Skip to content
Oct 4 11

What is going on?

by stefanhendriks

In case you’re wondering if anything is being worked on… Let me shed some light…

You can see for yourself here.

Oct 1 11

Revision number now part of version

by stefanhendriks

Its a tiny feature, but it will make life easier for development.

The next version will tell what revision number is used, this number is generated from the svn tree when the binary is created.

Example:

Sep 26 11

Crash bug in unstable release, revision 488

by stefanhendriks

As reported in one of the comments, the latest unstable release will crash horribly when playing the campaign. Be advised to play the skirmish games only, there are no known crashes there. If you encounter anything crashing, let me know.

Sep 25 11

D2TM (v0.4.6, unstable, revision 488) released

by stefanhendriks

So it has been, almost a year ago I had released an unstable WIP version… So its time to release again!

Grab it from the unstable releases page!

Aug 26 11

Update

by stefanhendriks

I’ve had a holiday and have worked on D2TM from there when I felt like it. The result is actually quite nice.

I have rewritten the selecting box logic, so now all mouse logic is in a Mouse class. Finally. I have also found this memory leak, which really wasnt a memory leak but sloppy initialization.

Also, I have made it far more easier to determine if a mouse is within a specific box of coordinates. Welcome the “rectangle” class. I have used it now in a few places and I intend to update the code where I find similar logic. I love removing code and keeping the game working.

Last but not least I tried to make the credits animation even more fluent. Although the animation did not get more fluent I did refactor the CreditsDrawer class.

I will be working on the GUI related stuff now again, so the menu looks ok and a new version can be wrapped up. Can’t wait? Then just check-out the source code 🙂

Jun 11 11

Whats going on?

by stefanhendriks

I’ve been quite busy with real life things. But D2TM is not far from my mind. Most recently I’ve discovered a memory leak. And its eating up all my time. So do know it is still being developed on.

Mar 17 11

Skirmish mode working again

by stefanhendriks

I had refactored quite a lot. So much that I had broken a few existing features. Like skirmish mode. Just entering skirmish mode caused the game to crash. This is now fixed. I can now continue fixing up the GUI there and then finally release another unstable!

Feb 27 11

Not much news means… lots of development!

by stefanhendriks

You might wonder if there is any progress. Well, wonder no more, but enlight yourself with the google code updates link

So, in short, yes I am working pretty much on the project. I compare it a bit like a operating on a patient: multiple bypasses, a heart surgery, and much more still to be done.

However, although I have officially broken with the old code design and I’m trying to decouple as much of the components. (it really looks like spaghetti code with meatballs sometimes). It does mean I code a lot, but feature wise it will not be much better. In the end the code should be much easier to understand, maintain and so forth. This also means adding new features should be easier.

Currently I’m working on ‘getting skirmish to work again’ as I have broken serious initialization code in my previous commits. Once that works, I’ll fix up the drawing of the menu’s a bit and then release a new unstable.

Stay tuned!

Btw, thanks for visiting my blog post about refactoring. Looks like a lot of people read it. I’d like to hear what you think of it, so leave a comment or mail me. Thanks!

Feb 20 11

Refactoring code, what is it?

by stefanhendriks

Always wondered what is meant by Refactoring code? Basically it means : change the code but without changing the observable behavior. A developer does that to improve readability, reduce complexity, make it easier to maintain (find bugs and fix them).

If you wonder how such a refactoring looks like, you are lucky because this blog post gives you a very nice view on how it is done on Dune II – The Maker.

Feb 14 11

Improved screen resolution detection

by stefanhendriks

This weekend a few patches have been applied, submitted by Peter. The optimal screen detection mechanism is much neater now. Along the way code has been cleaned. The project structure has been changed a bit as well (all source files are now under a SRC folder). Probably the structure will change a bit from here since I want to apply some architectural changes to seperate some concerns (or atleast, make a start).

Another feature (also thanks to Peter) is that you can now specify your resolution in the GAME.INI file. Also you can specify if you use the MP3 add-on and if you want to run the game full-screen or windowed.

On top of that, a patch has been applied so that the game should be more friendly for Linux 64 bit users. I don’t have a linux distro running, hopefully someone should be able to confirm this. Also, the build process should have been more fluent for linux users as well.

All in all its getting better and better! I’ll probably be releasing a new unstable release soon.