Page 1 of 2 1 2 LastLast
Results 1 to 10 of 14

Thread: KeeperFX roadmap

  
  1. #1
    DK.NET Owner Chr!x's Avatar
    Join Date
    Feb 2010
    Location
    France
    Posts
    46

    Talking KeeperFX roadmap

    Hi !

    Another silly question for mefistotelis :

    Is it possible making a roadmap for KeeperFX dev ? May be improvements & others stuffs will be easier and project will be more "comprehensive" for non-coder people like me

    May be not very usefull talking about schedule (bad pressure), but only features in first step

    Ex :

    v0.39 :
    * feature 1
    * feature 2
    * etc...

    v0.4 :
    * feature A
    * feature B
    * etc...

    etc...
    ..:: Dungeon Keeper NETwork ::..
    French (peacefull) Keeper's Community

  2. #2
    Ghost
    Join Date
    Dec 2010
    Location
    Madrid, Spain
    Posts
    359

    Default Re: KeeperFX roadmap

    http://keeper.lubie.org/html/dk_keeperfx_read.php

    Look at the changelog, near middle of the page:

    Changelog:

    Version: 0.38b
    Updated scripts for some maps
    Fixed killing a creature which has an armour spell casted on
    Improved some debugging messages
    Rewritten some of entrance generation code
    Fixed bug in hero attacking creature code
    Fixed losing things due to lights overflow
    Rewritten shot reaching its target
    Added boulder immunity to creature config files

    Version: 0.38a
    Added mouse sensitivity modification option
    Fixed crash on invalid movies video mode
    Fixed problem with creatures standing next to lair
    Fixed error in the new rooms merging algorithm
    ...
    ...

  3. #3
    DK.NET Owner Chr!x's Avatar
    Join Date
    Feb 2010
    Location
    France
    Posts
    46

    Default Re: KeeperFX roadmap

    I already know this. Even, I check KeeperFX changes on Google Code.

    But there is a big difference between CHANGELOG & ROADMAP
    ..:: Dungeon Keeper NETwork ::..
    French (peacefull) Keeper's Community

  4. #4
    Ghost
    Join Date
    Dec 2010
    Location
    Madrid, Spain
    Posts
    359

    Default Re: KeeperFX roadmap

    I don't know the difference between ROADMAP and CHANGELOG

  5. #5
    DK.NET Owner Chr!x's Avatar
    Join Date
    Feb 2010
    Location
    France
    Posts
    46

    Default Re: KeeperFX roadmap

    CHANGELOG = What has been done since last release.
    ROADMAP = what I plan to do in future for next release(s).
    ..:: Dungeon Keeper NETwork ::..
    French (peacefull) Keeper's Community

  6. #6
    KeeperFX Author mefistotelis's Avatar
    Join Date
    Sep 2009
    Location
    Poland
    Posts
    1,235

    Default Re: KeeperFX roadmap

    I don't have a strict design plan; it's more like opportunistic development.

    I'm planning version 1.0.0 to no longer use the code in DLL - be completely rewritten. I also have a few milestone ideas, but not associated to specific version numbers.
    So the plan is:
    - To use FFMPEG to play SMK movies and remove references to old video playing code
    - To use SDL for audio and remove use of DirectSound
    - To write a graphical debugger/tracer for pathfinding and fix errors in pathfinding code
    - To rewrite creature AI and fix mistakes there

    I don't know yet what order I will take.
    Also, P_Hansson may have his own ideas, and he'll be probably working on different things.

  7. #7
    DK.NET Owner Chr!x's Avatar
    Join Date
    Feb 2010
    Location
    France
    Posts
    46

    Default Re: KeeperFX roadmap

    Quote Originally Posted by mefistotelis View Post
    - To write a graphical debugger/tracer for pathfinding and fix errors in pathfinding code
    I'm afraid not understanding : which errors ? which benefit ?

    And what's about textures & sprites improvements ?
    ..:: Dungeon Keeper NETwork ::..
    French (peacefull) Keeper's Community

  8. #8
    Ghost
    Join Date
    Dec 2010
    Location
    Madrid, Spain
    Posts
    359

    Default Re: KeeperFX roadmap

    Quote Originally Posted by Chr!x View Post
    And what's about textures & sprites improvements ?
    I think before texture or sprites improvements, the things mefisto said must be first afforded, they are more important. The DK sprites were obtained from renderings of 3D models sure (that is what we call pre-rendered graphics), and we don't have these 3D models to modify they to add more poligons or get the sprites rendered at higher resolutions.
    Last edited by jomalin; February 17th, 2011 at 12:43.

  9. #9
    DK.NET Owner Chr!x's Avatar
    Join Date
    Feb 2010
    Location
    France
    Posts
    46

    Default Re: KeeperFX roadmap

    Quote Originally Posted by mefistotelis View Post
    I don't have a strict design plan; it's more like opportunistic development.
    And what's about a bugtracker ? This tools is very usefull for 'opportunistic' development

    Quote Originally Posted by jomalin View Post
    I think before texture or sprites improvements, the things mefisto said must be first afforded, they are more important. The DK sprites were obtained from renderings of 3D models sure (that is that we call pre-rendered graphics), and we don't have these 3D models to modify they to add more poligons or get the sprites rendered at higher resolutions.
    WFTO team have 3D model for each creature. A probable synergy between the 2 projects would be welcome. Don't you think Mefistotelis ?
    ..:: Dungeon Keeper NETwork ::..
    French (peacefull) Keeper's Community

  10. #10

    Default Re: KeeperFX roadmap

    Quote Originally Posted by Chr!x View Post
    WFTO team have 3D model for each creature. A probable synergy between the 2 projects would be welcome. Don't you think Mefistotelis ?
    Maybe it would be fine to make some teams cooperate instead of fragmentation of many smaller ones working on different projects. But there is possibility that everyone has their own visions and its not possible to merge them.

    Quote Originally Posted by jomalin View Post
    I think before texture or sprites improvements, the things mefisto said must be first afforded, they are more important. The DK sprites were obtained from renderings of 3D models sure (that is that we call pre-rendered graphics), and we don't have these 3D models to modify they to add more poligons or get the sprites rendered at higher resolutions.
    So guys why don't we make those models? I have some experience with it... If you can import them later or tell me which ones to do and what to render?... let me know
    Last edited by iggii; February 17th, 2011 at 11:22.

Similar Threads

  1. KeeperFX 0.38a bug with Fly
    By jomalin in forum KeeperFX
    Replies: 6
    Last Post: August 13th, 2012, 17:05
  2. keeperfx svn
    By jomalin in forum KeeperFX
    Replies: 4
    Last Post: June 9th, 2011, 05:57
  3. keeperfx 0.38 bug of not?
    By jomalin in forum KeeperFX
    Replies: 1
    Last Post: January 6th, 2011, 13:02
  4. Why keeperFX?
    By chrisssj2 in forum KeeperFX
    Replies: 33
    Last Post: October 23rd, 2010, 20:19
  5. KeeperFX CCP
    By mefistotelis in forum KeeperFX
    Replies: 40
    Last Post: May 11th, 2010, 10:38

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •