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 Forum: Descent Old Skool   Topic: A deep mystery revealed? The aaronb \"cheating controv

Posted: Sun Mar 31, 2013 9:53 pm 

Replies: 20
Views: 5135


Nice retelling of the story. I honestly don't remember a lot of the details very well, but your retelling seems legit. I don't remember trying to get Jay to divulge your info, but it's possible. I certainly can believe he wouldn't help me or Aaron out, he never did like us. I'm a much more mellow pe...

 Forum: Descent Multiplayer   Topic: Bring back PXO?

 Post subject:
Posted: Sun Dec 27, 2009 2:27 pm 

Replies: 151
Views: 18292


I agree that the chat was clunky in PXO, but in my defense the UI elements I had to work with were very limited. Regardless of what I do with PXO, I can make a gate compatible game browser that works just like PXO or direct TCP/IP pretty easy, I'll just have to get the current server list from gate,...

 Forum: Descent Old Skool   Topic: A deep mystery revealed? The aaronb \"cheating controv

 Post subject:
Posted: Sun Dec 27, 2009 11:42 am 

Replies: 20
Views: 5135


[edit because I just realised that DrSmack is Scott, so I'll let him tell the story]

Nice to see you here Dr.Smack! After all this time it is just a funny memory, no hard feelings here anymore, and I think Aaron probably feels the same.

Kevin

 Forum: Descent Multiplayer   Topic: Bring back PXO?

 Post subject: Bring back PXO?
Posted: Sat Dec 26, 2009 1:09 pm 

Replies: 151
Views: 18292


Hey everyone, in working on the D3 patch I'm wondering if people see any value in bringing back PXO in some form? I could get rankings chat, etc. up, but would anyone use it? Please let me know what you think.

Kevin

 Forum: For the D3 Dev Team   Topic: Checksum progress

 Post subject:
Posted: Tue Dec 15, 2009 4:48 pm 

Replies: 49
Views: 18618


The home directory structure is something I've got to deal with. What is the preference? To keep the ~/.loki structure, or something different?

 Forum: For the D3 Dev Team   Topic: Checksum progress

 Post subject:
Posted: Tue Dec 15, 2009 10:28 am 

Replies: 49
Views: 18618


Yes, the levels don't match bug is the checksum bug I've been working on for a while. I'm convinced that is fixed now. New features will mostly be like Jeff commented on: better graphics support. There will be some improved network stuff, and maybe PXO support will be back (definitely something like...

 Forum: PTMC Cafe   Topic: Theres somethin about tunnels....

 Post subject:
Posted: Mon Dec 14, 2009 9:14 pm 

Replies: 5
Views: 617


Scoundrl! Great to see you! Aaron stops by some time too, we've even been known to play some D2X lately (although we've been sidetracked by kicking ass in CoD MW2). We should get together an old-school multiplayer fest sometime soon.

 Forum: For the D3 Dev Team   Topic: Checksum progress

 Post subject:
Posted: Mon Dec 14, 2009 9:11 pm 

Replies: 49
Views: 18618


Thanks Xamindar, that helps me keep my motivation up. :)

I've got hundreds of hours into this stuff in the past month or so, so I appreciate the appreciation.

Here's a link to my dorky video: http://www.youtube.com/watch?v=oasEAoPHk7I

 Forum: For the D3 Dev Team   Topic: Checksum progress

 Post subject: Checksum progress
Posted: Mon Dec 14, 2009 8:49 pm 

Replies: 49
Views: 18618


I got to the bottom of the checksum issues and I implemented a whole new checksum system that uses MD5 and works reliably across multiple platforms. I'm glad I did because I was still able to reproduce checksum issues across linux/mac/windows. With this fix, not only will the game work across platfo...

 Forum: For the D3 Dev Team   Topic: Linux/OSX Alpha testers needed

 Post subject:
Posted: Tue Dec 01, 2009 6:09 am 

Replies: 33
Views: 10962


As soon as I have the checksum issue fixed I'll send out some binaries to test. I've got the MD5 code written and I'm integrating it now. The old checksum relied on the client to compare the checksum the server sent. I'm making it work like this: The server sends a salt value when the client joins. ...

 Forum: For the D3 Dev Team   Topic: D3 source Code speculation

 Post subject:
Posted: Sun Nov 29, 2009 11:07 am 

Replies: 43
Views: 14416


By the way, D3 is now working on an powerbook G4 (less movies, streaming audio, and netgame checksums). I get 60+fps and it looks really nice on an old powerbook I bought for $200. I have played a 4 way game with linux, windows, ppx osx and x86 osx with the checksum code disabled and it played nicel...

 Forum: For the D3 Dev Team   Topic: D3 source Code speculation

 Post subject:
Posted: Sun Nov 29, 2009 10:33 am 

Replies: 43
Views: 14416


I still have all the scripts that went into building the installers so I could help figure out what files to extract. My point is that a simple to use installer for each platform that could extract the game files from any version of the CD would be nice for all the people who have the CDs. I just or...

 Forum: For the D3 Dev Team   Topic: D3 source Code speculation

 Post subject:
Posted: Sun Nov 29, 2009 8:17 am 

Replies: 43
Views: 14416


As far as I remember Merc uses a custom installer I wrote in MFC. I've still got the source for it...unfortunately my CD is bad so I can't verify that right now (It's possible we started off that way and changed our plan, but I remember writing the installer).

 Forum: For the D3 Dev Team   Topic: D3 source Code speculation

 Post subject:
Posted: Sat Nov 28, 2009 6:42 pm 

Replies: 43
Views: 14416


Someone should write an installer that can extract the files from the original CD onto linux/windows/osx and apply the patches on top. Then there would be no problems distributing the installer and anyone could use the CDs.

Just an idea....

 Forum: For the D3 Dev Team   Topic: D3 source Code speculation

 Post subject:
Posted: Fri Nov 27, 2009 6:48 pm 

Replies: 43
Views: 14416


I should add that legally distributing a binary patch of the game is different than distributing a full copy of the game -- and that is different from distributing source. I don't want to give the impression that because we're working on a patch that copying the game without buying it is ok.

 Forum: For the D3 Dev Team   Topic: D3 source Code speculation

 Post subject:
Posted: Fri Nov 27, 2009 6:45 pm 

Replies: 43
Views: 14416


The work I'm doing now is simply a continuation of the 1.5 patch I was working on after I left Outrage. It's something I was working on for free as a benefit to the community and with the blessing of Outrage. I don't know if we will ever get official approval to release the patch, but I don't think ...

 Forum: For the D3 Dev Team   Topic: D3 source Code speculation

 Post subject:
Posted: Fri Nov 27, 2009 5:15 pm 

Replies: 43
Views: 14416


Copyrights for D3 will not expire any time soon. Probably not in my lifetime. I don't think the problem is the lack of a mailing address either. I know how to reach the people who own some of the rights. That's the problem, there are very many different entities involved. What's left of Interplay, P...

 Forum: For the D3 Dev Team   Topic: Linux/OSX Alpha testers needed

 Post subject:
Posted: Thu Nov 26, 2009 11:04 am 

Replies: 33
Views: 10962


I have no idea whether releasing the source will ever happen. I've asked about it, but I haven't received any response yet. Who knows... But I can tell you that Jeff has put a lot of effort into removing proprietary source code and libraries from the source tree so if we do get permission we can rel...

 Forum: For the D3 Dev Team   Topic: Linux/OSX Alpha testers needed

 Post subject:
Posted: Wed Nov 25, 2009 6:13 pm 

Replies: 33
Views: 10962


Don't worry guys, I want to get lots of bugs fixed, and I'd love to improve the graphics too. First we want to get things functional, but I don't plan to stop there...

 Forum: For the D3 Dev Team   Topic: Linux/OSX Alpha testers needed

 Post subject:
Posted: Tue Nov 24, 2009 9:28 pm 

Replies: 33
Views: 10962


Jeff250: You are right. The issue is more of a poorly written code issue than the size of int. We've got some pointers being passed around as unsigned ints, and some other issues like that. Nothing we can't fix though. I'm still having checksum issues with OSX. I've got some strange behavior I'm try...

 Forum: For the D3 Dev Team   Topic: Linux/OSX Alpha testers needed

 Post subject:
Posted: Mon Nov 23, 2009 10:50 pm 

Replies: 33
Views: 10962


CRC vs. SHA isn't really a problem to implement (although the current checksum isn't remotely CRC, it's just some homemade checksum) but I'm not sure there's any real advantage here. At any rate, I think the problem is fixed in my current build. We are using one source tree now for all platforms, so...

 Forum: For the D3 Dev Team   Topic: Linux/OSX Alpha testers needed

 Post subject:
Posted: Mon Nov 23, 2009 7:03 pm 

Replies: 33
Views: 10962


Sorry for not knowing this, but what is the background process that fixes the checksum bug? I haven't fixed the root of the problem yet, so if someone knows the exact cause of the bug, that would help me out.

 Forum: For the D3 Dev Team   Topic: Linux/OSX Alpha testers needed

 Post subject:
Posted: Mon Nov 23, 2009 8:11 am 

Replies: 33
Views: 10962


Yes, I have everything building under 64 bit, and some stuff working. But when we wrote D3 we didn't make any effort to specify the size of integers (we just used int, instead of making typedefs like int32). So there is a lot of I/O code that is expecting sizeof(int) to be 4. I just go through all t...

 Forum: For the D3 Dev Team   Topic: Linux/OSX Alpha testers needed

Posted: Sun Nov 22, 2009 9:03 pm 

Replies: 33
Views: 10962


We have an almost fully functional D3 build for Linux and OSX now, and I'd like to get a handful of power users who would like to try it out. If you have a high tolerance for buggy code, the ability to write detailed reports of problems you encounter, and a good understanding of your system, please ...

 Forum: For the D3 Dev Team   Topic: D3 Loki version

 Post subject:
Posted: Mon Nov 16, 2009 9:12 am 

Replies: 11
Views: 4286


Thanks, I appreciate that! With Jeff's help we got the Interplay movies working again under linux and OSX yesterday (there's still a sound bug I've got to work out). Jeff fixed some opengl issues under linux and OSX yesterday. Today I got the level/netgame scripts building for OSX. We've still got t...

 Forum: For the D3 Dev Team   Topic: D3 Loki version

 Post subject: D3 Loki version
Posted: Sun Nov 15, 2009 8:31 pm 

Replies: 11
Views: 4286


Hey, does anyone out there have the loki version of D3? I've got a CD that won't read anymore, and I need some files off of it. Please email me kevin.bentley@gmail.com if you do, thanks! P.S. Yes, this is not the first time I made this request, but I think the last time was about 9 years ago, so I d...

 Forum: PTMC Cafe   Topic: YIKES! A Kevin Bentley sighting!! HERE

 Post subject:
Posted: Sat Oct 24, 2009 8:16 am 

Replies: 21
Views: 4067


Regarding rebirth, I have no problem supporting and working with both projects, if the rebirth guys are open to help. It's sad that there are two competing efforts, but I understand the personalities involved. It's been something that has bothered me since I first put the d1 code online. If/when the...

 Forum: PTMC Cafe   Topic: YIKES! A Kevin Bentley sighting!! HERE

 Post subject:
Posted: Fri Oct 23, 2009 11:23 am 

Replies: 21
Views: 4067


Thanks Duper. Yes, the family is well. Christopher (who was born slightly after D3 came out) is now 10, and Nic is 5. No more kids for us though. ;) My little project is some changes to the D2X-XL net code to support a tracker system that behaves just like old Kahn/Kali games. So inside D2 you will ...

 Forum: PTMC Cafe   Topic: YIKES! A Kevin Bentley sighting!! HERE

 Post subject:
Posted: Fri Oct 23, 2009 8:25 am 

Replies: 21
Views: 4067


Aaron is just mad because of all the kills I'm getting on him with the Mercury missiles.

:)

 Forum: PTMC Cafe   Topic: YIKES! A Kevin Bentley sighting!! HERE

 Post subject:
Posted: Fri Oct 23, 2009 8:23 am 

Replies: 21
Views: 4067


Yes, it's me! It's nice to be recognized.

Aaronb and I have been playing D2x-xl recently, and I'm working on a little project to make it easier to play d2x online like in the old Kahn/Kali days.

 Forum: Descent Multiplayer   Topic: D1/2 ladder levels

 Post subject:
Posted: Thu Oct 08, 2009 7:34 am 

Replies: 12
Views: 1562


What Aaron failed to mention is that I actually beat him once or twice. :) On average he's still kicking my butt, but it sure was satisfying to be able to say \"I beat Aaronb in a D2 game\"

:)

 Forum: For the D3 Dev Team   Topic: Patch Status

 Post subject:
Posted: Tue Mar 23, 2004 9:51 pm 

Replies: 219
Views: 52107


Thanks for the offer, but it's not needed...I'm doing this for the same reason you are reading this...because I love Descent. I've been playing Descent since way back, and I don't intend to stop any time soon. I just happen to be lucky enough to have the ability to work on D3.

 Forum: For the D3 Dev Team   Topic: Patch Status

 Post subject:
Posted: Sun Mar 21, 2004 9:24 pm 

Replies: 219
Views: 52107


Ok, I've got a working 1.5 linux and windows build, and a native OSX version that needs some work (a carbon version that needs some work too). Right now I'm uploading files so I can setup a dedicated server, then after I do some basic testing I'll probably release an alpha version of the patch real ...

 Forum: For the D3 Dev Team   Topic: PXO Update?

 Post subject:
Posted: Wed Mar 10, 2004 9:47 pm 

Replies: 3
Views: 5359


I've been real busy with some (paying) contract work the past 2 weeks, but I just finished it up and I'm back to work on D3. Nothing has happened with the PXO code yet, other than me looking at the code and coming up with a basic strategy....it shouldn't take long.

 Forum: For the D3 Dev Team   Topic: OSX Teaser

 Post subject:
Posted: Wed Feb 25, 2004 4:14 pm 

Replies: 25
Views: 10746


Nothing's happened to Duane. I've got his almost complete carbon version, and if it turns out that it runs better than the SDL linux ported version, we'll release it too. Also, some classic users might still exist(?) that want a carbon version. Duane has been a ton of help to me, and he has access t...

 Forum: For the D3 Dev Team   Topic: OSX Teaser

 Post subject:
Posted: Tue Feb 24, 2004 7:38 pm 

Replies: 25
Views: 10746


I can't take credit for it though...All I did was give Ryan access to the source...he did the rest (on this anyway). Now my plan is to have a unified source tree for windows/unix/macosx...that'll really help with future additions!

 Forum: For the D3 Dev Team   Topic: OSX Teaser

 Post subject:
Posted: Tue Feb 24, 2004 6:50 pm 

Replies: 25
Views: 10746


That's a port of the Linux version to Native OSX, using SDL BTW....

 Forum: For the D3 Dev Team   Topic: OSX Teaser

 Post subject: OSX Teaser
Posted: Tue Feb 24, 2004 6:49 pm 

Replies: 25
Views: 10746


Image

 Forum: For the D3 Dev Team   Topic: Patch Status

 Post subject:
Posted: Fri Feb 20, 2004 11:20 pm 

Replies: 219
Views: 52107


I've got everything merged and compiling for Linux. The added bonus is that I now have somewhat sensible diff files, so merging the Mac stuff should be easy. I'll do some basic testing soon, then I'll be ready to start letting people test linux and windows against each-other. I've got a bug tracking...

 Forum: For the D3 Dev Team   Topic: Linux OpenGL problem

 Post subject:
Posted: Fri Feb 20, 2004 9:37 pm 

Replies: 7
Views: 6313


Problem solved...a different nvidia video card works fine. I think the previous card was just bad (it came from a pile of old hardware I had, and I don't remember what the deal with it was).
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