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Kildorf

Well, the day has finally arrived. For some time now, we've been hinting that there's been something big coming. It's taken quite a while, but thanks to the combined efforts of a number of admins, it's all been set up.

Verge3 is now being released under a BSD-style license.

What this means is that the source will now be freely available to everyone. Furthermore, an SVN repository will be kept so that people can get the newest version of the source whenever they want. Lastly, this means that Verge is free to you for whatever use you would like to put it towards, provided that you acknowledge that other people have done the work. A more exact copy of the license agreement is available along with the source and the engine; I suggest you take a look at it.

As we go forward, the dev team will be providing regular builds of the source so that anyone not adventurous enough to check things out from SVN and compile it themselves will still have tasty treats. If anyone more adventurous makes some modifications to the Verge codebase and wants to see them added, get ahold of someone in the Verge dev team and we'll see about getting it in there. A good place to track us down is the newly-public Developer's Forum.

Here's to good games and late nights!







I'll post the changes since the last public build of Verge in the first talkback response.

Posted on 2005-12-11 17:49:42 (last edited on 2005-12-13 16:57:40)

Kildorf

From v3changes.txt:



12/11/2005
- Added vc_AbortMovie, win_movie_abortSimple (and mac stub)
- Fixed bug for 24bpp movies in win_movie_load
- Adjusted the framerate calculation to something logical, instead of whatever gibberish it was before
- Fixed bug where \'s in paths weren't property converted to / in mac build when using FILE_WRITE

========================================
12/10/2005
- Added LoadImage8. Identical to LoadImage0, but respects non-zero 8-bit transparency indices.
- Fixed naming issue where locals and function arguments could have the same name as the function they were part of.
- Fixed several issues with SetStringArray and GetStringArray lookups. These were iterating too little or too much, and were accidentally based on the internal arrays used by SetIntArray and GetIntArray.

========================================
12/05/2005
- VC identifiers can no longer be keywords.
- Function arguments with the same name are now disallowed.
- Local variables with the same name as an argument are now disallowed.
- #define macro names must be valid identifiers. Previously, any valid token could be used, eg. #define 1 2
- Function arguments must be separated by commas. Previously, the commas could be omitted, and a trailing comma could be included.
- Empty for-statement clauses have been disallowed, eg: for(;;) {} Infinite loops or other partial uses of for-statements as in C should instead be implemented with a while-statement.
- Assignments can no longer use the == token, eg. x == 3;
- Added dictionary support

========================================
12/04/2005
- Fixed mac build id
- Corrected rounding of values returned by asin, acos and atan to be closer to the actual values
- Returns and map() now work within switch statements
- Duplicate functions now produce an error.
- /*/ is no longer considered a complete comment (ie the comment continues after that)
- Fixed bug in runtime eval box that made // comments fail at the end of the text
- Fixed a bug where a zone might not activate even with 100% activation chance, for real this time
- Fixed a bug with parsing "" in a global initializer
- Corrected error message when a string variable is used as an int
- Added diagonal movestrings (DL/DR/UL/UR and reverses. First letter determines which direction to face.)
- Added playerstep, which determines how far a player moves in a single button press.
- SetSongPos() now works
- You can now use as many .chr's as you want, so long as you don't have entities with more than 256 of them present at one time. It used to be a 256 limit in total.
- Added playerdiagonals, which if set to 0 prevents the player from moving diagonally by pressing two directions at once, or by sliding along a wall.
- FileReadToken now always returns "" when it runs out of tokens
- Added misc. improved VC error messages.
- Illegal characters in VC produce compile-time errors, eg: int @;
- The $ and ' characters are no longer allowed in VC identifiers, eg: int $foo;
- VC number parsing is more strict; erroneous $ and ' not allowed.
- #include and #define now require the full name (previously allowed #i and #d).
- Duplicate #defines now overwrite the previous definition. A warning is dumped to the logfile. Previously the override would not occur, silently.

Posted on 2005-12-11 17:50:17

Interference22

I've just downloaded the latest VERGE build. This and the BSD news is super funky, by the way. However, I do note that VERGE is now very angry at me for starting some of my functions with a number rather than a letter (ie. 3dTextureRect()..). Bug, or intentional feature?

Also, just to clear a few things up: what exactly does "added dictionary support" mean, and what use to me is it? And any news of the advanced movie API?

Posted on 2005-12-11 18:29:46

zeromus

check the docs for advanced movie api

Posted on 2005-12-11 18:32:11

Jesse

You can find docs on the dictionary support here until they get into the main documentation: http://ceramicpig.no-ip.org/dictproposal.pdf (dictKeys is not implemented)

Posted on 2005-12-11 18:34:15

aen

Starting identifiers with numbers is not a good practice. VC is already quirky enough, and there are instances in which a token starting with a number will be interpreted as a number, rather than an identifier.

Posted on 2005-12-11 18:36:35

Kildorf

And just to make it clear:

A dictionary is like an array, only it uses strings for its indicies and it has no set size.

They can also double as a growable array, if you just supply str(index) to all the element parameters.

Posted on 2005-12-11 18:42:39

Interference22

Quote:
Originally posted by aen

Starting identifiers with numbers is not a good practice. VC is already quirky enough, and there are instances in which a token starting with a number will be interpreted as a number, rather than an identifier.



I usually remember to avoid the funtions-starting-with-numbers rule but a couple slipped through the net. I guess they just seemed like a good idea at the time. I've changed the "3d" bit to "Bevel" instead. A bit longer but it makes a whole lot more sense now. It was only a couple of functions so there's no lasting damage.

Thanks for the movie info. Since it's not in v3vergec.txt yet, can I assume it's not "officially" supported and hence might have a few issues? I don't plan on using it to any great extent but it's nice to familiarise myself with all of VERGE's features.

Posted on 2005-12-11 19:10:55

Omni

WHOA. There is some funky stuff going on around here.

Posted on 2005-12-11 19:18:07

mcgrue

Surprise!

Didn't see that one coming, didja?

Posted on 2005-12-11 19:27:55

Kildorf

Quote:
Originally posted by Interference22
Thanks for the movie info. Since it's not in v3vergec.txt yet, can I assume it's not "officially" supported and hence might have a few issues? I don't plan on using it to any great extent but it's nice to familiarise myself with all of VERGE's features.

Ahah, no actually that's just because I suck and didn't add them to v3vergec.txt. Sorry about that.

Posted on 2005-12-11 19:34:01

CrazyAznGamer

:O
:O
...
:O
O_O...o_o...
:O
...
<collapse>

Posted on 2005-12-11 22:27:59

creek23

can someone, instruct me in details... I was supposed to get a copy of V3 source code but the login form asks me for username and password. I tried 'anonymous' to both as what this thread told. I'm pretty sure that I got it wrong cause it's not working... help, anyone?

Posted on 2005-12-12 06:23:34

mcgrue

In a shining example of the universe going out of it's way to spite us, our SVN provider had an "incident" last night around 11 EST that basically destroyed the permissions file. This severely angered everyone cheerfully working away at the source, and aen has pledged to open a can of ye olde "whupas" if they tarry overlong in fixing it.

We apologize for the inconvenience.

Posted on 2005-12-12 08:43:35

blues_zodiakos

Oh. My. God.

Not the most useful reply, I'm sure, but it definitely is how I feel right now. This is fantastic news for 50 zillion reasons! And dictionarys sound like a solution to one of the problems I was facing recently, too, as an afterthought. :D

Incidentally, I know exactly what I'm going to try first - integrating the antigrain library with verge so that it will support truetype font rendering and some other neat stuff.

Posted on 2005-12-12 12:50:32 (last edited on 2005-12-12 13:28:01)

mcgrue

Integrating Antigrain would probably be a non-trivial task. But it would solve the issue of "pretty" drawing primitives, to be sure.

I'd be impressed if you could get it to work at any decent speed, though.

Posted on 2005-12-12 13:32:16

blues_zodiakos

Speed was one of my main concerns. I figured I'd just make new wrappers for the antigrain functions, that way whoever is using it can determine whether or not it's worth the hit to use them. Some of the stuff though is incredibly useful regardless though, because it is one of the highest quality 2D libraries I've seen, and most of the functions, you only need to use once - for example, you can blit TrueType (or opentype or whatever) text to a second surface and display that instead of rendering every frame.

Of course, some of the other functions, like translucency, additive blitting, gourad shading, etc. couldn't work like that. I'd love to run some speed tests on them though. From what I've read, I think antigrain has different 'modes' of quality, that you can change depending on what kind of speed you want to sacrifice. It may turn out that the lowest modes are the same speed or at least similar to Verge's existing functions, and are probably more correct too. Or my head could explode. The latter is of course more probable.

-edit: I think a more worthwhile starting point for me might be integrating the FreeType 2 library instead for the purpose I want it for. :D

Posted on 2005-12-12 14:03:41 (last edited on 2005-12-12 15:02:44)

zeromus

dont do it yet, i'll be adding something to the engine very soon--maybe tonight--that will make your job much easier

in best verge tradition, the rest i will keep secret !!!!!!!!!!!!!

Posted on 2005-12-12 16:18:42 (last edited on 2005-12-12 16:19:47)

Omni

Support for inline assembly? :) No. I'm joking. Though I am very curious.

Posted on 2005-12-12 18:14:50

blues_zodiakos

Floats? I'm mean! :D

I haven't gotten a chance to look at the verge source yet, when I tried, the server was still borked. I'll take a looksie later tonight. :D

Posted on 2005-12-12 18:37:39 (last edited on 2005-12-12 18:38:56)


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