075... Where are 073 and 074?
075... Where are 073 and 074?
It just occured to me; the next version of rf is version 075; what happened to 073 and 074? is it like a winamp 5 thing (they skipped 4 because 5 contained so many features, and 2 + 3 = 5)? or were 073 and 074 in-house test versions? very curious...
this was decided a long time ago
originally the 072 release was going to include all of this functionality that nout has completed - the significant jump in features justified a jump in version numbers accordingly.
we have done numerous 'internal' test builds over the past year testing & retesting these features - some of the scripting functions that nout has finally been able to release were originally sent to me well over a year ago when i was preparing the 072 build.
at the same time as we were testing the (at the time) new features such as normal mapping etc, there was a continual stream of updates, changes & enhancements that were coming in from the community - including the stencil shadows, among other things - and since testing & integration of all of the code was taking too long with the amount of time that i had to dedicate to it, it was decided to release an interim 072 release in order to get the code out to the community in a stable release.
since that time, not only has nout added things like the tokamak physics system, but has also continued to add many new script features & functionality to the engine...
the jump in versions is more than justified - RF releases were never meant to be single-increments - but merely representative of the state of the engine at the time.
on a semi-related note, i always found it funny that after 6 years, the developers are still too humble to even consider labeling RF as a 1.0 release - even though there have been long-stable releases of RF for many years, not to mention numerous complete games released with the engine etc...
we have done numerous 'internal' test builds over the past year testing & retesting these features - some of the scripting functions that nout has finally been able to release were originally sent to me well over a year ago when i was preparing the 072 build.
at the same time as we were testing the (at the time) new features such as normal mapping etc, there was a continual stream of updates, changes & enhancements that were coming in from the community - including the stencil shadows, among other things - and since testing & integration of all of the code was taking too long with the amount of time that i had to dedicate to it, it was decided to release an interim 072 release in order to get the code out to the community in a stable release.
since that time, not only has nout added things like the tokamak physics system, but has also continued to add many new script features & functionality to the engine...
the jump in versions is more than justified - RF releases were never meant to be single-increments - but merely representative of the state of the engine at the time.
on a semi-related note, i always found it funny that after 6 years, the developers are still too humble to even consider labeling RF as a 1.0 release - even though there have been long-stable releases of RF for many years, not to mention numerous complete games released with the engine etc...
heh
the same thing can be said to everyone that has worked on RF over the years (code-wise).
It takes a LONG time to not only code on a project like RF, but also to integrate code changes into a build in the way that we have done over the past few years.
On a semi-related note, we have setup subversion for our Beyond Virtual development - and I am going to setup an RF source tree as well to get the RF community a central source control system again - and not only a central source control server, but an open-source one that we won't go through all of the license issues & compatibility problems that we had with perforce etc in the past.
I'll post more news about this in the near future - and i'll email nout, qod & the other RF developers with info about this asap.
It takes a LONG time to not only code on a project like RF, but also to integrate code changes into a build in the way that we have done over the past few years.
On a semi-related note, we have setup subversion for our Beyond Virtual development - and I am going to setup an RF source tree as well to get the RF community a central source control system again - and not only a central source control server, but an open-source one that we won't go through all of the license issues & compatibility problems that we had with perforce etc in the past.
I'll post more news about this in the near future - and i'll email nout, qod & the other RF developers with info about this asap.
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Looks like a good roadmap
That's very similar to what I was thinking as well.
Once things like Multiplayer & physics into the game shell the rest of the things that people are requesting are more on the Genesis side (which really should have it's own Roadmap as well).
Once things like Multiplayer & physics into the game shell the rest of the things that people are requesting are more on the Genesis side (which really should have it's own Roadmap as well).