DreamZZT 3.0.4-beta1 release
Moderator: Terryn
DreamZZT 3.0.4-beta1 release
I've put together the first binary release of DreamZZT in close to 3 years: 3.0.4-beta1. Downloads are available for Windows, Mac OS X (10.4 universal), and Linux. Due to technical issues, builds for the Dreamcast are not available at this time. So head on over to the DreamZZT homepage and grab a copy!
Known issues with this beta:
* There is no menu when you push ESC, just press S to save or close the window to quit.
* There is no file browser, so saved games will always be 'saved.sav' and New Game will always load 'town.zzt'
* The game doesn't pause when debug command 'warp' is executed, allowing debug messages to overwrite the board selection dialog box.
Known issues with this beta:
* There is no menu when you push ESC, just press S to save or close the window to quit.
* There is no file browser, so saved games will always be 'saved.sav' and New Game will always load 'town.zzt'
* The game doesn't pause when debug command 'warp' is executed, allowing debug messages to overwrite the board selection dialog box.
Please to be explaining why a product can reach version 3.04 without having a functional saving mechanism or even a way back to the main menu?
Love
-FSFunky
edit: also are the "several technical issues" with the Dreamcast port the fact that you don't own a Dreamcast or your Dreamcast is broken
Love
-FSFunky
edit: also are the "several technical issues" with the Dreamcast port the fact that you don't own a Dreamcast or your Dreamcast is broken
FUNKY DEFINITION: MAKE THEM BOYS GO LOCO
1. Saving works (as far as I've tested, please let me know if it stopped working). If you're on linux, you'll need write access to the installation directory, as that's where the save file will be written. If you run the installer as a normal user instead of as root (or with sudo) then it'll install inside your home directory, which you can write to.
2. The technical answer on the DC is that the new cross-platform library I switched to (Tiki) is not submitting the polygons fast enough before the DC times out and renders the frame anyway, so you only end up seeing the background and half of the foreground of the text screen. I can hack my local copy of Tiki to draw the screen with GL_QUADSs as the previous version did, instead of GL_TRIANGLE_STRIPs as the new version does, but I'd like to find a better solution to the problem so I don't have to maintain two versions of Tiki's text drawable.
3. DreamZZT has been at 3.x for a while now (3 years?), I just didn't get around to putting the menu back in before the first beta was released. It'll be back in beta2, along with a file browser for selecting other games / entering saved game filenames.
-Sam
2. The technical answer on the DC is that the new cross-platform library I switched to (Tiki) is not submitting the polygons fast enough before the DC times out and renders the frame anyway, so you only end up seeing the background and half of the foreground of the text screen. I can hack my local copy of Tiki to draw the screen with GL_QUADSs as the previous version did, instead of GL_TRIANGLE_STRIPs as the new version does, but I'd like to find a better solution to the problem so I don't have to maintain two versions of Tiki's text drawable.
3. DreamZZT has been at 3.x for a while now (3 years?), I just didn't get around to putting the menu back in before the first beta was released. It'll be back in beta2, along with a file browser for selecting other games / entering saved game filenames.
-Sam
Tiki is only a requirement to build the source. You can check it out from sourceforge's subversion server at https://svn.sourceforge.net/svnroot/cadcdev/tiki/
-Sam
-Sam