Trackway 2, and added another level.

I have also added a new set of levels called Mystical. These are some experimental levels that I wrote while investigating some of the weirder properties of the game - these will require some rather detailed knowledge of how the game works to complete. Don't waste your time on these unless you really want a challenge and have time to work out the tricks!

[13:17] | [/games/kye] | #

Sun, 09 Apr 2006

GPlanarity

I came across GPlanarity the other day, and it's a pretty cool puzzle game. It's a good example of a simple mathematical problem turning into a tough game. And I like the non-standard interface design, which is very slick.

[14:48] | [/games] | #

New set of levels

Raster I have added a new set of Kye levels. Mystical.kye are some very hard levels, which I have created to demonstrate/exploit some of the more unusual features of the game. Only people with a really detailed knowledge of the game will be able to complete these, I think. Not for beginners.

[14:21] | [/games/kye] | #

Net::SelectServer v0.2

Updated version of my single-process, multiple-connections server module for perl: Net::SelectServer.

[14:04] | [/computers/code] | #

Fri, 07 Apr 2006

Kye 0.7 Released

This release adds a lot of features and improvements. The keyboard input should be better now, as it tries to allow for multiple keys being pressed at once. We will see if people find the feel of this better. You also now have access to diagonal movement using the numeric keypad, which was not possible before. The interface should be closer to the Gnome/gtk standard feel now.

This version remembers recently played files, and remembers levels that you have already reached in the Goto Level dialog. And you can now record Kye games: this is experimental, and I certainly don't guarantee that recordings with this release will play back in future releases. It is probably useful mostly for me to answer people's questions about levels.

Finally, I have decided to impose the same rule as the Windows version of Kye, that the border of levels must be solid walls. I think this is simpler, as even I was forgetting this rule when designing levels; so some of the levels that I released were not compatible with the Windows version of Kye. It's a shame, but for the moment it's more useful for us to interoperate with the Windows version.

The new release is available from the Python Kye page.

[19:35] | [/games/kye] | #

Sun, 02 Apr 2006

PrBoom Demo Testing

I have spent half the weekend putting together and testing PrBoom 2.4.0. This finally brings 2.2.6 up-to-date. Thanks in particular to Andrey Budko, who has been tracking down a lot of bugs over the last year, and who kindly supplied us with patches for many of them.

Proff was asking about the demos that I use to test PrBoom releases, so I have compiled a list; it may be of interest to some people.

PWADDemoPlayerReason for testingBug details
Ult doomDEMO4Desyncs with most ports — the correct ending has the marine killed by the imp standing below him and doing a twisting dive into the acid
PlutoniaDEMO1Barrel stuck in ceiling in second courtyard causes desync with Boom/MBFCompatibility bug in T_MovePlane
n4m1-035.lmpDrew DeVoretelefrag p_map.c overlapping globals bugOverlapping uses of global variables in p_map.c
pl27-051.lmpAndre Budkofinal doom teleport height emulationFinal Doom teleport dome desyncs
30cn3519.lmpVincent Catalaa, Jim Leonardintermission screen desync at end of MAP29 in prboom 2.2.4Intermission screen secrets desync
lv19-509.lmpRadek PeckaPrboom 2.3.0 switch bug
mm_allup.wadDEMO3Third demo failed with lxdoom 1.3.0 LOS optimisations
mm2.wadDEMO1Failed for a while with lxdoom
30ns6936.lmpHenning SkogstoMBF player bobbing bugMBF player bobbing rewrite causes demo sync problems
mm_allup.wadmm10-uv.lmpYonatan DonnerStair building compat issuesCompatibility bug in EV_BuildStairs
mm_allup.wadmm12-uv.lmpYonatan DonnerStair building compat issuesCompatibility bug in EV_BuildStairs
mm_allup.wadmm13-uv.lmpYonatan DonnerStair building compat issuesCompatibility bug in EV_BuildStairs
hr.wadhr06-uv.lmpYonatan DonnerMore LOS optimization bugsCompatibility bug in P_CheckSight
hr.wadhr18-348.lmpChris Ratcliffspechit overflows
hr.wadhr22-uv.lmpAnders Johnsenlost soul bouncing compatibilityBouncing lost souls
punisher.wadpunisher.lmpDario Casalilost soul bouncing compatibilityBouncing lost souls
requiem.wadrq22-318.lmpAdam WilliamsonREJECT padding for buggy levels
sprike.wadsprike.lmpSimon VarseszeghyBoom 2.02 test
plnm7104.lmp(TAS) Istvan PatakiMBF test
30uv1617.lmp(TAS) Marijo SedlicMBF test
hr.wadhrhmp.lmp(TAS) mePrboom 2.2.x with loads & saves test

[18:12] | [/games/doom/prboom] | #

Colin Phipps.
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