Its been a while since my last post so I thought I'd spend a little time explaining what we are up to and where we are at with XR development.
You might have heard rumors while playing savage over the last few weeks that we are nearing the first release of XR ( of which I'm mostly responsible for
). These are partially true! We are currently polishing things so that the release is of a high standard. We had hoped to release a couple of weeks ago but as always things crop up both in the development life cycle and in people's lives which have set us back.
Right now Extreme, a new addition to our staff, is fixing a few issues in sound system which has been updated to use the latest fmodex library. This has been updated to allow native ALSA support in Linux and means the crackling and skipping on new sound cards has been fixed and Savage will no longer hog the entire sound card as it did with the old OSS only sounds library.
We are also working on finishing two new maps showcasing the Aztec and Desert prop sets and polishing the GUI for the level editor which should renew people's passion for map making.
Some people who have been part of the community for a long time may remember the jump pads in the Ex2 mod for Savage. Case is currently working on implementing changes to the physics engine to re-enable such additions to the game but in a more maintainable and extensible fashion.
As for me, I've been working on a new version of the Auto-Updater to support the creation of s2z archives and speed up the update process, as well as working on backward compatibility with older clients connecting to XR servers.
So stay tuned and expect to see a few more Dev blogs in the coming weeks.